TWiXT
TWiXT
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@MilManson said:
https://forum.deadbydaylight.com/en/discussion/comment/2856718#Comment_2856718
And undetectable is a killer's built in ability, why should that be countered?
It's only a killers built in ability for 4 of the current 27 killers (5 if you include Pig)! Lets not forget that current survivor perks like calm spirit (counters doctor, clown, spies from the shadows, infectious fright), Urban Evasion (counters Hag traps), and Blast Mine (completely counters Wraith while cloaked) and more exist. Having a perk that counters a killer power is fine, especially when it only counters a specific minority of them, because chances are you're gonna encounter much more of the killers it doesn't counter than the ones it does, and currently Spine Chill counters ALL OF THEM! With my suggested change, it still counters all killers, but only when they are close enough to actually have a chance at giving chase to a fleeing survivor, so what if it counters the stealth killers more? They're allowed to get MUCH closer to their targets before it activates, which gives them better chance at even starting a chase. Current Spine Chill doesn't do that at all, and outright defeats all killers, stealth or not, so I'm having trouble understanding why you are against this idea.
@geovana_manguette said:
https://forum.deadbydaylight.com/en/discussion/comment/2856709#Comment_2856709
It should be disabled when you're affected by the Oblivious status effect. That makes more sense to me.
Actually... yeah, that makes sense. Spine Chill is meant to defeat the Undetectable status, so there's no reason it should also defeat the oblivious status as well. I like this idea!
@Exxodus21 said:
https://forum.deadbydaylight.com/en/discussion/comment/2856737#Comment_2856737
Spine Chill is easily countered by looking slightly away from where you're going. The perk is fine and easily played around.
Did you Even READ the Post?
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@drsoontm said:
I'll read everything at some point but ...
Spies from the Shadow is a good perk and I wouldn't want to see it changed.
Lets face it, Spies can be better without becoming broken. Wouldn't you rather get a spies notification without hearing a loud explosion noise that's no different from when someone fast vaults a window, fast enters a locker, or fails a skill check? and also wouldn't you rather that damn black circle that surrounds all of the spies notifications, doesn't impede your aura reading? and wouldn't you want the crows to be your allies instead of flying away the moment you approach them? TBH, I thought having little "signal flair" crows was a good idea, but I also wanted them to make a distinct sound to differentiate themselves from all the other explosion sounds. Crows also start flying .2 seconds after being disturbed, so even with this change, the killer will still have to take into account the survivors movement with a slight delay. Current Spies is an "Ok" perk, but it could be sooo much better and more intuitive... don't cha think?
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@CharlieChatBox said:
SFTS: YES
Erupt: Yes, though you may need to clarify the wording because it does read like it just works with ruin. Also, that's far too long on the incapacitated, as incapacitated also prevents healing. And healing people from the dying state.
Surge: YES
Oppress: Yes, it needs a lower cooldown. In fact, most of the perks in the game would see their usage go up if their cooldowns were 20-33% shorter.
FU: YES
Insid: I still don't see how it can't be used for camping, as Chase doesn't start until you move.
Eruption: You can't kick a gen and activate it if the gen is already regressing due to Ruin, so it has no synergy with it. It does however gain synergy with Oppression which will start regression on up to 3 other gens the moment you kick one, so Eruption will trigger on all of the ones that actually start regressing and aren't being currently repaired. This may seem like a significant advantage, but lets be real... Erupt only does 6% damage upon downing a survivor, which takes about 4.5 seconds for a survivor to repair, so it's really not that big of a buff tbh.
Oppression: Definitely needs a no cooldown tbh, Any decent survivor can nail that supposedly "Difficult" skill check, and it doesn't even add any other damage to progress when it activates, or speed up the regression process. If Call of Brine paired with it and you could get 4 gens regressing at 200%, that would be different and make it definitely worthy of having an 80 second cooldown, but it doesn't, so seriously... why does it even need a cooldown?
Insidious: (seriously why do you have a thing against adding ion or iuos to the end of words? 😋) Of course it can still be used for camping... but unlike it's current version, my altered one gives it more function than just camping. In all honesty, if a killer still uses it to camp a hook, then they are using it wrong! Which is kinda why I suggested the change in the first place: to make it more of a functional stealth perk, and less of a perk whose sole purpose is to camp.
I'm glad you like my ideas otherwise, and hope you don't see this response as any kind of attack, but more of an explanation to my madness. 🤗
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@MilManson said:
Spine chill should only work if the killer is not "undetectable".
That would defeat the purpose of it being a perk that counters stealth, and would give all stealth killers or stealth perks a major advantage. TBH, I'm not against a perk specifically designed to counter a power or perk on the other side as it leads to some fun in the decision making, but the current version of Spine Chill is a "wee bit OP" against all killers tbh, and it needs to be brought down a peg in order to be fair.
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@CharlieChatBox said:
https://forum.deadbydaylight.com/en/discussion/comment/2855748#Comment_2855748
Is circle of Healing BS? Yes. But its not every match. And it stacking in power later with kills and injuries on makes it so there isn't really a way to reset once the team is on the back foot. You're not accounting for time injured in chase. Meaning someone can easily gain a crow or 2 with your current metric while still being chased.
If this only accounts for time injured outside of chase, then the numbers are fine, just doesn't need the acceleration aspect of the perk.
Counterpoint: If someone is being chased while injured for 40 seconds and gets their first crow, then they have done a damn fine job of avoiding getting downed by the killer! Being that 1 crow doesn't = audio and visual queues to the killer on your position, but just lets them know where you are directionally if they are close by, this really isn't that big of a problem. Don't pretend that 40 seconds isn't lenient considering that survivors have not only CoH, but also Medkits, Each other, and even Self Care which all bring a survivor to the healthy state in less than 40 seconds. True you may have a survivor that gets downed and hooked for more than 40 seconds, but the hooked state doesn't even count towards the gain of crows, as it's a different state from injured. If anything, this perk would benefit plague the most, but only IF the survivors choose not to cleanse at her fountains, which only takes 6 seconds, so I really don't see why you are so against this idea. Also True, killers have perks that slow down the healing process like Sloppy Butcher and Coulrophobia, but they STILL don't make any healing action last more than 40 seconds, so... perhaps I am being too lenient and should lower it to 20 in order to make the perk even remotely viable in all honesty. I just figured that people would complain if I did.
At it's maximum potential, the final survivor of a trial, if injured, will get their first crow at 10 seconds, their second at 15, and the third at 20. If they have no healing mechanic that can get them out of the injured state in less than 20 seconds, then that's on them in all honesty.
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wait, DC Penalty is disabled again? or is it just too lenient? I want to know, as it will decide if I keep playing for the next few days/weeks.
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@CharlieChatBox said:
So Hex: Powerless can remove all 5 totems in one fell swoop? It sounds like tier 3 breaks all other totems upon breaking. If so, it sounds like a different take on Hex: Thrill of the Hunt. This isn't actually a bad thing, and your version is actually pretty clever.
Carrion Craving: Probably should take longer, as this makes it quite easy to track injured survivors, right off of hook should you choose to tunnel them. Might need to be simplified to the "AFK" Crowns accumulating on Injured Survivors every 80/70/60 seconds of being injured. The harassment of the injured survivors isn't a bad idea, but the snowball factor seems unnecessary.
Now, Imagine Hex: Powerless Pairing with Pentimento... you'll get the idea, otherwise, its still a great way to suddenly remove totems from the equation entirely so that neither the killer or the survivors can have their advantage.
I don't see why Carrion Craving should take longer, as at most, it takes a survivor, especially in the current meta, only 16 seconds to heal, or 32 if there's no CoH in play and they are using Self Care. 40 seconds seems like plenty of time to me, also, it takes 3 crows harassing a survivor to start giving them away via audio and visual queue to the killer. All this does is shorten the time by 20 seconds to start acquiring crows, and require that the survivor remains injured instead of just holding still. Currently crows start harassing a still survivor within 60 seconds, and the killer only gets a notification of a still survivor after 100 seconds have passed. This simply reduces all that by 20 seconds overall, and makes it apply to survivors who stay injured for 40/60/80 seconds. Sure there are Perks or Add-ons that the killer can provide to slow down healing or keep survivors in the injured state for longer amounts of time, but overall, it'll be very rare that a survivor remains injured to the point of acquiring 3 crows and a constant visual/audio notification of their location. The only Caveat being that, the more the killer kills or puts on their last hook, the less time it takes for the crows to start harassing them while they are injured or standing still. This makes it a great late game perk, but not so good for an early game one, and is still easily defeated as long as survivors persist in being healthy.
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AH Hell, Also Here's some re-works of other perks:
Spies From the Shadows:
Overhaul the perk to - The Crows no longer respond to your presence or hooked survivors, you see the auras of all disturbed crows within 36 meters of you, and disturbed crows are 100% louder to you within that range.
Explanation - This proposal gets rid of the confusing/annoying explosion sound notifications and replaces it by making the crows noisier so you can differentiate between them and a gen popping, loud locker, loud vaulting, and you get no false signals since crows no longer respond to you. Basically they become little signal flares to tell you where survivors are/have been. If this change were to happen, Spies would become an overall better tracking tool, and really fit the description of the perk which says: "The Crows found in the world can communicate directly with you." Besides, survivors still have 2 perks that defeat this: Calm Spirit & Urban Evasion, as well as the crouching mechanic, so it's not like this would be an un-counterable or broken change for the perk. If they also put some more crows in dead zones, that would be nice for helping this perk gain a better level of consistency and usefulness (Seriously, Rotten Fields features no Scarecrows, but the crows avoid the corn field? This was updated recently when the map was reworked, to apply at least a few in the corn, but honestly, no more than 4 small groups in a highly predictable cross pattern extending only about 20 meters from each side of the killer shack... REALLY? That Field, or any Map that has corn sections in them, should be littered with crows unless BHVR adds some creepy scarecrows to them. This is not even mentioning the big ass dead zones with no crows in the Autohaven or Macmillan maps).
Eruption:
After kicking a Generator, all damaged or currently regressing Generators Aura's are highlighted in Yellow.
- When you put a Survivor into the Dying State, every affected Generator explodes and starts regressing, removing the highlighted Aura.
- Applies an immediate 6 % Progression penalty.
- Any Survivor repairing a Generator when it explodes will scream and suffer from the Incapacitated Status Effect for 24/28/32 seconds.
Eruptionhas a cool-down of 30 seconds. <-RemovedThe Text in Bold is where I made the change. Basically instead of having to go around and kick every generator 1 by 1 before downing someone and triggering Eruption, this applies Eruption's effect to any generator that is already regressing, or damaged by other perks like Oppression or Jolt, when you make the kick. Since it still requires a kick action to activate it on the gens, it won't pair well with Ruin. This would easily elevate Eruption from a low tier and situational perk to something that can synergize better with others for slowing gens. For that reason, I also removed the cooldown time of Eruption, it only seems fair since while this buff can prime multiple gens (up to 4 with Oppression) for a massive burst of... 6% damage... to all of the affected gens on your next down... which at best can take 20 seconds... and still only applies the base regression speed, sigh, why did this have a cooldown in the first place?
Surge/Jolt:
Remove the cooldown and the Basic Attack requirement.
Explanation - Honestly this has been hotly debated in the forums since Surge came out because the fact remains that in order to activate it at all, you have to successfully down a survivor while within range of a gen. Chasing and downing a survivor with Basic attacks takes enough time as it is, especially if they were healthy when the chase started, and the minor 8% damage Surge does if it activates is hardly consequential since it would take 12 survivor downs in order to achieve a stacked 96% damage to 1 or more gens. PGTW does 300% damage to gens in the same amount of hooks, and Ruin Does more damage per second without needing to down or hook a survivor. On average it takes a decent m1 killer 20 seconds to down a survivor, and that's not counting the time to find the survivor to chase and down in the first place, but say you snowballed survivors 1 after the other within 20 seconds per chase, that's a maximum of 4 downs in 80 seconds, and a total of 32% damage between multiple gens since survivors won't stay around a downed survivor, much less a gen if getting chased, so overall... you spread the damage out over a possible 4 gens at most over 80 seconds, and that's the best case scenario if this change was implemented. While this won't improve the overall damage Surge can do, removing the basic attack requirement will at least allow killers with damaging powers to get some use out of it making it more universal to the killer roster, and removing the cooldown will allow it to become a slightly more consistent annoyance to survivors. It won't make it any more powerful than any other existing gen defense perks, but at least it would be more useful.
Oppression:
Remove or significantly lower the cooldown.
Explanation - This perk doesn't even add extra damage to the gens it affects (unless survivors fail the "Difficult" skill check), only applies the base regression rate, and can randomly target gens that have 0 progress on them, but for some awful reason the devs decided that it was so powerful that it deserved DOUBLE the cooldown time (80 seconds) of Surge? At least Surge won't activate on gens that have 0 progress... Why does Oppression deserve such an excessive cooldown time? If it's because of the skill check, that's a laughable annoyance more than anything that could be considered a threat to any decent-good survivors, and only becomes a problem against noobs, who honestly rank up and gain skill fast enough that it's pretty much a moot point to keep it so laughably underpowered.
Fire Up:
Buff the perk- Increase it from 4% to 5%.
Explanation - This is a ridiculously underpowered perk because in order to gain any benefit from it, the killer has to sacrifice the objectives they are supposed to protect, in other words "lose the game". It's designed to give killers a slight edge in chases in order to try and protect the last gens from completing. The overall problem however is that 4% amounts to 12% when 3 gens are completed, and 20% when all 5 are done, meaning that they gain Brutal Strengths chase advantage on pallet breaking only after the survivors have completed all of the gens when there's not many unused pallets left in the map, and Bamboozles vault speed advantage when there is only 1 gen remaining. This doesn't help the killers in their desperate attempts to stop the final gens from completion at all, and by the time it's reached its maximum potential, the survivors are already rushing out the gate.
However, if you bump it up just 1%... now we have a perk that gains Bamboozles advantage at 2 gens remaining, and Brutal Strengths at 1 gen remaining, with an added bonus to both if 0 gens remain. This would actually help the killers defend the final gens, and give them enough of a chase advantage if all gens are completed to try and stop the survivors from escaping. Suddenly this goes from an "underpowered" perk to a "Decent" one, and all it takes is a simple 1% boost in strength.
Insidious:
Overhaul the perk to - Reduces your Terror Radius and Red Stains Brightness by 5% for every 4/3/2 seconds you refrain from chasing or injuring survivors, upon reaching 100% reduction, you gain the Undetectable Status. Initiating a chase or injuring a survivor regains your TR and Red stain in 5 seconds, once this has returned Insidious has a 40 second cooldown.
Explanation - This perk has been a bane on the game since it came out because it seems to have been specifically designed for the sole purpose of camping hooks. With this change however, a killer loses half their TR for spending 10 seconds away from a chase or injuring a survivor, and becomes Undetectable at 20 seconds. This is mostly meant for anti-stealth play, or for gaining a slight advantage in the early game wherein the killer is initially searching the map for survivors. Ultimately, it changes the perk from one encouraging camping, to one that rewards the killer with an advantage if the survivors are being too sneaky/evasive, and allows them to get the drop on survivors more often. The cooldown is necessary for this one because otherwise it would be heavily abuseable.
As for the survivors going up against this updated version, Premonition or Spine Chill still proc on stealth killers, so relying solely on the TR reduction is still no guarantee against those kinds of perks, and gives the survivors an advantage. Up until then, unless the killer has spent 20 seconds avoiding survivors, Aura reading perks like OoO, Alert, and Kindred still have an advantage for tracking the killer.
Man, It's good to get all that off my chest.
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HELL NO!
Onryo/Ringu/Sadako is the WORST "stealth" killer in the game, because just like the noisy "PTB ghost face" debacle, while using her stealth power (de-manifest) she emanates a 24 meter radius omnidirectional "Lullaby" sound that warns survivors well ahead of time that you're both in stealth, and in their area. While this makes sense for Ranged killers, It has no place amongst the Stealth ones. Survivors don't even need Spine Chill to know she's coming their way; Now add in the fact that she also makes noises with every single usage of her power and interaction she performs, all of which are directionally audible to survivors, and you have at best an "Imitation stealth" killer. Many people have claimed that she's like Combining "Wraith With Freddy", but I strongly feel she's more like Combining Demogorgon (loudest killer in the game, features a teleport mechanic) with Pig (directionally audible power). Being that when she is using her De-manifested mode, and she's still intermittently visible to survivors within 24 meters... the freaking "Lullaby" is OVERKILL and obviously intended for the most "Baby/Noobs" of survivors. This level of condescension or "hand holding" by the devs is just insulting to me at this point!
These are the reasons survivors always know She's coming for them when you're playing as her, as (OBVIOUSLY) anyone with ears, or a good headset, easily turns her into a base M1 killer with an easily avoidable teleport gimmick (TP'ing to a TV gives survivors a directionally audible warning), and a "timewaster" mechanic that wastes no ones time (Seriously the condemnation mechanic is less threatening and way more "Sad" in execution, as opposed to the actual "Threat" it's meant to present). Funny enough, if you use a perk like Dark Devotion, or Trail of Torment, and just choose to not use her power to de-manifest, you get a proper undetectable status without her freaking "Lullaby" activating. Sigh... These devs man...
At least with Spirit, I can still Mind-game survivors even with her directional audio, and at least when using her power she's 100% invisible. Spirit is still, by far, the better "Japanese Ghost Character" choice for getting an edge on survivors.
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If It is a spider that lays eggs... Then it reminds me of my own killer concept I expressed back in 2017 on the steam forums:
Based on Japanese demon lore, and Femme Fatale killers everywhere. I wanted something that would discourage the way SWF groups currently play and encourage more stealth. I'm hoping this does that... The Spider Appearance/Mannerism: A beautiful Japanese woman in a long flowing white Kimono (a bit undone in the breast area), with beautiful black hair and a wonderful hourglass figure.Albeit HEAVILY outdated by todays game and standards (especially the -20% movement speed for survivors who are Poisoned part, these days I'd make it a - 5% at most or 2% so that the new Boon could counter it), but It's still all there. A Spider-like villain who can crawl over walls/obstacles at a reduced movement speed, Lays eggs that if allowed to hatch and not crushed by survivors creates a large zone of spiderlings that poison survivors, and a new Status effect: Poison, In which survivors suffering this effect normally suffer it for only 9 seconds, but if they say, stay poisoned for 20 seconds (like lingering in a spiderling zone), they lose a health state. On top of that it slows their overall movement speed, so, trying to repair a gen in a spiderling swarm area = downed in 40 seconds. I'm not so sure on the perks, Obviously I'd have to update their descriptions for the current game, but I still feel I had good ideas on them, for both the killer and the survivor (though again, heavily outdated, and would need some serious adjustments).
As for the map... lets just say this was suggested long before the whole "Logan Paul" Debacle, and I'm sorry for mentioning it in the first place, much less suggesting that a survivor decide to end their own life in that infamous place (as so many others have) but instead end up taken by the entity. I want to formally apologize for that, and honestly have no defense other than, at the time of this concepts posting, it was the dark side of modern Japan that the Japanese knew about, but didn't want to acknowledge, and thus has incurred a substantial amount of feelings of dread and superstition that I thought would fit right in for a horror game, and I wanted to tap into that... I realize I was arrogant when I made the suggestion. Logan Paul was worse than me in his infamous videos, but not by much, and I am abhorred to think that I once thought this way because I was after the tense "Real World" horror, but neglecting in sympathy, for both the actual victims who lie in that forest, and for mocking it with my admittedly pathetic survivor concept.
As for anyone wondering why I was Banned from the Steam forums... I was Younger, and obviously SIGNIFICANTLY more stupid, and I told an admitted hacker on their own post, to do something that rhymes with "Cry in a Choir". I'm not proud of that, and have obviously learned my lesson.
Other than these things, I still think the Concept is great if outdated, and wonder if the devs, if they are planning on making a "Spider" killer, took any inspiration from it.
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I honestly don't think it's being slept on as much as people are realizing how difficult it is to give survivors stacks of condemnation, and are starting to pick up on it as an alternative way to give them more stacks. Honestly, From the PTB alone, I figured that every survivor would just ignore the video tapes entirely, forcing the killer to give them stacks of Condemnation via Teleporting to TV's, and this add-on was a gesture by the devs to help condemnation build faster... but unfortunately, it doesn't do it fast enough.
The reason NC+SB works so well on Sadako is the same as why it works well on any stealth killer, but with one caveat... Unlike any other stealth killer, when she uses her stealth ability (demanfiest) she replaces her Terror Radius with a Lullaby, which means that no matter if she's in stealth or not from her base kit abilities, survivors always have a warning. Which to me is just, ugh, terrible design for a supposedly "stealth killer". What's really funny is that the Lullaby seems to be directly tied to her Demanifested state, meaning that if you use a Stealth perk like Dark Devotion, Insidious, or Trail of Torment, you can actually approach survivors without them getting an early warning, as all other stealth killers do with their base kits, as long as you remain in the manifested form and meet the requirements for the perk.
Seriously Devs? I thought the learned their lesson from the "Noisy Ghost Face PTB" debacle that was HEAVILY criticized by the community. I mean she's only partially stealthed as is because she can still be seen, the lullaby is just overkill. Not to mention that aside from her unnecessary "Lullaby", everything she does, be it an interaction with the environment or her own power, is DIRECTIONALLY AUDIBLE... She's less like If "Freddy and Wraith had a baby", and much more like if Demogorgon (loudest killer in the game, can also Teleport) and Spirit (directionally audible power) did. Also she's Japanese... so that fits with all of their "Monster x Girl" fetish videos.
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Bring Nurses Calling and Sloppy Butcher.
Also, I'm unsure if her "Lullaby" radius is static, in that it stays at 24 meters around her regardless, or if it's Dynamic, as in it's tied to her TR and can grow or shrink, based upon perks that expand or reduce her TR. Some have said its tied entirely to her Demanifested state, meaning that as long as you use Stealth perks like Dark Devotion or Trail of Torment, she can become undetectable while Manifested without having her Lullaby warning sounds giving away that she's in the area. Either Way, typically NC+SB on a stealth killer is a great combo against the current CoH meta.
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- Let yourself get up to 5 stacks of condemned.
- See teammate on last hook getting chased by Sadako.
- Grab a Tape and run to the TV you have to deliver it to in order to remove stacks.
- Wait at said TV until you become fully condemned.
- Watch Sadako break chase to come after you/teleport to you.
- Pop in tape while she's approaching/teleporting.
- Enjoy the fact that you just saved your buddy, probably from across the map, and she came after/teleported to you instead of getting a kill, for nothing more than another exhaustive chase.
Works even better if you 99 a heal on yourself before you get fully condemned and insert the tape. Having a healthy survivor get fully condemned is tempting enough for most Onryo's, but an injured one? IRISISTABLE! As soon as one killer we played against realized they'd been played by this tactic, they DC'd, and being a previous killer main myself, I felt pretty bad, but come on, the devs likely knew that survivors would figure out tactics like this to counter the new killer. Otherwise this is just terrible design.
I used this strategy with my friends and in solo queue, works like a charm!
So yeah, She's "Fun" to play against, and has easy counter play (unlike Blight, Nurse, or Spirit). More importantly, she's also the Noisiest "Stealth" Killer in the game, as everything she does has sound that's more often than not directional, so I never have much trouble sussing out where she is. Finally a Stealth killer that has very little chance of jump scaring survivors! You don't even need to bring spine chill because her "Lullaby" radius warns you well in advanced if she's headed your way.
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@Laurie268 said:
https://forum.deadbydaylight.com/en/discussion/comment/2843244#Comment_2843244
Thanks for not begging us to message you and actually sharing something useful
@Tranquil_Blue said:
https://forum.deadbydaylight.com/en/discussion/comment/2843244#Comment_2843244
Oh, this is brutal lol. Well played.
Works even better if you 99 a heal on yourself before you get fully condemned and insert the tape. Having a healthy person get fully condemned is tempting enough for most Onryo's, but an injured one? IRISISTABLE! As soon as one killer we played against realized they'd been played by this tactic last night, they DC'd, and being a previous killer main myself, I felt pretty bad, but come on, the devs likely knew that survivors would figure out tactics like this to counter the new killer. Otherwise this is just terrible design.
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- Let yourself get up to 5 stacks of condemned.
- See teammate on last hook getting chased by Sadako.
- Grab a Tape and run to the TV you have to deliver it to in order to remove stacks.
- Wait at said TV until you become fully condemned.
- Watch Sadako break chase to come after you/teleport to you.
- Pop in tape while she's teleporting.
- Enjoy the fact that you just saved your buddy, probably from across the map, and she teleported to you for nothing but another exhaustive chase.
I used this with my friends last night, worked like a charm!
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Huntress Lullaby doesn't affect the skill checks from merciless storm, As Tested in one of Pebsie's latest Dbd Myths videos on YT, so It's highly unlikely that Unnerving Presence will affect it either, and Doctors madness probably doesn't change the direction the dial turns. Same goes for Toolbox add-on's and perks on survivors, Honestly though, it might be worth just getting together with a friend and testing things to see if there's any change.
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OP, It's posts like yours that make me want to repost my list of "unbiased rules" that I've been developing with feedback from the community for years. It's last iteration was posted right after the Resident Evil/Nemesis chapter release, and while a long read, really spells out what should be acceptable, and what shouldn't be, and as of the last time it was posted, It gained a decent amount of praise.
If you're interested in checking it out, or want to give me some pointers on anything I should add, here's the link to it:
@TWiXT said:
Due to the new Resident Evil Chapter release, we have received an influx of new players, and so I must start this post by saying:
Welcome to Dead by Daylight, and I hope you are all having fun so far (despite how rough this chapters release has been)!
That being said, you're likely to see a whole lot of forum posts, and/or chat messages citing "Made up Rules" Killers and Survivors should follow. Most, if not all of these are based on individual experiences, and are heavily biased for what ever side (Killer or Survivor) the posting member primarily plays, so before you comment or "side" with anyone, here is a list of unbiased "rules" that I believe everyone can get behind as a foundation to enjoying your experience in DbD:
1 - Play how you want to play and enjoy the game.
2 - If you show no respect... don't expect any.
3 - The Killers role is to kill, the Survivors is to survive... Both by any means necessary. This is the Hearts-blood Core reality of how this game is played! No matter how a killer or survivor(s) win the match, it's all part of the games design, and no one should waste any time or energy complaining about it as long as they've gained their victory using the legal mechanics, or tactics the game provides/allows them to achieve it!
In other words ALL IS FAIR when it comes to playing the role you've chosen (unless cheating/hacking, but we'll get into that further down the list in rule 7). If there's anything you feel is unfair about either side:
- Reflect upon your own side and what tactics and builds you/your team are using to achieve your goal.
- Compare it to what your opponent(s) used to achieve theirs.
- If possible, strive to experience the other side FIRST before you post any complaints on the forums about your experience against your opposition.
- Ask yourself if there is something inherently broken in the games mechanics that needs to be addressed before you resort to posting your complaint (e.g. Encountering perks, items, add-ons, mechanics, or abilities that absolutely provide too much of an advantage to your opposition, and are un-counterable by anything you do. If there is a counter to these things, either discovered by yourself or researched, save your complaint and learn/employ said counter the next time you face it, if not... then by all means let the devs know by posting your complaint).
Always remember, if your opponent won a match/trial while using the legal mechanics the game provides, it's not really their fault for taking advantage of it, is it? In other words, if you have a complaint you're just itching to express on the forums, you should first ensure that you're Legitimately Hating the game, not the player. As anything else will be seen as nothing more than a post filled with "banal whining" by the majority of the community.
4 - When the gates are powered... Anything goes!
Don't kid yourself by thinking otherwise! Neither side is gonna roll over and just "let you win" when this happens, and not only do both sides know this... Realistically at that point the only job the killer role has is to secure kills since there aren't any gens left for them to protect, and the only job the survivors have is to escape with as many alive as possible.
So, No matter what tactics or skills you employ at this period in the match/trial... The gloves are off! Recall rule 3, and feel free to do whatever it takes to achieve your goal. No one can blame you for whatever you do in the endgame, and if they do, for the most part they're just being sore sports.
Enjoy your victory, or embrace your defeat. Either way, "When the gates are powered" is, more often than not, the most intense part of the trial, and you should take whatever advantages you can against your opposition as they (mostly) won't show any mercy towards you.
5 - You paid money for a multiplayer experience, and thus aren't entitled to win every match. Anyone who takes umbrage to this should stick to single-player games where-in you are entitled to eventually win for the money you paid. Being salty because of a lost match is unbecoming, embarrassingly juvenile, and toxic to the communities reputation. We're all people pitting our skills, strategies, builds and knowledge against each-other. If you lose and have nothing good to say in the post game chat or over the console chat system: Either Leave a "gg," or no message at all, and then calm down/lick your wounds, and move onto the next match. This is just a game after all.
6 - For PC players: Post game chat can be closed using the ">>" in the lower right of the chat box, and will remain closed until you open it again. No one deserves abuse, so if you find yourself frustrated over excessive endgame chat toxicity: Feel Free to Report the most egregious offenders, or otherwise Just close it, and continue enjoying the game in peace.
For Console Players: I understand that many other players can/will attempt to contact you via the consoles messaging service, and that this can't always be ignored or shut off. None the less, you do not deserve abuse, and if anyone is violating that via text or voice messages, then they are violating the policies the consoles communication service stands for! Feel free to let your consoles administrators know that your rights to enjoy this game are being infringed upon by other players, or otherwise, if possible, try to simply ignore the messages they send you, and continue playing at your leisure.
7 - This is a 4v1 Lobby and Match style, or Asymmetrical Multiplayer game. When you queue up to play a match you are committing to seeing it through so that everyone can enjoy the game, and everyone else who queued up is depending on your commitment to the match in order to experience said enjoyment. The acceptable reasons for Intentionally Disconnecting from a match are as follows:
A Game breaking bug rendering you incapable of playing a normal match.
A Player(s) taking the game hostage/hacking/exploiting bugs or unintentional game mechanics, or bullying/griefing you. (Record if possible, and Report them after leaving the match.
Influences and situations outside of the game that make your disconnection unavoidable in order to deal with said circumstance(s).
Disconnecting from a match intentionally for any other reason is a practice in bad sportsmanship that Ruins the experience for all other players, Disconnecting over petty reasons doesn't do anything other than piss off everyone else, and makes you a worse player for it since you don't learn how to play any better by quitting. Disconnecting is currently being punished for a good reason: Too many DC's from too many players results in leaving the community as a whole with a sour experience, and could eventually kill the game we love. If you are frustrated with how a match is going; Take it in stride as a learning experience, see it through to the end, take a break if you need to, and decide if you want to queue up for another match. We all bought this game in order to play it with others despite how each match goes, and the majority of the fun this game offers is in the variation of each individual match.
Don't be a petty DC'er.
8 - For survivors: Rage Quitting via suicide on the hook is a unique option available to the survivor side of this game and is your choice, but If your suicide on the hook isn't advantageous to your team, as with rule 7, all it does is ruin the experience for the rest of your team, and piss everyone off. While it's not likely to ever be punished, it's still regarded by the community as a show of bad sportsmanship. If you don't at least try to play through until the end, regardless of the results, you are only hurting the experience for all other players both new and old, but it's with the new players where this hurts their game experience the most.
Bad matches happen, we understand, but that's no reason "throw a game", especially over petty reasoning. Matches can turn around at the drop of a hat as long as everyone's still playing, and often do, but you won't experience that if you RQ on the hook, and by doing so you drastically affect the teams ability to pull off said "turn around". On top of this, it does nothing for your personal skill growth as a player, or your Blood Point/Experience gains, so there aren't really any reasons to do this other than petty/selfish ones.
9 - Regarding "Toxic" behavior: Killers have a limited but impactful set of behaviors that are, by and large, considered "Toxic" by the community, but survivors have far more of these "Toxic" behaviors available to them. The reason for this is because... while killers can only be "Toxic" towards survivors, Survivors can be "Toxic" to either the killers or their fellow survivors.
I'm certain many of you have either experienced these behaviors, or have seen them reported/complained about on the forums, and While a decent amount of them don't fit the "spirit" of the game... a surprising amount of them do!
Please refer to this article:
https://forum.deadbydaylight.com/en/kb/articles/139-game-rules
This outlines the basics of what is considered Reportable amounts of player Toxicity, but also defines what many consider to be "Toxic" behavior, as simply part of the game.
That being said, there's still a lot of behaviors that, while not ban-able offenses, are ultimately considered "Toxic" by the community: Leaving a survivor to die on their first hook even though the killer isn't "Face-camping" them, Purposely "Sandbagging" another survivor so that they will get hit or downed by the killer, Face-camping in general, Slugging the Entire Survivor team until they bleed out, etc... While none of these behaviors are considered ban-able offenses, none of them are any fun for the victims, and They will let Behavior/the Devs know about it!
I Urge all players to Recall Rule 2 when making these choices, and Have some common decency when you play! We're all players, and we all want to enjoy the game together, but when any Player(s) repetitively engage in these kinds of "Toxic Behavior" to the point that the community picks up on it, they have been known to outright Mercilessly attack/target these players, and with enough community pressure/collected evidence, some "toxic" players have been banned by the Devs due to enough community backlash over their antics (look up Ochido if you aren't convinced).
There's only so much "Toxicity" this Community and the Devs CAN or WILL tolerate, as should be expected of any gaming community, so while it's "Okay" to have a little "Toxic" fun at others expenses from time to time, PLEASE, for your own sake... DON'T MAKE A HABIT OF IT!
Consider yourselves Fairly Warned.
10 - If it's a legal mechanic in the game, don't be afraid to use it...No matter what side you play. Half the fun is discovering new strategies, counters, and synergies using the tools the game provides, so no matter how effective or overpowered you feel they are, there's nothing wrong with using them to your advantage.
11 - Take the good with the bad in stride, rise to meet the challenge every new match presents, but overall...
have fun!
Honestly, this is just a list of Common Sense spelled out for everyone to see. The inherent problem of "unwritten" or "Made up rules" is that they're more of guidelines that nobody is obligated to follow. I know that this list won't change everyone's minds, much less their playstyles, but I felt that if I expressed the rules I follow when playing this game for all to see, maybe others might have them in mind when playing, whether they choose to use them or not.
To all you new players, again Welcome to DbD, I hope this was helpful for you, and if you are going to follow any "Made up Rules", I believe this is a good set to start off with.
Any Praise, condemnation, Creative Criticisms or suggested additions to this list of rules are welcome! Please comment if you have anything to add or say.
Again, this is a long read, and I never got around to doing a TL;DR, so only read it if you have the time.
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They should invert the TV down times.
Currently, If a survivor turns off a TV, its down for 60 seconds, but if Onryo teleports to one, its down for 100 seconds. Not only does this feel too long for either side, but tbh, it punishes the killer for using her teleport, and gives survivors no incentive to risk getting a condemned stack by turning off the TV's. I mean, who would want to turn off a TV if you aren't rewarded for it by extending how long it'll take to reactivate? I mean at least longer than the killer already does.
While it's unlikely that the devs will change the timings, they could at least invert them. Then it would be 100 seconds if a survivor turns it off, and 60 if Onryo Teleports to it. To me, that actually changes a lot, because it means her pressure can be more consistent, and survivors will actually WANT to shut off TV's in order to try and control how much she gets to use them.
The only reason I think the downtime from teleports is so long is because she can increase a survivors condemned stacks, but tbh, removing said stacks is still a children's game as far as what can be considered "challenging", and gaining them from her teleports alone is agonizingly slow.
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Ok 1 more (at least on the killer side) and I'm done:
Monstrous Shrine:
Buff the perk to - Survivors have 3 less escape attempts, and sacrifice progresses 25% faster when hooked in the basement.
Explanation - 25% of 2 mins is 30 seconds = subtracting 15 seconds from each hook phase, so 45 seconds per hook phase total, adding in the fact that unless the survivors bring in Slippery Meat, they'll have to be rescued by their teammates... This makes being hooked in the basement a much more dire situation than current Monstrous Shrine.
Sometime after Hag came out the devs doubled the hook time from 1 min to 2 meaning survivors used to only have 30 seconds per hook phase, And current monstrous Shrine was designed with these the old timings in mind but was still underwhelming even back then. This suggestion is a sort of middle ground between how hooking used to be in the early days of the game, and how it is now, while only applying to the basement hooks, and finally giving Monstrous Shrine the buff it needs to be a threat that creates urgency for the survivor team.
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ahhhh, the hell with it, here:
Surge/Jolt:
Remove the cooldown and the Basic Attack requirement.
Explanation - Honestly this has been hotly debated in the forums since Surge came out because the fact remains that in order to activate it at all, you have to successfully down a survivor while within range of a gen. Chasing and downing a survivor with Basic attacks takes enough time as it is, especially if they were healthy when the chase started, and the minor 8% damage Surge does if it activates is hardly consequential since it would take 12 survivor downs in order to achieve a stacked 96% damage to 1 or more gens. PGTW does 300% damage to gens in the same amount of hooks, and Ruin Does more damage per second without needing to down or hook a survivor. On average it takes a decent m1 killer 20 seconds to down a survivor, and that's not counting the time to find the survivor to chase and down in the first place, but say you snowballed survivors 1 after the other within 20 seconds per chase, that's a maximum of 4 downs in 80 seconds, and a total of 32% damage between multiple gens since survivors won't stay around a downed survivor, much less a gen if getting chased, so overall... you spread the damage out over a possible 4 gens at most over 80 seconds, and that's the best case scenario if this change was implemented. While this won't improve the overall damage Surge can do, removing the basic attack requirement will at least allow killers with damaging powers to get some use out of it making it more universal to the killer roster, and removing the cooldown will allow it to become a slightly more consistent annoyance to survivors. It won't make it any more powerful than any other existing gen defense perks, but at least it would be more useful.
Oppression:
Remove or significantly lower the cooldown.
Explanation - This perk doesn't even add extra damage to the gens it affects (unless survivors fail the "Difficult" skill check), only applies the base regression rate, and can randomly target gens that have 0 progress on them, but for some awful reason the devs decided that it was so powerful that it deserved DOUBLE the cooldown time (80 seconds) of Surge? At least Surge won't activate on gens that have 0 progress... Why does Oppression deserve such an excessive cooldown time? If it's because of the skill check, that's a laughable annoyance more than anything that could be considered a threat to any decent-good survivors, and only becomes a problem against noobs, who honestly rank up and gain skill fast enough that it's pretty much a moot point to keep it so laughably underpowered.
Fire Up:
Buff the perk- Increase it from 4% to 5%.
Explanation - This is a ridiculously underpowered perk because in order to gain any benefit from it, the killer has to sacrifice the objectives they are supposed to protect, in other words "lose the game". It's designed to give killers a slight edge in chases in order to try and protect the last gens from completing. The overall problem however is that 4% amounts to 12% when 3 gens are completed, and 20% when all 5 are done, meaning that they gain Brutal Strengths chase advantage on pallet breaking only after the survivors have completed all of the gens when there's not many unused pallets left in the map, and Bamboozles vault speed advantage when there is only 1 gen remaining. This doesn't help the killers in their desperate attempts to stop the final gens from completion at all, and by the time it's reached its maximum potential, the survivors are already rushing out the gate.
However, if you bump it up just 1%... now we have a perk that gains Bamboozles advantage at 2 gens remaining, and Brutal Strengths at 1 gen remaining, with an added bonus to both if 0 gens remain. This would actually help the killers defend the final gens, and give them enough of a chase advantage if all gens are completed to try and stop the survivors from escaping. Suddenly this goes from an "underpowered" perk to a "Decent" one, and all it takes is a simple 1% boost in strength.
Insidious:
Overhaul the perk to - Reduces your Terror Radius and Red Stains Brightness by 5% for every 4/3/2 seconds you refrain from chasing or injuring survivors, upon reaching 100% reduction, you gain the Undetectable Status. Initiating a chase or injuring a survivor regains your TR and Red stain in 5 seconds, once this has returned Insidious has a 40 second cooldown.
Explanation - This perk has been a bane on the game since it came out because it seems to have been specifically designed for the sole purpose of camping hooks. With this change however, a killer loses half their TR for spending 10 seconds away from a chase or injuring a survivor, and becomes Undetectable at 20 seconds. This is mostly meant for anti-stealth play, or for gaining a slight advantage in the early game wherein the killer is initially searching the map for survivors. Ultimately, it changes the perk from one encouraging camping, to one that rewards the killer with an advantage if the survivors are being too sneaky/evasive, and allows them to get the drop on survivors more often. The cooldown is necessary for this one because otherwise it would be heavily abuseable.
As for the survivors going up against this updated version, Premonition or Spine Chill still proc on stealth killers, so relying solely on the TR reduction is still no guarantee against those kinds of perks, and gives the survivors an advantage. Up until then, unless the killer has spent 20 seconds avoiding survivors, Aura reading perks like OoO, Alert, and Kindred still have an advantage for tracking the killer.\
Whew... Ok I've said it, so good to get all of that out of my system, pick 1 and say that's the perk I chose to change and why... anyone agree/disagree, lemme know!
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Eruption:
After kicking a Generator, all damaged or currently regressing Generators Aura's are highlighted in Yellow.
- When you put a Survivor into the Dying State, every affected Generator explodes and starts regressing, removing the highlighted Aura.
- Applies an immediate 6 % Progression penalty.
- Any Survivor repairing a Generator when it explodes will scream and suffer from the Incapacitated Status Effect for 24/28/32 seconds.
Eruptionhas a cool-down of 30 seconds. <-RemovedThe Text in Bold is where I made the change. Basically instead of having to go around and kick every generator 1 by 1 before downing someone and triggering Eruption, this applies Eruption's effect to any generator that is already regressing, or damaged by other perks like Oppression or Jolt, when you make the kick. Since it still requires a kick action to activate it on the gens, it won't pair well with Ruin. This would easily elevate Eruption from a low tier and situational perk to something that can synergize better with others for slowing gens. For that reason, I also removed the cooldown time of Eruption, it only seems fair since while this buff can prime multiple gens (up to 4 with Oppression) for a massive burst of... 6% damage... to all of the affected gens on your next down... which at best can take 20 seconds... and still only applies the base regression speed, sigh, why did this have a cooldown in the first place?
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Oh no, they should stop right there! So far, any asymmetrical game dies almost immediately after introducing a spider character! Evolve introduced the Gorgon, and the games devs stop development and updating it like 2 months later because of the massive drop in popularity and players... The last Year introduced their Spider in December 2019, and the game practically Died as of March 2020!
BHVR needs to see the pattern here and avoid the same fatal mistake: Spider = Death to asymmetrical games!
Stop the Spider Curse! Or else this game will perish just like every other of it's kind!
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Spies From the Shadows:
Overhaul the perk to - The Crows no longer respond to your presence or hooked survivors, you see the auras of all disturbed crows within 36 meters of you, and disturbed crows are 100% louder to you within that range.
Explanation - This proposal gets rid of the confusing/annoying explosion sound notifications and replaces it by making the crows noisier so you can differentiate between them and a gen popping, loud locker, loud vaulting, and you get no false signals since crows no longer respond to you. Basically they become little signal flares to tell you where survivors are/have been. If this change were to happen, Spies would become an overall better tracking tool, and really fit the description of the perk which says: "The Crows found in the world can communicate directly with you." Besides, survivors still have 2 perks that defeat this: Calm Spirit & Urban Evasion, as well as the crouching mechanic, so it's not like this would be an un-counterable or broken change for the perk. If they also put some more crows in dead zones, that would be nice for helping this perk gain a better level of consistency and usefulness (Seriously, Rotten Fields features no Scarecrows, but the crows avoid the corn field? This was updated recently when the map was reworked, to apply at least a few in the corn, but honestly, no more than 4 small groups in a highly predictable cross pattern extending only about 20 meters from each side of the killer shack... REALLY? That Field, or any Map that has corn sections in them, should be littered with crows unless BHVR adds some creepy scarecrows to them. This is not even mentioning the big ass dead zones with no crows in the Autohaven or Macmillan maps).
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DS is mostly fine as is, and much less abuseable over it's infamous previous iterations. Only 1 thing makes it broken at this point, and that is the endgame "no win" scenario for killers:
Regardless of how good or bad the killer did, If a survivor with DS is rescued from their first or 2nd hook during the endgame, the majority of the time... There's literally nothing the killer can do to secure a kill. Knock the unhooked survivor down within 40m of an exit gate? watch them crawl out. Knock them down and pick them up? get stunned for 5 seconds, and watch them run to the exit and t-bag before they escape. Knock down the Rescuer? chances are that unless you're a 1 hit killer, or have Noed, you knocked them down passed the exit gate threshold, and via healing tech from their teammates, can't pick them up to take to a hook (not mentioning all the teammates that might have medkits, flashlights or flashbangs/fireworks available). Basically, a DS lasting until the endgame = a NO WIN scenario for the killer, typically no matter how far away from the exit gates you hooked them on the map.
My only additional nerf to DS is simple: Once the gates are powered, DS is Disabled, even if it was active/ticking down before the gates were powered. This prevents that heavily abuseable "No Win" scenario for killers, and Gives them some advantages against it, which will make survivors less inclined to broadcast so blatantly that they have it, and give killers a solid chance of pulling off a kill in the endgame.
For similar Reasons, I believe Borrowed Time should get the same nerf, because in the endgame, the gloves come off, and the most powerful 2nd chance perks should respect that ideal.
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feel free to speak your minds.
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@toxik_survivor said:
https://forum.deadbydaylight.com/en/discussion/comment/2824945#Comment_2824945
Ik they wouldn't work it's a joke
Ah, well Played!
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@toxik_survivor said:
https://forum.deadbydaylight.com/en/discussion/311891/add-1-addon-slot-to-killer
🤯🤯🤯🤯😵😵😵 sorry but that's kinda op. Mirror miers plus tombstone and infinite t3, OMEGA BURGER MAN
That combo wouldn't work at all since both of the mirror add-ons keep him from ever reaching EW3, so the Tombstone and Fragrant Tuft of Hair add-ons would just waste add-on space. However, They would pair nicely with a Stalk Rate increasing add-on.
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I just imagined Doctor with all 3 Calm (Terror Radius expanding/Reducing) add-ons... lets see, with Distressing setting his base TR at 40m, that gives him a TR of 58m when his static blast is ready, and 22 when he uses it. With Monitor and Abuse it gives him a TR of 58 while chasing, and 42m while not as long as static blast is fully charged, and then it gives him a TR of 24m when not chasing, and 6m when he uses his static blast while not chasing anyone. Without those perks it gives him a 50m TR while static blast is charged, and a 14m TR after using Static blast.
Hmmmm...
Yeah, that sounds like it wouldn't be game breaking at all. 😃
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I'm a killer main, and so...
For myself, It's The "Thankless Job" aspect of it. I already get enough of that BS at work, from people who ruthlessly tear into me for something that's not my fault, but they gotta vent their rage on someone, and while I understand that, I don't appreciate it. Then I come home, sometimes days after putting up with all that abuse to login for a few games of DbD in an attempt to escape all that soul crushing nonsense, but match after match, I get the same old treatment, if not harsher, simply for playing the role that this game can't exist without.
Is it so wrong for me to just want to have fun, relax, take up the challenge or present it to my opposition in the vain of good sportsmanship? sigh, instead I get bullied in game, harassed, abused in messages, and even threatened or told to commit suicide, just because I was trying to make the game equally fun and challenging for the survivors I go up against.
There's only so much a person can put up with before they decide the effort isn't worth it, and I've been playing this game as killer less, and less every month, because it just doesn't "feel" worth it anymore. Hell, even playing survivor still earns me Ire from my teammates because of perceived inadequacies on MY part, resulting in THEIR loss. Even if you put Game imbalances aside while playing killer, I welcomed everything the devs added as a new threat or challenge that I would have to deal with and try to overcome in order to win in stride, but sadly despite my best efforts... "It's a thankless job, but somebodies gotta do it!"... in the end, this has ultimately become the Killer Players/Mains creed, but that doesn't mean survivors should feel free to be bunch of egocentric and entitled brats to the ones who take up challenge of doing the job! Far too frequently they bemoan or assault Killers for doing what the game itself dictates they do in order to win, just as it does for them.... which is to say: WIN by any means necessary!
FFS Survivor mains, at least try playing killer for a month before you ruthlessly tear into them for doing their job! I just feel it's ridiculous for Survivor mains to continue treating the Killer players of the game like they're repugnant human garbage, just because they chose to play the role that makes this game work, and even worse... have the gall to ask: "Why doesn't anyone one want to play killer anymore?"
Yeah... If this game dies, I know who to put the blame on, and, "Spoiler Alert!" It's not the devs.
Treat your fellow players with respect, learn what they can do, adapt your playstyles accordingly, and above all have try to have FUN together, and in good sportsmanship. This game can't exist if your opposition can't present a challenge to you, and will die if no one wants to play the role they chose... so stop hating them for their win, stop berating them for your own faults/inadequacies, and start thinking about what you/your team could've done better, but overall respect the fact that without them, there wouldn't be a game in the first place.
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wait till you see what Jolt + Call of Brine does... It's a game changer!Redacted, Tested it, and it doesn't work, which is weird because the text of the perk says "Damage" a generator, and not "Kick", which would imply that the simply needs to be damaged by you in order to activate Call of Brine, which would include perks like Jolt or Scourge Hook: Pain Resonance, but no, it means "kick" a gen, which honestly doesn't even damage its progress until a second afterwards. The devs should correct that.
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I agree, and honestly I've defnded Sadako in a previous post ripping into her by saying:
"I... don't think you are giving her enough credit. Yeah she's a basic M1/RT killer, but she has many advantages that you aren't counting, and her iri addon that turns on 4 tvs after she manifests (and hits a survivor in 8 seconds) is broken at hell in chases! I realized this after 3 matches as her: she has ridiculous pressure if you know how to use it, and the fact that she can shift between ghost and manifested without any drop to her movement speed is crazy good (way better than wraith)!
I'm still toying with her, but overall... I actually think she's a lot of fun so far. I also believe that the fact that she's limited to being an m1 killer is everyone's biggest gripe, but when you have this level of pressure/mobility... that actually feels fair in my book.
honestly the only gripes I have with her so far revolve around her perks and add-ons, Especially the Perk that gives survivors 1 chance per second to hit a "great skill check" when the gen is 90% done... SERIOUSLY? NO KILLER IS GONNA USE THAT! Sigh... Hopefully they fix those things in a few more updates."
She definitely has her strengths and weaknesses, but overall I'm enjoying her so far, but the bottom line is that this is still a PTB, and thus not a representation of the actual live game in any way. If the devs did something to incentivize players in to play the PTB, we'd get a better idea of how the new killer/mechanics/perks feel to play with or oppose, because more people would be playing the PTB. I also already gave my own suggestions for this in another post here:
@TWiXT said:
This is exactly why they need to Incentivize players to give it a try. My suggestions:
- Award everyone who participates in the PTB 1 mil BP on top of what they already had 1 week prior to playing it so that they can actually level the new killer/survivor up enough to have some fun with their perks/add-ons (honestly this should be a no brainer).
- Reward players for playing the PTB with an additional 100k BP in their Live accounts per every 10 matches they play, and DC'ing one time results in resetting this potential BP gain as if they had played 0 matches. Any BP gained this way that goes over the 1 mil Cap is still rewarded.
- Add a Feedback Survey prompt After the first 10 matches and another after the first 50 to get direct feedback on how players are liking/hating the new killer/perks/mechanics etc. Opting out is an option.
- Reward any player who has played 50 matches with the new killer 1k iri shards, and 500 auric cells to their live accounts. Repeat this reward for every additional 50 matches.
- Upon leaving the game, provide 1 more quick survey that links directly to the PTB feedback where-in the players can express their overall feelings. Once this survey is completed, it posts the players comments under the title: PTB Player Feedback # and Player name, in the PTB feedback forum. Opting out is an option.
- As a Further "Thank you for testing this beta content" from the devs, if you have played the PTB for at least 5 hours of time, you get a unique charm for hooks or survivors, or cosmetic for the upcoming killer and survivor, that relates to the new content and won't be available for anyone else for purchase 1 year after the official release, so you can show off that you were a tester of the new content.
- (probably not possible, but...) Enable the PTB for console players.
- All rewards offered are given whether you play against rando's or in custom "friends only" games. However, every game must last for at least 10 minutes (the avg game length) and have earned blood points for every character if playing in a Friends only game before it counts towards your reward. Yes... you can still cheeze this, but honestly that would be much more boring than simply playing the game.
Do any of you think this would incentivize players to try the PTB? gimme your honest opinions.
And I hope as least some of these suggested incentives make the cut for future PTB's. Otherwise, the PTB simply can't be seen as a trusted source of actual player feedback, and is pretty useless.
I like Sadako/The Onryo so far, and like what she brings to this game. Too many are writing her off as a worse Wraith or Freddy, when in reality she's actually better than both, but you just have to play her longer than an hour, and discover her strengths, in order to find that out. So many complaints are coming out about the killer too soon after they are introduced via PTB... and none of them should be trusted at all. Instead it's best to Give it time, let people get the hang of the new killer, and then we can respect any gripes about them (although Ghost Faces PTB was legendarily bad, so yeah, there are exceptions to this rule... but the current PTB is no where near as bas as that imo). Otherwise, Complaining this early? You're just blowing smoke in the open air, and not even enough to get up our asses!
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This is exactly why they need to Incentivize players to give it a try. My suggestions:
- Award everyone who participates in the PTB 1 mil BP on top of what they already had 1 week prior to playing it so that they can actually level the new killer/survivor up enough to have some fun with their perks/add-ons (honestly this should be a no brainer).
- Reward players for playing the PTB with an additional 100k BP in their Live accounts per every 10 matches they play, and DC'ing one time results in resetting this potential BP gain as if they had played 0 matches. Any BP gained this way that goes over the 1 mil Cap is still rewarded.
- Add a Feedback Survey prompt After the first 10 matches and another after the first 50 to get direct feedback on how players are liking/hating the new killer/perks/mechanics etc. Opting out is an option.
- Reward any player who has played 50 matches with the new killer 1k iri shards, and 500 auric cells to their live accounts. Repeat this reward for every additional 50 matches.
- Upon leaving the game, provide 1 more quick survey that links directly to the PTB feedback where-in the players can express their overall feelings. Once this survey is completed, it posts the players comments under the title: PTB Player Feedback # and Player name, in the PTB feedback forum. Opting out is an option.
- As a Further "Thank you for testing this beta content" from the devs, if you have played the PTB for at least 5 hours of time, you get a unique charm for hooks or survivors, or cosmetic for the upcoming killer and survivor, that relates to the new content and won't be available for anyone else for purchase 1 year after the official release, so you can show off that you were a tester of the new content.
- (probably not possible, but...) Enable the PTB for console players.
- All rewards offered are given whether you play against rando's or in custom "friends only" games. However, every game must last for at least 10 minutes (the avg game length) and have earned blood points for every character if playing in a Friends only game before it counts towards your reward. Yes... you can still cheeze this, but honestly that would be much more boring than simply playing the game.
Do any of you think this would incentivize players to try the PTB? gimme your honest opinions.
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Boon: Protection
Whenever you are in the Exposed state and within this boon's 8/16/24 meter radius and attacked by the killer, you will receive the Endurance status and be put into the Deep Wounds State instead.
This applies any time you are struck by the killers basic attack within this boon's effective range while within the Exposed state.
Any Killer Powers that would put you into the dying state from any health state are counted as if you were Exposed.
If you are struck while in the Deep wound state, you will be put into the dying state.
Boon: Daylight
After a Gate is opened the gate switch becomes booned. When within 8/12/16 meters of the gates threshold, all killer perks are nullified/disabled.
Boon: Revenge of the Fallen
If a killer sacrifices or kills a survivor within 16/24/32 meters of this boon, any generator within that vicinity receives an immediate 50% progress boost. Any survivors within this range currently working on a generator receive a 10% bonus to their progress speed for 10 seconds.
Boon: The Sound of Silence
Any noise made by any survivor within 8/16/24 meters is silenced. The killer will no longer hear breathing, pained grunting, or footstep noises, and will no longer receive noise notifications for vaults, failed skill checks, chests, or acts of sabotage.
Boon: Winner
Once all generators are complete this boon becomes active on a random dull totem. Once activated Boon Winner guarantees that you can no longer be put into the dying state by the killer.
Just some of my predictions... nbd.
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OOOOH I got this one!
If I see a Feng Min or a David, I immediately target them. Not because I feel the players who play those characters are toxic, avg, or higher skilled or anything, but because David's Howls of Pain are Hilarious, and I'm ADDICTED to smacking Feng for Squeaks.
It's like, every time I see a Feng Min, I say to myself... "Squeaker!" and I end up ignoring the others to go after her. Same for Davids, although, for some reason I favor Feng Min's squeals over David's howls. Either Way, If I find myself in a situation wherein a Feng Min is with a Dwight, or a David is with a Jane... I pick the Feng or David to go after. Why you may ask? Because the game just feels more "Fun" Hearing their cries, howls, or squeals when compared to most of the other survivors.
Fun fact: I once went up against an SWF troupe calling themselves "Squeal team Six" and all of them were Feng Mins... That was the most enjoyable game I've ever had in DbD! Here's hoping i go up against them again someday.
Sigh... IDK, I guess it's become one of the Guilty pleasures of this game for me... but I can't help but indulge in it when presented the opportunity.
Say what you want, but those little details give me enjoyment when playing killer... and funny enough survivor too! My 2 survivor mains are both Feng and David, but only because I like the sounds they make. 😋
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@Sepex said:
I would deal with whatever issues you have at work. None of our business but deal with that and you will feel a lot better.
What happens in this game pales in comparison and doesn't really matter.
The service industry is cruel. So many calls, so many customers complaining about the loss of service, and all of them taking out their frustrations on you, despite the fact that you had nothing to do with it, and are just their first line of contact with the company. I'm sure you, like many others, have lost your cable or internet connection in the past, and I hope that when you called for a fix, it was expedient and you were grateful/cool headed, but not every issue is like that, not everyone's issues are fixed quickly, and more often than not, people who call in are angry, and won't be grateful/cool headed no matter what you do to help them. This is my job, and I take it, all of the abuse, anger, frustration, day in and day out, for the past decade+, no matter who's really at fault. There is no "dealing with it" that's just how it is, and it's my cross to bear, But, you're right, that's none of your or anyone else's business regarding this game.
So, I get into DbD, to relax/"have fun", and normally it goes well, but many times, too often to count at this point, no matter how good or bad I play as the Killer, again all I receive is abuse from my opposition. What's worse is that at least in DbD, the Killer role HAS a direct impact and purpose to those I play against, since this game can't exist without people willing to play Killer, but after 1600+ hours of playing, I can literally count on 1 hand how many times have I ever been praised for it, and the rest has been nothing but abuse.
Excluding my job as a factor, who the HELL would WANT to pick this role? Especially knowing that all you'll ever receive is abuse from your fellow players? If you were to recommend this game to a friend, would you tell them to pick survivor, or killer?
Yeah sure, I'm just a "crybaby" as any "true gamer" can just shrug it off, or even close the chat if it's bothering them, right? However, the lack of respect towards the killer players, via forum posts, or in game chat/antics, eventually eats away at you, and makes you question why you're even doing this to yourself, and you eventually begin to question whether or not your commitment to the role is really about showing off your skills, or more of a testament of your masochism?
The bottom line is that, choosing to play killer after enough hours, isn't so much a role you play to "have fun" anymore, as it has become a "Thankless Job" that this game can't exist without, and Killer Mains like myself are have had enough of the survivors abuses and complete disrespect towards us. I took 3 months off from playing because I was just not having "Fun" anymore with either Role, but especially the when it came to playing killer, and geez, who can blame me when I already put in what amounts to 1.28 years of my life invested in this game, only to be met with nothing but abuse and ire from my poor sport opponents.
But hey, "What happens in this game pales in comparison and doesn't really matter" so It doesn't matter how much time and effort we've invested in it, right?
You keep telling yourself that while wondering why the survivor queues are getting longer, and don't you dare even think about praising a killer for how well they played... because, obviously, they're just here for your entertainment and don't have any feelings, do they?
After all... "it's just a game"
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@ThanksForDaily said:
So, a game got deep under your skin. A match where survivors don't even remember your name after 30 seconds.
How do you feel about that?
It's NEVER been just 1 game.
Sigh... I have over 1600 hours in DbD, most of which has been killer, and y'know, there's only so much abuse a person can take before they've had enough and say "######### this game!". No 1 game "got deep under my skin" not even for my first 1000 games did that (roughly first 400 hrs), but after a while, when someone plays this game their best for long enough, and receives nothing but abuse for it... they realize that there's no reward, only hatred from the other players. There's no Point in sacrificing their time when they could be doing something that makes them feel better. There's no reason to keep playing, and only a sour taste that won't go away every time they think about this game, because of their past experiences.
What saddens me MOST is that: NEW killer players get this kind of undeserved abuse from the moment they start playing, and can only expect to experience it for the ENTIRE time they play the role!
Would YOU continue playing? Knowing that the role YOU selected was not only "thankless", but also abused so regularly by the majority of the community, despite the fact that the game can't exist without it?
SO, I ask you... How do YOU feel about that?
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@ThiccBudhha said:
I just pretend that the toxic players are role-playing as a generic antagonist with nothing original to say and for the most part, I am never wrong. Who is pretending?!
In all seriousness, I do not let abusive players dicate whether or not I enjoy a game. That is my decision alone and none of their tears will change that.
Well said, but, It can get to people over time. Dealing with that is all part of the game I guess... but it really shouldn't have to be, especially based upon the role you choose to take.
In a perfect world, we'd all respect each other, and only point out actual flaws the game has regarding balance. Sadly, with this community, that's not the case, as each side has decided to relentlessly complain about anything that makes the game more challenging for them, only to come across as more entitled overall.
Sigh... If only the rest of the community could be like that, I think we'd have much more fun together overall while acknowledging our strengths and weaknesses, or embracing our defeats and wins with a common respect for our fellow players. Sadly no, Abuse still comes, and I feel it comes more for those that play the killer role than it does for survivors.
The only thing I think all of us can agree upon is that cheaters/hackers deserve to be banned, if not burn in hell, as they have no place in this game! Sadly that won't change the abuse that killers unfairly receive on a daily basis, but at least it's something we can all rally against regardless of our roles... feel free to call me out if you disagree.
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You've just hit my creative bone (apologies for the long comment in advance):
Killer:
Hunger of the Entity:
The Entity must be appeased! Survivors attempting to rescue a hooked survivor in the struggle phase have a 50/75/100% chance to be attacked by the Entity once, interrupting their rescue progress and inflicting the Deep Wound Status upon them. This has no effect if you are closer than 24 meters of a rescue.
Chilling Presence:
Your victims cold sweat just got colder. Survivors within your Terror Radius emit visible white tufts of breath when within 16/24/32 meters of you.
Friendly Fire:
The unnatural darkness of The Entities realm has made survivors more sensitive to light. Survivors are able to blind each other with flashlights, fireworks and flashbangs at 100/150/200% of the width, range and speed that they are able to blind you.
Blinded Survivors also remain blinded for 100/150/200% the amount of time.
Hex: Torment:
A Hex rooted in the power of confusing your victims. The Hex: Torment totem is granted your Terror Radius and you are granted the Undetectable Status effect. As long as Hex: Torment remains active, it cycles to another random dull totem in the trial grounds (if any are available) Every 80/60/40 Seconds.
Hex: Griefs Due:
A Hex Rooting its power in your desire to to taste survivors Tears as you break their spirits. Every time a survivor is hooked, one of their perks is randomly deactivated, and Hex: Griefs Due gains a Token. For every 4/3/2 Tokens Hex: Griefs Due gains, a Dull Totem Lights up and becomes another Hex: Griefs Due. Survivors must cleanse and/or bless All Hex: Griefs Due totems to remove its effect on them.
Used and Abused:
The trial grounds chests now stock previously owned and discarded Items. Items retrieved from chests by survivors have 25/35/45% less stored charges and have a 75% lower chance of being Rare or higher quality.
Blood Rush:
When the scent of Fresh blood permeates the air, you can't help but feel an invigorated rush. Your movement speed increases by 2% for every 30/25/20 seconds you directly follow a survivors blood trail (within 2 meters of a blood spot). Blood trails from Survivors suffering from the Hemorrhage status decrease the time it takes to gain this movement speed bonus by 50% (Hemorrhage = 15/12.5/10 seconds instead). Any accrued movement speed bonus you've earned ends 5 seconds after you cease following a blood trail, or when you pick up a downed survivor.
Head of the House:
You've prepared your environment ahead of time to better entertain your guests. Up to 3/4/5 Pallets that spawn in the trial grounds are chosen at random in the start of the trial, and their auras are visible to you. Any time a survivor interacts with these pallets, they will immediately break. You can still be stunned by these pallets.
Special Treatment:
You can't help but take great pleasure in tormenting your favorite toy. You become Obsessed with a survivor. Your Obsession becomes afflicted with 1 negative status effect, picked at random, every time you strike them with your basic attack. Any applied status effects remain with your Obsession for the remainder of the trial unless otherwise removed by the actions of survivors or the hooked state.
Whenever your Obsession Unhooks a survivor, the Obsession status passes onto the rescued survivor, as does up to 1/2/3 negative status effects picked at random.
All negative Status effects Unique to any killer, are exempt from the available status effects picked at random.
You can only be Obsessed with one survivor at a Time.
Draining Touch:
Your attacks against survivors inflict additional consequences to them. Successfully Injuring a survivor from the Healthy state with a basic attack inflicts the Hindered and Exhaustion status's for 5/10/15 seconds. Draining touch has a cooldown of 50/40/30 seconds.
Bloodbath:
Basking in the Blood of your victims rejuvenates your youthful and vigorous attacks. For every 75/50/25 blood spots left by injured survivors in the trial grounds, Bloodbath gains a token (max of 5). For every token bloodbath accrues, your Missed and Successful Basic attack cooldown is reduced by 4%. Bloodbath Tokens decay by 1 every 40 seconds if all survivors are healthy.
Hex: Domination
A Hex rooted in your dominance over both your victims and the trial grounds. Whenever you put a survivor into the dying state, The closest 3 active Pallets within 8/19/24 meters of you are destroyed, regardless of their current state.
Pulsating Fear:
Your senses are finely tuned to the hearts of your fearful prey. When chasing a survivor, their heartbeat becomes directionally audible to you within 8/12/16 meters. This effect lasts for 6 seconds after the chase is broken.
Camp Light:
Knowledge of your territory grants you an innate ability to detect trespassers. Holding still for 4/3/2 seconds sets a beacon at your current position that only you can see. Any walking or running survivors that come within 16 meters of your beacon are revealed to you via Killer Instinct.
Only 1 Camp Light beacon may be active at a time.
Tunnel Network:
The Hooks of the trial grounds are now linked by the Entities dimensional pathways. While any survivors are hooked, performing a Basic Attack on another non-basement hook in the trial grounds will activate Tunnel Network and instantly transfer a hooked survivor to it. If there is more than one survivor hooked when this is activated, the transferred survivor selection is random.
Survivors currently being rescued at the time of activation are immune from this effect. Tunnel network has a cooldown of 100/80/60 seconds.
Hard Slugger:
Your blood boils with strength at the sounds of survivors agony, empowering your attacks. After Striking survivors 4/3/2 times, your next basic attack will throw a survivor 8 meters in the direction you are looking. This doesn't activate if your basic attack is a lunge, and missing this attack will increase your recovery time by 100%.
Any survivors put into the dying state with this attack cannot crawl or recover without assistance for 30 seconds.
Painful Neglect:
Survivors who lose focus on their goals incur hefty penalties. Survivors who take their inner 30 degree cone of vision off of a generator they are repairing experience a 5/10/15% reduced progress speed, increased odds of triggering skill checks, and reduced skill check success zones.
Hide n’ Seek:
Innate Control over your terrifying presence conceals your whereabouts from survivors. When within 8/16/24 meters of a survivor, the Terror Radius’s heartbeat sound no longer increases its Rate the closer you are to them.
Mind Numbing Mist:
Your intense desire to kill transgressors has saturated the fog of the trial grounds, dulling and suppressing the Survivors sense of situational awareness. Up to 2/3/4 Survivors no longer receive Status Effect, Perk and Teammate condition notifications during the trial. Injured, Dying State, Hooked and Exhaustion notifications are exempt from this effect.
Intimidating Presence:
Intimidation is the best asset to cause chaos in the minds of your victims. Survivors within your Terror Radius are unable to initiate actions to heal, Repair, or open gates. Any survivor currently doing so when entering your Terror Radius trigger a difficult skill-check every 4/3/2 seconds they remain performing these actions within your Terror Radius. Great Skill-check Success Zones are Removed for survivors under the Effect of Intimidating Presence.
Painful Presence:
Your presence induces panic in the injured causing them to make more costly mistakes. Any Injured survivors within your Terror Radius Have an 80% higher chance at triggering difficult skill checks per second while performing healing actions. Injured survivors failing any healing skill checks while in your Terror Radius suffer an additional 20/40/60% loss to healing progress.
Sadistic Rush:
The thought of completing a kill fills you with intense vigor. After picking up a survivor in the dying state, you receive a 20% speed boost in pickup, drop, hooking, missed and successful attack recovery speeds for 6/8/10 seconds.
Hex: Sheep's Clothing
A Hex Rooting its power in deceiving your victims. All Hex Totems appear as Dull, and all Dull Totems appear as Hexed. Any survivor who cleanses or Blesses a Hex Totem Screams and reveals their location for 3 seconds, and becomes exposed for 20/40/60 seconds.
Any effects that changes Dull or Hex totem cleansing or blessing speeds is reversed by Hex: Sheep's clothing. (aka Hex totems that appear dull take as long to break or bless as a hex totem, and vice versa).
The effects of Hex: Sheep's Clothing are removed if it's cleansed or blessed.
Tragic Loss:
Your triumph over your Obsession has both mental and physical repercussions over the rest of your victims. You become obsessed with a survivor. If you Sacrifice or Kill your Obsession, 1/2/3 survivors become Broken for the remainder of the trial. Any Broken survivor Rescued from the hook loses the Broken Status, but gains the Hindered and Blindness status's for the remainder of the trial.
Survivors always see the Obsessions aura unless blocked by the Effects of other perks.
If a survivor becomes your new Obsession, the effects of Tragic Loss are removed until that Obsession is sacrificed or killed.
Malicious Invigoration:
Your relentless pursuit of your prey gains you an edge against those who meet the challenge. Whenever a survivor you're chasing activates a perk that increases their movement speed, you gain an equal amount of movement speed for the same duration. Malicious invigoration has a 120/10/80 second cooldown.
Carrion Craving:
As the the trial grounds begin to reek of death, the Entity's minions become impatient. Crows now begin Harassing Injured survivors every 40 seconds they remain in the injured state. For every survivor on their Death Hook phase, or Dead, The crows in the trial grounds take 10/15/25% less time to begin harassing injured, hiding, or inactive survivors.
Survivor:
Tools of the Trade:
When supplies are low you have a keen instinct for finding the right tools for the job. While carrying a Flashlight or Toolbox item of common/uncommon/rare or lower quality during a trial, any chest you open will be a guaranteed Match or Upgraded rarity item of the same type.
Safety First:
Your knowledge of working around electrical devices outmatches others who tend to ignore the basic rules of repairing. When you start repairing a generator it powers down over the span of 8/6/4 seconds and remains powered down while you work on it. Leaving an affected generator for more than 6 seconds, failed skill checks, and damage from the killer will immediately power it back up at its current level of progress.
Delay Resistors:
Experience has rewarded you with an advantage against the Killer’s situational awareness. After you completely repair a generator, the generators full power up and notifying alert to the killer is delayed for 3/4/5 seconds or until another survivor begins working on it. The generator can be damaged by the killer within this window of time.
Bribe:
Your willingness to sacrifice your aides pleases the Entity. Once per trial you may purposely drop and destroy an item you are carrying during a chase to gain the Endurance Status Effect 4/6/8 seconds. The destroyed item must contain at least 50% of its remaining charges for Bribe to activate.
- Any damage taken that would put you into the Dying State will instead trigger the Deep Wound Status Effect, after which you have 20 seconds to Mend yourself.
- Taking any damage while under the effect of Deep Wound or if its timer runs out will put you into the Dying State.
Getaway Plan:
Your knowledge of the killers’ tactics gives you an edge when repairing generators. When there are 2 incomplete generators remaining to repair in the trial grounds, Pressing the activate ability button while repairing generator that has under 25/50/75% progress will power it down completely, and reveal to you the location the hatch will spawn for 5 seconds. The affected Generator reactivates at its currently held state of repair progress when a survivor interacts with it, the killer damages it, or when Getaway Plan is activated on another generator. Getaway Plan has a Cool down of 90 seconds.
Committed to the Job:
You have a 6% lower chance of triggering skill-checks while performing repairing, sabotage and healing actions, and gain a progression speed bonus of 1/2/3% for those actions. If you or any survivor cooperating with you on an action fails a skill check, the aura of the survivor who failed is revealed to the killer for 6 seconds.
Devilish Deal:
Your desperation to to survive against insurmountable odds has lead you to striking up a precarious deal with the Entity.
Whenever you are struck by the killers Basic Attacks while afflicted by the Exposed Status Effect, Devilish Deal will trigger and grant you the Endurance and Deep Wound Status Effect instead of being put into the dying state. Whenever Devilish Deal is triggered, one of your other perks, picked at random, will be Marked by Devilish Deal and Deactivated for the remainder of the trial.
Devilish Deal can only be triggered up to a maximum of 1/2/3 time(s) per Trial.
If Struck while in the Deep Wound State, you will be put into the Dying State.
If Devilish Deal has been Triggered its Maximum amount of times when you are struck while in the Exposed or Deep wound state, you will be put into the Dying State.
If Devilish Deal has been Triggered its Maximum amount of times when you are hooked, You will be Sacrificed regardless of which hook phase you would normally enter.
(In other words, you have 3 chances to survive the exposed state, each costing you 1 of your other perks, and if they all run out, no matter what hook state you're in, you will be sacrificed) I consider this a fair trade, but considerably abusable against certain killers like the Shape or Ghost Face. Either way the compensation for your immunity against the exposed state is still balanced overall, and makes NOED only players have much less impact.
Fixing Old/Outdated/Bad Killer perks:
Suggested changes:
Monstrous Shrine:
Buff the perk to - Survivors have 3 less escape attempts, and sacrifice progresses 25% faster when hooked in the basement.
Explanation - 25% of 2 mins is 30 seconds, or subtracting 15 seconds from each hook phase so 45 seconds per hook phase total, adding in the fact that unless the survivors bring in Slippery Meat, they'll have to be rescued by their teammates... This makes being hooked in the basement a much more dire situation than current Monstrous Shrine.
Sometime after Hag came out the devs doubled the hook time from 1 min to 2 meaning survivors used to only have 30 seconds per hook phase, And current monstrous Shrine was designed with these the old timings in mind but was still underwhelming even back then. This suggestion is a sort of middle ground between how hooking used to be in the early days of the game, and how it is now, while only applying to the basement hooks, and finally giving Monstrous Shrine the buff it needs to be a threat that creates urgency for the survivor team.
Spies From the Shadows:
Overhaul the perk to - The Crows no longer respond to your presence, you see the auras of all disrurbed crows within 36 meters of you, and disturbed crows are 100% louder to you within that range.
Explanation - This proposal gets rid of the confusing/annoying explosion sound notifications and replaces it by making the crows noisier so you can differentiate between them and a gen popping, you get no false signals since crows no longer respond to you, and they basically become little signal flares to tell you where survivors are. If this change were to happen, Spies would become an overall better tracking tool, and really fit the description of the perk which says: "The Crows found in the world can communicate directly with you." Besides, survivors still have 2 perks that defeat this: Calm Spirit & Urban Evasion, as well as the crouching mechanic, so it's not like this would be an un-counterable or broken change for the perk. If they also put some more crows in dead zones, that would be nice for helping this perk gain a better level of consistency and usefulness (Seriously, Rotten fields features no Scarecrows, but the crows completely avoid the corn field?).
Surge:
Remove the cooldown and the Basic Attack requirement.
Explanation - Honestly this has been hotly debated in the forums since Surge came out because the fact remains that in order to activate it at all, you have to successfully down a survivor while within range of a gen. Chasing and downing a survivor with Basic attacks takes enough time as it is, especially if they were healthy when the chase started, and the minor 8% damage Surge does if it activates is hardly consequential since it would take 12 survivor downs in order to achieve a stacked 96% damage to 1 or more gens. PGTW does 300% damage to gens in the same amount of hooks, and Ruin Does more damage per second without needing to down or hook a survivor. On average it takes a decent m1 killer 20 seconds to down a survivor, and that's not counting the time to find the survivor to chase and down in the first place, but say you snowballed survivors 1 after the other within 20 seconds per chase, that's a maximum of 4 downs in 80 seconds, and a total of 32% damage between multiple gens since survivors won't stay around a downed survivor, much less a gen if getting chased, so overall... you spread the damage out over a possible 4 gens at most over 80 seconds, and that's the best case scenario if this change was implemented. While this won't improve the overall damage Surge can do, removing the basic attack requirement will at least allow killers with damaging powers to get some use out of it making it more universal to the killer roster, and removing the cooldown will allow it to become a slightly more consistent annoyance to survivors. It won't make it any more powerful than any other existing gen defense perks, but at least it would be more useful.
Oppression:
Remove or significantly lower the cooldown.
Explanation - This perk doesn't even add extra damage to the gens it affects (unless survivors fail the "Difficult" skill check), only applies the base regression rate, and can randomly target gens that have 0 progress on them, but for some awful reason the devs decided that it was so powerful that it deserved DOUBLE the cooldown time (80 seconds) of Surge? At least Surge won't activate on gens that have 0 progress... Why does Oppression deserve such an excessive cooldown time? If it's because of the skill check, that's a laughable annoyance more than anything that could be considered a threat to any decent-good survivors, and only becomes a problem against noobs, who honestly rank up and gain skill fast enough that it's pretty much a moot point to keep it so laughably underpowered.
Fire Up:
Buff the perk- Increase it from 4% to 5%.
Explanation - This is a ridiculously underpowered perk because in order to gain any benefit from it, the killer has to sacrifice the objectives they are supposed to protect, in other words "lose the game". It's designed to give killers a slight edge in chases in order to try and protect the last gens from completing. The overall problem however is that 4% amounts to 12% when 3 gens are completed, and 20% when all 5 are done, meaning that they gain Brutal Strengths chase advantage on pallet breaking only after the survivors have completed all of the gens when there's not many unused pallets left in the map, and Bamboozles vault speed advantage when there is only 1 gen remaining. This doesn't help the killers in their desperate attempts to stop the final gens from completion at all, and by the time it's reached its maximum potential, the survivors are already rushing out the gate.
However, if you bump it up just 1%... now we have a perk that gains Bamboozles advantage at 2 gens remaining, and Brutal Strengths at 1 gen remaining, with an added bonus to both if 0 gens remain. This would actually help the killers defend the final gens, and give them enough of a chase advantage if all gens are completed to try and stop the survivors from escaping. Suddenly this goes from an "underpowered" perk to a "Decent" one, and all it takes is a simple 1% boost in strength.
Insidious:
Overhaul the perk to - Reduces your Terror Radius and Red Stains Brightness by 5% for every 4/3/2 seconds you refrain from chasing or injuring survivors, upon reaching 100% reduction, you gain the Undetectable Status. Initiating a chase or injuring a survivor regains your TR and Red stain at a rate of 20% per second, once this has returned Insidious has a 40 second cooldown.
Explanation - This perk has been a bane on the game since it came out since it seems to have been specifically designed for the sole purpose of camping hooks. With this change however, a killer loses half their TR for spending 10 seconds away from a chase or injuring a survivor, and becomes Undetectable at 20 seconds. This is mostly meant for anti-stealth play, or for gaining a slight advantage in the early game wherein the killer is initially searching the map for survivors. Ultimately, it changes the perk from one encouraging camping, to one that rewards the killer with an advantage if the survivors are being too sneaky/evasive, and allows them to get the drop on survivors more often. The cooldown is necessary for this one because otherwise it would be heavily abuseable.
As for the survivors going up against this updated version, Premonition or Spine Chill still proc on stealth killers, so relying solely on the TR reduction is still no guarantee against those kinds of perks, and gives the survivors an advantage. Up until then, unless the killer has spent 20 seconds avoiding survivors, Aura reading perks like OoO, Alert, and Kindred still have an advantage for tracking the killer.\
Whew... Ok I've said it, anyone agree/disagree, lemme know!
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@tenoresax said:
Picking up Blight was the best decision I've ever made on this game, just use Shadowborn and you're good.
Also, he's not short anymore.
@Brimp said:
Blight is no longer short.
I actually defended Blight's lower than avg perspective before:
@TWiXT said:
To be fair...
Most of the other killers chasing survivors are too tall to really appreciate the detail the devs put into them. With Blight's PoV though, I have discovered a new appreciation for Survivors:
I literally feel like Jane's booty is close to engulfing my whole head right before I give it a hardy slap, Feng's cute little derriere defiantly bouncing in my face is just begging for a good spanking, David's rock hard buttocks Only challenge me to see if I can bounce more than a quarter off them, and Kate's Ravishing rump repeatedly taunts me to the point that I can't wait to pick her up for a night of raucous ravaging!
The only times other killers get a glimpse of the devs fine work on survivor posteriors is when they are vaulting through windows, which is too brief to really soak it all in, much less admire it, but Blight gets it all the time as part of his hunched over perspective that lets us REALLY see all the little, fine, and sumptuous details. If anything's gonna put me in the head of a drooling maniac, so worked up he's literally bouncing off the walls, mindlessly charging at a tempting gaggle of college age cuties... its a face full of those sweet, sculpted mounds of jiggly flesh, playfully bounding away from me.... shudders.
Let's Face it. Blight's an ass man! So Instead of complaining, Lets just embrace and enjoy it! There's a lot to be learned, and appreciated from the perspective of a man whose sole motivations, and PoV, are Literally bent on pursuing his dreams. 🤪
Of course, that was my best post... but I still feel that the moment his perspective was "corrected" the entire killer community lost something dear and meaningful. Sigh... At least Hag still has this advantage!
Joking aside, Of the 3, I have to say that the 2 most potent or usable are Blight and Hag. While Hag is undoubtedly the harder to learn, the rewards of doing so are staggeringly obvious, even in the current meta. If you're only getting her for the Perks, it'd be best so simply save up for when they show up in the shrine again, but if you actually mean to play her, Then go for it! She's got one hell of a learning curve, but like Nurse, She's practically unbeatable in the right hands. As for Blight...
Simpler to learn, but no less effective. His biggest strength is his mobility and map pressure. Learning the specifics of this isn't as difficult as learning Hag or Nurse, but simply becoming "decent" as Blight yields great rewards. Basically what I'm saying, is that while he cannot compete with a pro level Hag or Nurse, even at the "pro" level, any player at his "Decent" level is a bane to most survivors. There's a reason he's one of the top 3 at the highest level SBMM killers, so IF you are playing competitively, go for Blight, If casual, go for Oni, and if trying the middle ground for the sake of tempting either casual or pro, go for Hag. Either way, you will have to adapt your playstyles for the killer you choose, based upon their powers, which is the defining difference between picking killers over survivors in general.
Overall, no matter what you pick, make sure it's right for you. If you want to be competitive: Blight! If semi-competitive: Hag! if Middle ground/decent: Oni.
Obviously you can play any of them however you want, but when it comes to their high SBMM viability, this is just how it is: Blight>Hag>Oni. If you don't really give a damn about how sweaty your games get or how often you win, then go with whoever fits that mold. If you're competitive by nature though... then by all means, pick the killer based off of their mechanics, through their power/ability, that they bring to the game... and never pick them simply based upon the perks they offer.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2777605#Comment_2777605
*Slaps you in the face with a oversized freash fish*
No BAD don't do that. Bad bad....now go to the corner and think about what you have done.
Sigh, yes, I apologize for giving the devs ideas. I'll go to my corner now... heck, This is about as bad as when I almost told them that they should give killers kick on gens a 10% damage by default, and make survivors have to repair the gen for 2 seconds to stop regression... or worse, when I nearly let it slip that the gates should progress .25 charges per second regardless of survivor interaction to make the gates automatically open after 80 seconds of inactivity (after they've been powered of course), and less if there's been any on them in order to start the EGC sooner, or that other time I thought it would be more fair to survivors if they could interrupt a mori animation to save their friend at the cost of 1 health state by simply running up and kicking them as the animation started. Hell I really shouldn't have said it would be fun to have a killer that switches between multiple characters back in 2018 and a revised version in 2019, but now we're stuck with the Twins, who are undoubtedly the MOST OPRESSIVE KILLER in the game!
sigh... I understand, I won't do it anymore. I'm sorry.
/s
(for that last one, yeah, I feel i done goofed there with one of my killer concepts back in the day... here's the link if you think I'm lying:
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@Chimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2777627#Comment_2777627
ive been able to stalk a survivor while they are staring at me and not get revealed
That's good, as his Reveal mechanic has been very temperamental due to how it's a 2d area of the survivors screens that can be blocked by objects and even their own survivor models, but if you go up against the sweaty, stretched res + filter players, which expands that 2d area and allow them to reveal GF over walls or head height objects, GF is in for a world of hurt. If the Devs had made it an invisible 3d model, like a super long flashlight that expands to the survivors entire FoV, it would've been more consistent at revealing him, and have better rules for it too in that a survivor couldn't reveal him without first presenting a target. Take advantage of how it currently works while you can, but otherwise I still don't see how he's any better than the others I listed due to his M1 centered restrictions, However if you are finding that CoH isn't a problem for you when you play him, good on you, and I'm sure people would like some advice about how to deal with CoH while playing GF.
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@Chimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2777605#Comment_2777605
Out of all the killers you listed i def think ghostie was hurt the least
He has the Stealth advantage, but that's literally all he has going for him. Otherwise, Unless you are actively marking and downing every survivor without being broken out of stealth, he's still a basic M1 killer, and susceptible to all of the problems they have regarding map pressure. He may be the Least hurt of those I listed, but compared to Huntress, Nurse, Oni, hell even Nemesis, he still has a much harder time dealing with CoH.
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Any killer that can only do damage Via M1, and have no mobility enhancement/ranged attack. Basically, If you can do damage/down survivors, or catch up to them quickly with your power, CoH, while still irritating, isn't nearly as bad for you as it is for the rest.
Myers, Trapper, Doc, Clown, Pig, Ghost Face, and Twins all feel the hurt caused by CoH harder than the others because they all share the same issue: their primary method of Damage is done via M1 strikes, and they have no range attacks or mobility enhancement to catch up to survivors. You could argue about a few of them like Twins having a super fast victor running around, but their primary modus operandi is Slug based play, CoH heavily counters them. Clown is also arguable with this since he has his tonics that either speed him up or slow survivors down, but overall his lack of map pressure and focus on 1v1 makes him pretty miserable already, and CoH just adds more pain when playing him.
Hag's hurting from CoH as well, but only because of her default lower than avg movement speed, which is supposed to be compensated for by her ability to teleport to her traps, but honestly all a survivor has to do is put up a boon near the edge of the map and flee to it while she's hopping around the map, and she will never get to them in time to get a down before they heal.
While the rest of the killers can deal with CoH decently enough, and the Instant Down killers have a decided edge against it, there's really only 1, who by existing, heavily counters CoH: Plague. Her entire kit is based around crippling the Healing Meta, so naturally CoH has very little power over her. What can I say, with her recent buffs introduced right before the boons and CoH, It's a good time to be a Plague main... That is until enough people whine about how OP she is against all healing perks/items, and the devs cave in to make it so that her infection status no longer leaves you broken, but instead puts a timer on you so that every time you heal you have 120 seconds before the infection gets back to full and injures you again.
Sigh... I should stop giving the devs Ideas.
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Only if it comes with the mid chapter update. It's been a Long Time since I played Nurse, and that update fixes the majority of the reasons for why I quit playing her in the first place, so I've been eagerly awaiting it, and haven't really been playing for the past few weeks. Otherwise, I'll wait for the mid-chapter before I jump in.
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Plague has 3 strengths against survivors not many other killers have:
- She makes the Healing meta pointless. Not only does she Ruin CoH, but also every Healing perk and Item just becomes wasted slots against her. To compensate for this she also offers the survivors the fastest heal to full health option: the Pools of Devotion, however, usage of them rewards her with one of the best ranged attacks in the game. Survivors have to make a tough choice whenever against her because of this.
- She has a nearly uncounterable audio and visual tracking. Once a survivor is fully infected, not only do they get put in a 1 shot down state, they also make loud coughing and puking noises wherever they go, all while being enveloped in a toxic green cloud that's easy to spot from across the map or behind mid sized objects a survivor might try to duck behind. Doctor can make survivors scream with static blasts or shocks, but those can be countered by Calm Spirit, or avoided via lockers. Unlike Doc, none of Plagues tracking advantages can be muted or removed by use of a perk, item, or standard environmental mechanic, and can only be countered by giving her a powerful ranged attack (the Pools/fountains), so again, survivors have to make a tough choice.
- She is one of the Only killers who can injure a survivor from the healthy state without giving them a burst of speed. Nemesis has to contaminate survivors with his tentacle strike, and without even injuring them, gives them a speed burst. Unlike Nemesis or the majority of other killers though, once a survivor becomes fully infected/broken by Plagues vile purge, they don't get a sudden speed burst to get away from her. This means that hugging up to them while vomiting often results in a very swift down if you play it right, and the survivors can't do much about that unless they find a good vault or pallet to put between you and them. If they can't do that, then they're going down fast. This makes Hex: Blood Favor extra mean in her arsenal since it activates the moment they become broken, and removes half of their escape options in the immediate area.
Overall, Plague is VERY strong when you realize these advantages and make good use of them, but she's not without her downsides too. The primary downside she has is that, aside from the initial corrupt pool she starts with, survivors have complete control over whether or not she gets to use her Corrupt Purge at all. Sure, if they avoid cleansing, they are 1 shot down all game, can't heal, and easier to track, but skilled survivors can route from tile to tile easily, and put pallets between her and them consistently because, if she doesn't have Corrupt Purge, she's reduced to a standard M1 killer. She's basically a better version of Perma EW3 Myers/Shape at that point, in that she has all the instant downing potential + better tracking, but can still be looped to death just like any other M1 killer. Survivors have the power to put her in that position until the gates are powered, and make an easy escape against her.
Fortunately, the Majority of the community seems to have completely forgotten how to counter her by simply refusing to cleanse, and eating her initial usage of the corrupt pool. Instead, Most survivors these days tend to just go for the cleanse as soon as they become infected, or as soon as they hear her activate her Corrupt Purge. It's because of this that She is in a pretty great High A tier against the current survivor meta, but as soon as the majority of them rediscovers this strategy, she'll drop back down to C or D tier very fast.
Conclusion: She's not S tier, but definitely up there in the High A's due to how survivors have forgotten how to counter her. Her advantages make her strong against the Healing meta, and a skilled Plague player can make great use of all of them, but overall, without Corrupt Purge, she's reduced to an M1 killer that any decent survivor can confidently loop, and the Moment they realize this, she can't compete against them. Otherwise, you'd see a LOT more Plague Players in the High SBMM range, instead of Just Nurse, Blight, Bubba, Oni, and Spirit.
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@Rivyn said:
You saw in the Q&A how the devs sidestepped the answer to that question. So, it's probably true.
yup, As I replied to @Tsulan Earlier:
Yes, I saw the Stream as well, and they pretty much put to bed a lot of my assumptions and complaints about SBMM being the cause for the player dropout rate, and it definitely is better than the old "Victory Cube", however, what irritated me the most was their response to this question:
@Madjura - "What is the Killer/Survivor distribution?"
Internally, this is known as the "Role Ratio"- the ratio between killers and survivors. In a perfect world, this should be 4:1, but the truth is that this fluctuates throughout the day quite often. Time of day, reigon, platform, day of the week, and seasonally all are important factors. So no specific ratio can be given, because by the time Patrick has finished talking (and I've finished writing, and you've read it) it will be wrong.
This is an excerpt from @GoodBoyKaru 's Summary of the stream, with the answer they roughly gave for it. The Problem I have with this "Sweeping it under the rug" style answer is that they treated it as if they were going to check it for the day/hour of the stream, and completely ignored the possibility of presenting us with a chart that shows the average "role ratio" per month for the past 3 or 6 months. That was something they very easily could have done, and is almost exactly what this whole post was aimed at getting ahold of, but I believe they purposely didn't do it because they don't want anyone seeing it, which adds more credence to the idea that Killers are in fact dropping out of the game more than survivors, especially over the past few months.
It was like they were covering up their Silence on the issue with a lame excuse for why it couldn't be done right then and there, while ignoring giving us what we wanted to know, and hoping we wouldn't notice or press the matter further. That really rubbed me the wrong way.
TBH, This post alone has had a Majority of comments affirming that Killer are not only dropping out, but have many reasons to, the "Straw that Broke the camels back" of which has been either introduction of SBMM or Boons. Overall, the game just feels too frustrating to anyone who takes on the killer role, and being that it's a "Thankless Job" earning nothing but gloating or abuse from the survivors, I can't say that I blame them. I really was banking on that Question pairing with my own for getting us a tangible reply, but the devs totally ignored and sidestepped the issue, which doesn't give me any faith in my assumption that the dropout rate over the past few months has been players of both roles, as opposed to just one.
Sigh... I wanted to believe so badly that the dropout rate was an even amount of both killer and survivor mains, but from everyone's comments so far, and the fact that the devs dodged the question so crudely... I can't ignore the facts presented here, because the devs haven't given us any reason to think otherwise.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2760757#Comment_2760757
No problem, i like to read.
Yeah, the system widening its search radius has been around forever. During the old system it basically resulted in rainbow matches, when it failed to find players in the same rank range.
Yesterdays stream talked about both the sbmmr, queues and kills vs hooks. Apparently there isn´t an issue. Which just made me realize that the current sbmmr works like our beloved Victory Cube used to work. When the Victory Cube was launched, ranks worked in a way in which it ignored everything except hooks and kills. Kills weighting more than hooks. So a killer with 2 kills + 1 hook would get a guaranteed pip, while a killer who got 8 hooks but no kill wouldn´t pip. Which in return was the beginning of Insidious Basement Bubba. Because killers were rewarded by the system for camping. Obviously this created a very toxic ambient and the Victory Cube was scrapped for them Emblems, which try to keep a balance in chases, hooks, hit, heals, etc. While this isn´t perfect, as it doesn´t keep the different killers in mind (Insta down killers, Plague or Trapper would have a harder time piping, because the system expects 2 hits per down.), it still is better than the VC.
Yes, I saw the Stream as well, and they pretty much put to bed a lot of my assumptions and complaints about SBMM being the cause for the player dropout rate, and it definitely is better than the old "Victory Cube", however, what irritated me the most was their response to this question:
@Madjura - "What is the Killer/Survivor distribution?"
Internally, this is known as the "Role Ratio"- the ratio between killers and survivors. In a perfect world, this should be 4:1, but the truth is that this fluctuates throughout the day quite often. Time of day, reigon, platform, day of the week, and seasonally all are important factors. So no specific ratio can be given, because by the time Patrick has finished talking (and I've finished writing, and you've read it) it will be wrong.
This is an excerpt from @GoodBoyKaru 's Summary of the stream, with the answer they roughly gave for it. The Problem I have with this "Sweeping it under the rug" style answer is that they treated it as if they were going to check it for the day/hour of the stream, and completely ignored the possibility of presenting us with a chart that shows the average "role ratio" per month for the past 3 or 6 months. That was something they very easily could have done, and is almost exactly what this whole post was aimed at getting ahold of, but I believe they purposely didn't do it because they don't want anyone seeing it, which adds more credence to the idea that Killers are in fact dropping out of the game more than survivors, especially over the past few months.
It was like they were covering up their Silence on the issue with a lame excuse for why it couldn't be done right then and there, while ignoring giving us what we wanted to know, and hoping we wouldn't notice or press the matter further. That really rubbed me the wrong way.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2758822#Comment_2758822
Correct me if i´m wrong. But didn´t the devs say, that the mmr would try to match you with harder/easier opponents in order to maintain the aimed 2 escapes, 2 killed stat? Like after having a streak of loses, it was supposed to give you easier opponents, so you could get a win. And the other way around, if you get a win streak you would go against much harder ones, to even things out.
So if that were true, then the survivors accumulating a higher mmr due to escaping on a regular basis means that the mmr doesn´t work as intended. Or that the balancing goal of 2 kills 2 escapes is unachievable/a fail. Since someone could get 4 kills by getting a total of 4 hooks, meanwhile another killer would get 0 kills with 8 hooks. Yet the system would consider the later as a worse player.
Apologies for the long reply in advance:
SBMM tries to match you with players of similar skill level, so naturally, If you are winning most of your games you'll end up getting matched with players that are doing the same. Then it pushes you to go against players slightly higher in skill, until you start losing more than you are winning, at which point you've lost enough ranking points to match up with people of lower skill for a few trials, and level out after winning a few. Basically the system is intended to keep you playing with players at your level by holding your position between people above it and below it, but in order for it to maintain that, it has to keep testing where you're at, after all: the more you play, the more you improve.
The problem with this is that, with how it ranks you, if you are a killer and get 2 kills and 2 escapes, which is the "ideal outcome" according to the devs, then you gain nothing towards your ranking as the 2 escapes cancel out the 2 kills you earned point wise. While that keeps you at your skill level, half the survivors you faced rank up theirs, and keep ranking up, until they start dying more than escaping. Add in the admittedly 1 sided advantage of SWF with VOIP programs, and the fact that the more a Solo survivor ranks up, the better their teammates get who can carry them through matches, survivors overall rank up their SBMM faster than killers can.
BTW, the AVG streak of Wins vs. Losses before SBMM adjusts who it matches you with is 10, so if you are losing 6+ of 10 matches, it pits you up against players at what it deems is your current skill level, which in the case of killer is about -160 points lower, at a minimum from where you were at before you played the last 10 matches. Whereas If you won 6+ games, it puts you at a minimum of 200 points higher than where you were. After which, your next match will either be jarringly more difficult, or easier than you expected, but not actually AT your level. Believe it or not, You are right... 8 hooks with no kills = a loss for a killer, and 4 wins for the survivors, so the killer is judged to be the worse player, and after 10 games of putting up with that level of players they can accrue a maximum of -800 points before it readjusts who to put them up against, which will be much lower in actual skill than them.
Since the system only judges based on kills vs escapes, and readjusts your level after 10 matches at a time, you end up with some days where you completely steamroll the competition, and others where you get steamrolled, but hardly any days where it feels like your opponents are actually at your level. Add in the problem of how SBMM picks players to match you against based on how long you've waited in queue, and now we have a recipe for disaster.
SBMM Starts searching for matches based upon the availability of players in your server that are at the same skill level as you, and if it can't find any, it looks for the next level above, and keeps doing that, but After an undisclosed amount of mins, if it hasn't found anyone at or above your level, it starts looking for anyone lower, and lower, until it finds a match. This is why During the mid-day, Survivors often find themselves paired with a really good killer if their queue was reasonably short, but a really weak one if they had to hang around for a long time. Its also why survivors with high SBMM ranking tend to wait longer to get matches, since the amount of killers at their level available during that time of day are scarce, but killers way below their level are more plentiful.
This explains why a killer who's just started playing with about only 20 matches under their belt, suddenly gets hammered hard by SWF or full meta bully squads for a few games, doesn't it?
Overall, the system just doesn't do its job anywhere near it's intended purpose, and the players know it, hate it, and despite all the complaints we had about the old ranking system, are actually pining for the previous system to come back. My only question is whether or not SBMM is actually causing killers SPECIFICALLY to drop out of the game, if it's causing players from both sides to drop, or if it really isn't to blame for the recent decline in player activity overall? Unfortunately, unless the devs put an end to their silence on this matter, and give us some statistics showing whether or not Killers are dropping the game more than survivors, we can't be certain as to the overall cause of the 18,000+ player drop out rate between August and now, but I'm betting SBMM has something to do with it.
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Some Gas before this fire burns out:
Predator:
Add in an additional effects - Survivors footsteps are increased by 50/75/100% in volume, and the range in which they can be heard is increased by 8 meters.
Not a Perk that's actually in the game, but one I would like to see added:
Carrion Craving:
As the the trial grounds begin to reek of death, the Entity's minions become impatient. Crows now begin Harassing Injured survivors for every 40 seconds they remain in the injured state. For every survivor on their Death Hook, or Dead, The crows in the trial grounds take 10/15/25% less time to begin harassing injured, hiding, or inactive survivors.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/2759046#Comment_2759046
From anecdotal evidence (which means nothing, I know), there are fewer killers in my region (North America something-or-other, I don't know which one exactly). During the daytime, it used to be that my survivor queues were instant and killer queues were long, but at night killer queues were instant and survivor queues were long. For the past couple months, that hasn't been the case, anymore. Killer queues are pretty fast during the day, too, now. Not instant instant, but less than 60 seconds. That's a huge, huge change from what it used to be.
I've been on the forum almost as long as you have, I know who Sluzzy is. I think I've responded to them fewer than 5 times in these 3+ years, and of those they haven't responded once, so 🤷♀️ Mostly I didn't want to see other people taking up that cry of "killers are too strong" in this thread, because you're right, it has no place in this discussion. But I apologize if I was taking things off track.
Again, I don't see devs giving us these statistics. They've only given us statistics a few times, and despite the devs saying, "Don't read too much into these, they're just numbers," everyone did exactly that and put their own biases on those numbers. The numbers might show something, but even if things line up to a certain timeline it doesn't tell us why. Correlation doesn't equal causation.
I mean, the devs might show us. You can certainly ask, I'm not saying you can't. If I'm being overly negative I apologize. I have been given little to no reason to be positive in my attitude towards this game during my time playing.
I understand, appreciate, and even agree with you on many things regarding this post. Your discussion with me and the community does raise more questions and even pays heed to the idea that Killers are dropping the game, and you're right in saying that even if we get the statistics, correlation doesn't equal causation. Still, I believe many of us in the community would appreciate some transparency from the devs about it, and hopefully a plan of attack in what they are going to do.
What worries me most is their silence on the matter. When the devs of a game are ghosts while the game is dropping players in large numbers, that's a real cause for concern, and only shows that they have no plan or faith in themselves that they can do anything to turn that drop rate around. If they're banking on the Ringu chapter to save it, that's only a poor distraction from the problem, unless they are also planning to apply some major fixes in the areas that are causing the players to drop out.
In this post, we've had comments claiming its SBMM's fault, The introduction of Boons, The hackers, time of day, and Nerfs or Buffs as some of the many reasons for why people are dropping out, and why the queue times are going up. While all of these things are likely factors in the "Why" they don't answer the question of the post: "Are killer Mains actually dropping out?"
Sadly I believe you are correct in that the devs won't give us the statistics we're asking for, even if it proves me right in my assumption that killers aren't dropping the game or switching sides anymore than the survivors, simply because they don't want players to lose faith in them or the game. That's not gonna stop me from asking though, I mean, the best thing they could do right now is to simply end their silence with a brief "State of the game" Developer update, or even better, include the statistics I requested. The worst thing they could do, is keep quiet and let our anxieties about this games health rise as the player base continues to drop.
and no, you didn't come off as harsh to me at all, it's been good conversing with you. 😊