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Valik

Valik

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Valik
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  • I mean, I never truly 'give up' just like that.

    But if I really need to get things going and I see the match is taking too long - or I've lost a lot of drive to complete it, I'll just play super risky and hope that I die.

    I'll sacrifice myself for teammates, stick to 99% generators. Sometimes my bravery comes in clutch for teammates before I die, which is the best way to go out, and it nets me a huge glut of bp in the end too.

    However, there are some understandable circumstances to DC.

    Sometimes IRL things happen - or I ran out of play time and need to go RIGHT THEN - Or I simply lost the desire to play the game and it's actually starting to have a negative affect on my mood. In those situations, I DC and take the penalty. I really deserve the penalty at that point, I feel horrible for leaving everyone in the match, but there are things more important than matches in a video game.


    In general, people should not be habitually disconnecting. I understand having to get out in a hurry, but if people are getting frustrated at penalties - I have no idea what must be happening in those matches to cause them to leave so frequently.

  • Especially for on-hit perks, it's all that she has.

    She has no true capability of hitting survivors outside of her blink.


    Although, I would not be opposed to working into her kit some sort of special attack that can be preformed after a blink.

  • Viktor is far too unreliable and frail to carry out the trials on his own.

    Even on successful hits, he does precious little to dissuade survivors from their God-given tasks.

    Getting a hit with Viktor may prove slightly easier, but it takes time - and the follow up is lumbering and slow as Charlotte, and if you miss - you're in a horrible place, because you're sent back to Charlotte empty handed.

    You cannot pressure survivors with injury, and you have a hard time pressuring them while they're running scared and bleeding, because one slight misplay will send you back to the crying corner.


    Victor's greatest weakness, also, is trees and rocks.


    Using the little guy is far, far too great of a time risk. You can lose dozens of seconds at a time if you struggle to use Victor well in chase.


    He's better relegated as an open Deterrent and information when he isn't used mid- chase to push survivors into lose-lose situations with quick switching.

  • Survivors should only be scored as individuals - not a team.

    If this were the case, the individual scores of each surtvivor's performance can easily and horrendously become skewed by raw teammate input.

    You can be the greatest survivor player ever, but get stuck in elo hell because the SBMM places you with rank 20 noobs that don't know anything but how to crouch to the map's edge when inside the killer terror radius.

    You hardly escape, but when you do - it stunts your impeccable score because of poor teammate performance.

    Then you have the opposite, where a noob gets into a few lucky matches by sheer chance, or plays with friends a single time. They go down in seconds, never touch a generator or help their team - and are completely unfamiliar with core concepts of gameplay. However, they are sparring with red ranks because, although they do virtually nothing and die very quickly - they are scored based on their team.


    In addition, the better your team does, the better you do as a survivor. They all feed into one another.

    How many times do you get to post-game screen and you see 3 survivors with <10k bp and 1 survivor sitting on the top with a kingly sum of 30k?

    How many times do you see survivor scores often clumping together into the same ballpark, especially at higher levels?


    Just judge a survivor based on their own performance - and create higher scoring events for when players do what they must to ensure a 4e.


    If the system has a few kinks in it, it's best to fix what's causing them than to reach for the gaff tape.

  • I would love to see the creativity flow!

  • See it all the time - one or two survivors die and the other guy just goes and hangs out where they know there aren't any hooks nearby.


    Not only can I - as the killer - not reasonably harm them once they are on the ground, but they are also refusing to participate to help their allies survive the match.


    It's just a mean spirited and rude thing to do, in my opinion.

  • The only change I would make is to add a 'wishlist' function for perks that you REALLY want.

    Make the Wishlist relatively cheap for perks you already have unlocked in the bloodweb, but make it super expensive for perks you don't have unlocked - like those that belong to a DLC you have yet to purchase.

    Say you want Dead-Hard, but you don't know if you'll be able to get it on your new survivor with how many perks there are in the web.

    Do you chew through 50+ webs in the blind hopes that you get DH out of the 100+ options?

    Or, you can have a little 'side pot' for your wishlist. Whenever you complete a bloodweb, it puts the points equivalent to the web number towards your Wishlist perk.

    Finish a level 50 web? 50 points out of 500 to get Dead-Hard.

    You wand Decisive Strike, but don't want to pay for the DLC? That's 2000.


    Something like that.


    Just some way to be able to select which perk you want to grind towards and reward you for completing webs on the characters you want to main.

  • 80 seconds to full repair a generator is very quick, and coordinated teams can apply toolboxes and other buffs to make this go by even faster.

    3 survivors bring Wire spool BNP toolboxes and they can get 3 gens done in about 50 seconds, before you're even able to get your first hook.


    Bringing perks like Ruin, Pop, Pain Resonance - they are vital to surviving the Trial as a killer.


    On the other hand, survivors have basically ZERO pressure to bring speedy perks. Resilience, Prove Thyself, Toolboxes, Fast Track. These are sprinkles on top of the sundae. They make the game a bit easier, but they are not at all vital.

    Killer slowdown perks are an absolute must.


    The major problem, in my opinion, is that survivor gen speed options are super limited because of how tightly the gen progress has been balanced. You can't give anyone '50% increased repair speed' because the entire game has been balanced around the 'sacred' 80 second repair time, which makes most games extremely tight - killer regression perks hurt, but there's a lot of pressure on killers to play well to keep survivors away from Objectives. If you throw in a tiny 5% buff to shave off 4 seconds on a generator - you're already tipping the scales heavily.


    It's a very delicate balance they've found themselves in - which is exactly why I personally think they should increase generator repair time and buff all of the repair speed boost sources as well.

    I'd rather people brought Toolboxes because they were important to use to tackle objectives quickly - and not an insult-to-injury advantage given to survivors that want to make the killer cry in the corner.

  • Just nerf boon totems themselves and revert CoH back to its original strength.


    If CoH could be removed from the game completely when it's snuffed, it would already be balanced and then some.

  • Just stick with 1.


    If a killer snuffs a totem, it breaks and the corresponding boon perks are deactivated.


    Balanced.

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/2909629#Comment_2909629

    What a bad idea. If the killer gets bumped, what keeps them from just going back? Getting bumped a bit farther? They'll come back and stab you while you're working on that box. That's not a viable fix.

    You're misunderstanding, friend.

    You're being bumped by telemetry, it's like an invisible wall.

    It would basically spawn an invisible wall that projects outward and pushes the killer away. Meaning if they sit in front of a box for too long - they will become physically unable to prevent a survivor from interacting with it.

  • I appreciate this version, but I believe the perk needs to have a little more meat on its bones - while also having use right away.

    It isn't Devour Hope, it doesn't need to take until mid/late game to ramp up to viability.

    There honestly needs to be a small effect that is present at the beginning of the match that ramps up into the mid game over time.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2909645#Comment_2909645

    Trapper's not even that bad if you use his add-on where he starts with all 8 traps in his bag but he can't pick up traps once they're on the ground. It's all that time spent going to traps on the ground and picking them up just so you can put them in better spots that's the huge time sink for him. Honestly I think if they started him with four or more traps instead of two as his base kit he'd be in a lot better shape, he could just go straight to where he wants and trap some loops or whatever and get down to business.

    As far as the original post goes I could see making his traps be translucent so they blend in more being useful.

    True!


    My biggest gripe is not so much the viability of his traps - but the amount of setup vs payoff.

    You can spend dozens of seconds placing traps in good locations and setting up, only for survivors to disarm them or avoid them.

    The time spent setting up traps often devolves into predictable gameplay that more often than not sees very little return of that invested time.

    Getting survivors in traps is satisfying, but bear traps are not all that viable - especially on every map.

  • If anything, I think they should remove Hemorrhage from sloppy and give it a time limit (60/120/180 seconds or until healed)

    Then, they should change Mangled around.

    Mangled should add 32% to the total progress needed to be healed.

    AND it should cap healing speeds on Mangled targets to 100%.

    Mangled, like this, would mean that survivors would be FORCED to spend at LEAST 20 seconds to heal.


    Right now, the extension of the the healing bar is nice - but it gets detonated by the massive quantity of healing buffs supplied from Circle Of Healing, Medkits, and other perks like We're Gonna Live Forever, Botany Knowledge, We'll Make It, Desperate Measures, Etc. Resurgence and Inner Healing completely negate this perk as well.

    That extra 4 seconds you're trying to pull out of survivors turns into fractions. 1 second here, 2 seconds there... 0.5 seconds in another example.

    By limiting the healing speed to 100% and forcing healing to take longer by a flat amount, you can put survivors in a tough spot.

    Do they spend 20 seconds healing a health state, or do they wait for 3 minutes instead?

    Where, today, Sloppy Butcher can shave off 8-12 seconds over the course of several injuries with current boons and healing meta perks alongside items - this can bump the value up to 32+ seconds with only 8 healing actions.


    Sloppy Butcher should not be a killer perk that lies completely at the mercy of survivor meta perks.

    Survivor meta perks should be completely at the mercy of Sloppy Butcher, and encourage survivors to take less popular and more interesting options into the field to circumvent this effect.

  • Eh, let survivors do the bones and cleanse the totems.

    If you ask me, just kneecap the BP yield from cleansing and make it so that totems are BP baloons that get more and more enticing the longer a match draws on (up to a limit)

    Right now you get 1,000 bp for a dull totem.

    Lower that to 400 bp and increase it by 400 for every 60 seconds the match has gone on up to 4,000 if the match hit the 9 minute mark.

    Hex totems should be the same, but doubled. 800 bp if you cleanse it first thing, 8,000 bp if you find a hex totem at or after 9 minutes.


    This doesn't have a massive impact, but at least survivors may make a double take and say to themselves "It could be Haunted Ground or Undying. I'll wait until later just in case, more BP anyway!"


    Suddenly it's not a race to see who can cleanse the totems first, but a balance of how many BP does the player want, and how much danger do they think the totem is worth?

    If it's Hex: Ruin and they're a well coordinated team, they don't need to cleanse it first thing. They can come back after 5 minutes before escaping and cleanse it for a nice 4,800 bp


    Nothing massive. But a nice little 'reward' for survivors that hold off on cleansing until it's an ideal time for killers to have them take a break from key objectives.

  • Eh. I think it's the right solution to the wrong problem.


    The trapper doesn't need to have more viable bear traps.

    The Trapper needs something ELSE that is OTHER than his bear traps.


    If the trapper could take more time to set up additional traps.

    (Trap a pallet to make it spring back upright when thrown, disabling the trap after but preventing it from stunning)

    (Trap a window, the next vault over it destroys the trap, Fast or slow vaults are safe - but medium vaults damage survivors)

    (Trap a hook to disable its ability to act as a sacrificial hook, but a rope hangs 1m in front of it and acts as a bear trap for animation and use)

    (Can 'trap' totem remains to make them seem like a lit hex totem. Nothing happens once cleansed. Survivors gain no BP and there is no audio. They just wasted their time)


    Suddenly, the trapper is going around and not doing a lot of chasing, but spending a ton of time setting up traps.

    Survivors can always disable traps they find, sure, or even work around them.

    But in the end, Bear Traps should not be the ONLY thing that the Trapper has. The Trapper should be able to turn a lot of different exchanges into his favor with the power of preparation and intimidation to corral unwitting survivors into danger.

    Imagine an injured survivor throwing down a pallet at the last moment after T-bagging, only for that satisfying "VvwwipP" bungie sound to cue as the pallet hardly comes down at all and you land a punctual blow.

    A lot more satisfying and worthwhile than bothering with creating a bunch of trap textures so that they're a fragment less horrible on already bad maps.

  • I will throw this into the mix:


    The reason why these perks are so infuriating is because they are CHEAP.

    They almost feel to the opposing team to be FREE.


    When a killer pops NOED and eats up the team before they can make a clean getaway - what did they do to deserve it? Nothing. They didn't even have to press a button. They got a free win without any consideration, preparation, or change in their gameplay. They were able to 'outplay' you because regardless of how horribly they played, their perk was a free and easy W.

    When survivors use Dead Hard and extend a chase, deny a hit, or make a clean getaway - what did they do to deserve it? Nothing. They only pressed a single button. They got a free out without any consideration, preparation, or change in their gameplay. They were able to 'outplay' you because regardless of how horribly they played, their perk was a free and easy W.


    All that needs to happen is NOED and DH need to have some form of COST associated with them. DH's exhaustion is laughable. Some players run Vigil and have it ready to use twice in the same chase. It is ubiquitous in both employ and application. NOED needing to be cleansed is both uncommon and laughable as an expectation. The 'costs' are hardly costs at all, the exposure from NOED is FREE, the escape with DH is FREE.

    True, a VERY bad killer may find themselves unable to use NOED while in a bad position.

    True, a VERY poorly timed DH can land you in more trouble than not.


    But survivors do not need to approach the perk with consideration or evaluation. They do not need to altar their playstyle or reasoning to find value from the perk. They do not need to anticipate its use or work around it for maximum benefit. They simply press E to win the exchange.

    Killers do not need to approach the perk with consideration or evaluation. They do not need to altar their playstyle or reasoning to find value from the perk. They do not need to anticipate its use or work around it for maximum benefit. They simply press M1 to win the exchange.


    Until these perks are made to have some form of drawback or preparation involved - or a context that forces survivors to consider their play before making it - these perks will be broken one way or another.

  • Buff all the boons to make them broken. Make the blessed totems brittle and risky.

    Survivors should feel free to bring the perks and use them - but they should know that they are assuming a form of risk along with it.

    Hex totems are high risk high reward. Boon totems are no-risk eh reward. We can either do what a lot of the community is asking for and make them low-risk low-reward, or we can make them worth bringing into the trial, while requiring a small amount of awareness within the confines of its inherent risks.


    ·        Boon Totems – Remove the blessing action. The first totem you cleanse in the trial becomes your boon – applying all boon perks available. There is no thunderous sound. Audio changed to very faint and intermittent chimes. Original audio cue is only broadcasted in a 6m range. When snuffed, the totem shatters with a crunch and all perks associated with that boon are deactivated for the rest of the trial.


    Make the boons worth bringing and worth snuffing.

    Make that perk slot a volatile survivor-Hex that can crumble apart woefully, or determine the fate of the match.

    A good boon can supply infinite fast heals, easy chase escapes, wiggle and slugging deterrence, and nearly infinite looping potential.

    But if the killer breaks away to find the boon totem in the area and break it apart, it's only fair.

  • I think this is kind of a silly problem because it could easily be addressed by adding a small feature to boxes - that if it detects the killer within 1m for an extended period of time - it begins to gently 'bump' them away with killer specific, invisible telemetry.

    If the pig sits in front of a Jigsaw box for 15 seconds, they are bumped 1m away. If they stand within 4m for 15 more seconds, they are bumped 2m away from the front.


    EZ PZ. Problem solved. Nobody in the community is angry, and the only people that can possibly find interference from this feature are those that practice the cheese to begin with.

  • It's free money. Not sure why they haven't taken extreme steps to deck out the RE franchise and start adding new crossovers.


    Maybe in the future there will be another RE chapter with another survivor and Mr. X, a Licker or something.

  • It already does.

    All generators are counted as complete when the hatch is closed or when the gates are powered - because all generators are completed.


    The problem is not the exposure or the mori, it's the utility.

    If you ask me, this perk should take Bitter Murmur's place and should reveal auras on gen completion in addition to when all generators are completed. Getting a an aura read upon closing the gen would make this a massive pick.

  • Nah, kick him into overdrive and throw away the key.

    Make him pathetic early game and a terror late.

    Make him genuinely the most fun killer to play and the most interesting to play against.


    ·        Change lunge animation to better match visual of killer lunging. While retaining his ability to teleport with a 60 second cooldown (Reduced by 2.5 seconds for each generator completed), instead of simply having dream snares or pallets – gain a roster of several powers that cycle upon power use.

    His powers become increased with each generator completed. (/Gen = for each generator completed)

    While in the dream world, survivors have all actions reduced by 5% + 2%/Gen. Glimpse duration while awake and not in chase – down to 1s with a 3s cooldown. He is invisible outside of his terror radius. Always visible while within 16m (-2m/Gen)

     

    Powers only effect and are only visible to survivors that are in the dream world. Gain the following:


    ·        Dream Snares (5 total. 5% slow +2%/Gen for 3 seconds.)

    ·        Dream Pallets (2 + 1/Gen total)

    ·        Dream Furnace (Plague Puke flamethrower that will hurt survivors that are hit with it consistently over its channeling. Lasts for 5s +1s/Gen)

    ·        Dream Arm ( Nemesis whip, but Freddy just elongates his arm. Range is 3m +1/Gen. Long wind-up.)

    ·        Dream Rope ( Longer Nemesis whip with a huge wind-up. On-Hit the survivor is bound by the rope, which stays on them for 3s (+1s/Gen) and acts as a doctor Pacify. 12m Range)

    ·        Dram Magma ( Leave a trail of fire in your wake for 8s +2s/Gen. Survivors that remain in the flames for an extended period of time, they take damage )

    ·        Dream Geyser ( Creates a pillar of blood that acts like terrain for a 6s +2s/Gen)

    ·        Dream Ambuscade ( Become Undetectable and completely invisible with +15% (+4%/Gen) movement speed and cannot attack or interact for 8 seconds. When the ability ends, retain the movement speed for 1 second. )

    ·        Dream Dash ( Demogorgon shred, but slows a great deal before use [-50% for the 1.5 second Channel. Speed of 16m/s and an open time of 0.5s + 0.15s/Gen | 8m - 20m | 4s cooldown on miss, 3s on hit, 2s on pallet or wall break] )

    ·        Dream Scream ( Channel over the course of 12 seconds (-2s/Gen) -75% speed while channeling. Survivors in your terror radius instantly fall asleep. All Oblivious survivors scream, revealing their location )

    ·        Using or channeling an ability slows his movement speed down considerably.

    ·        After use, Freddy cannot use another ability for a 20 second cooldown (-2s/Gen) After which, he gains another random ability that he can use.


    Change normal break action to incorporate gloves. More voice lines desired. Fix face to be less… weird. Dream world to have red hue while in chase with Freddy. New music and lullaby overhaul.


    Crazy? Insane? Realistic?

    yes YES no.

    Would this be the most fun anyone has had playing the game (provided some balancing) I BELIEVE SO.

  • YESS!

    I love creativity like this.

    Perks really do need to be looked at in a serious manner for the betterment of this game's health, and I love hearing what people think and sharing thoughts on the subject to try and find the best solutions.


    I'll talk about the perks 1 by 1:


    Survivor Perks:

    Unbreakable: I don't think it needs to be disabled at any time, it can be a great perk. I think lowering the recovery speed to 30% will be enough of a nerf, seeing as how there are many games when the perk doesn't find value even when it is in the hands of a capable survivor. I firmly believe that this perk's success is greatly due to the lack of other viable perks in the current meta.


    Dead Hard: Turning it into a 50/50 isn't a very bad approach at all, but it removes the perk's utility without solving the core issue - it's a cheap and easy card to use in order to rob the killer of time, and also force them to commit even further to extract value for the time. I recommend removing Exhaustion and simply making it that being used will cause the player to become Broken for a time - then only activate once healed again. This will limit the amount of times it can be used in a match while also giving clemency to killers when operated correctly. There is actual risk involved, as one cannot Dead-Hard to a pallet and use a Syringe before extending the chase even further. Survivors must be able to use the perk with confidence while also having to approach it with consideration while choosing its employ, as well as its practice once in match.


    Boons (general): I firmly disagree with this, because it not only dodges the core issues of boon totems, but also convolutes things even further. Boon totems should be made both simple and more analogues to Hex totems - very high risk and very high reward. Here's an alternative approach, I'd like to hear your feedback on it as well:

    Remove blessing action. The first totem you cleanse in the trial becomes your boon – applying all boon perks available. There is no thunderous sound. Audio changed to very faint and intermittent chimes. Original audio cue is only broadcasted in a 6m range. When snuffed, the totem shatters with a crunch and all perks associated with that boon are deactivated for the rest of the trial.


    Iron Will: The perk does need a little bit of an edge to it that makes it less of a cure-all choice. Making scratches remain in the trial for longer is a fair observation, but it also depends on who you're playing against. And, as a general rule of thumb, it's not a good idea to exchange a broad disadvantage for a broad advantage. If you want Iron Will to be a tiny bit less as strong - have sprinting survivors continue to breathe:

    Grunts of pain caused by injuries or coughing are reduced by 50/75/100%.

    Breathing audio is reduced by 50/75/100% while not running.

    Description: “No matter how great the pain, you’re strong enough to fight it every step of the way.”

    Flavor-text: “’You control your body; it doesn’t control you.’ – Jake Park”


    Decisive Strike: Very, very strong addition that breaks what is already possibly the strongest perk in the game. If anything - I believe the only worthwhile change that should be made with this perk is that it doesn't deactivate on a missed check, and on a success it exhausts you. Cannot be used while Exhausted. DS is one of the contenders for the most powerful and ubiquitous survivor perks in the game. Turning it into an Exhaustion perk forces it to compete with other powerful perks to prevent meta players from stacking strength upon strength so easily. You can still take Balanced Landing, but you wont be able to use DS instantly afterwards - nor will you be able to use it again once freed. A fair trade for denying a hook altogether and wasting a glut of the killer's time and effort.


    Killer perks:


    No ed: I have no core complaints with this one - I really REALLY like its approach! It turns NOED into a powerhouse play for those that are already dead on hook, making it super powerful in those pesky 8 hook scenarios. It lacks utility in the opposite hands, though. Part of the attraction to the perk is that it is core punishment for gen-rushers who fail to take time to cleanse totems. "Do things other than gens or die!". It makes the perk profoundly strong in a very particular circumstance, but also handicaps it where it is usually needed most. I like the concept though, worthy of thought!


    Dead Man's Switch: I think the perk needs a slightly different approach than a simple Cooldown. It's in a very odd place and it's hard to figure out what the best way to change it is - because it can be highly valuable in particular circumstances, while being actively harmful in others.


    Pain Resonance: This is a pretty big glow-up for what can be one of the most powerful regression perks in the game, especially when paired with other powerful regression perks in kind. While convoluted, I appreciate the direction headed towards with this - as it encourages the killer to contest the generator actively without overtly punishing survivors should they be in a different zip code. However, I'm pretty sure the perk can be side-nerfed by simply removing the part of its kit that makes survivors scream and upping the explosion to 10/15/20%


    Hex: Ruin: Very complex solution. I'm pretty sure all that needs to be done to send this perk back to the A list from the S tier is to make it only activate once a generator has been unattended for 3-5 seconds, which removes it as an information perk and buys survivors ample time to paly around it and juggle it in certain circumstances.


    Hex: Undying: No.


    Scourge Hook: Monstrous Shrine: I like the simple approach to this at first. I will say, it would be equally as viable and interesting as a gambling perk if hooking a survivor on a scourge hook caused other hooked survivors to instantly progress to the next hook state - then also make it cause basement hooks to behave as additional scourge hooks. It would make it high risk high reward. However, I think this perk has the opportunity to do something better: encourage killers to not camp basement. If you make this perk lock survivors in the basement should you be far away during an unhook - it could have a lot of play in the joints without breaking the piggy bank.


    Up the Ante: I like what you're doing! You're keeping with the thematic element! I think that making it point based and activated while in chase may prove difficult to balance. But by making it about survivor health states and changing the buffs around - I can see it having a lot of potential to be a 'comeback' perk.


    Beast of Prey: There are a lot of good approaches to this perk, but I don't know about this one. What do you think about these?

    ~ 1

    Gain Bloodlust 11/22/33% faster.

    Each stack of Bloodlust adds 1% additional movement speed.

    Become Undetectable while Bloodlusted.

    ~ 2

    Become Undetectable while Bloodlusted.

    Performing a Break action no longer removes Bloodlust stacks.

    ~ 3

    Become Undetectable while Bloodlusted

    When stunned, gain a stack of Bloodlust.

    Stacks of bloodlust degrade one at a time and take 5 seconds longer to degrade.

    Maximum Bloodlust is increased to 4.

    ~


    Premonition: I kind of like this! I'm not sure how it would be broken or used in game, But I'd like to see how it is applied. It's also keen to observe that there are very few actual 'buffs' for the killer - the only one that comes to mind is Haste.


    This is not Happening: 9,999 golden stars for the thematic application of Oblivious. I never like it when a perk gives you a debuff, but I actually am in love with this idea. While my personal approach is different, I actually have a soft spot for this one!


    Sole Survivor: Oooh, this one is a lot. I'm not sure if it will resurrect it from being quantifiably the worst perk in the game other than No Mither. Here's what I think might work instead:

    ~

    More likely to become the Obsession. Become the Obsession whenever another survivor dies.

    While the Obsession, any time another survivor dies, your aura is revealed to the killer for 6 seconds.

    When you are the final survivor alive in the trial, this perk activates.

    Upon activation:

    You are instantly healed for a health state

    The killer can no longer see your aura by any means.

    You leave no scratch marks.

    You can open the hatch by hand with a 32/24/16 second animation.

    Description: “You can mourn their deaths soon enough. Right now, the only important thing is getting out of this alive.”

    ~


    Self Preservation: I like this, but I think it encroaches on the properties of other perks like Lucky Break. In this incarnation, the perk is literally a worse Lucky Break :( Self Preservation is the ultimate selfish perk for when you need your friends to take protection hits, or you want to skulk into a good hiding spot before the killer chooses to come your way next. By adding a 10 second cooldown and allowing users to preform rushed actions without audio and silencing failed skill checks for the duration - it can allow for a lot more 'Quick! Get away!" moments with an element of selfish teamplay still intact.


    Buckle Up: Unfortunately, Soul Guard already does this. It's redundant. It has to do something else :(

    Perhaps keep the aura effect, but survivors see the perk when you heal them. After healing a survivor from the dying state, get a wicked Haste buff. Like, 30% for 5 seconds. A longer mini-sprint burst. Let survivors see your aura while downed as well (Like a reverse Kindred effect) This way, you can get out of a bad situation with a daring slug save reliably, and it lives up to its name. Buckle up - we're getting out of this bad situation in a hurry!


    Smash Hit: I like this a lot, just a very simple addition of time. It doesn't need special bells or whistles, just an edge in the Exhaustion sub-pool.


    Bloodhound: Hmmm... Not a bad idea! Aura revealing is always sweet and a little peek at survivors can keep a killer on their trail afterwards. A+ workaround! I'd like to keep the blood pools glowing too, because colorblind individuals rely heavily on this perk to aid them when blood drops on dark backdrops with similar shades.


    Predator: YES! Okay - I actually REALLY like this idea. It's very simple, but it works well enough. You could probably do the same effect by having scratch marks begin yellow, quickly fade to yellow, then to red, and then out of the trial altogether - which will accomplish the same goal of having scratch marks point to where survivors are while fresh, but can do so with colors rather than animation :)


    I love giving feedback (Perhaps a little too much.) And I love getting it back as well!

  • On one hand, developers should not feel compelled to limit the speech used on a platform, as it is not their responsibility to police all that other say.

    This being said, certain levels of vile, distasteful, and evil speech can and HAVE been used - so I completely understand where the dev team is coming from on this one.

    They have the power to stop legitimately evil things like slurs, suicidal encouragement, solicitation, or legitimate threats.


    However, I honestly do feel like they have taken things a bit far. There are times when I cannot congratulate a person because of language. I once couldn't address a person by their screen name because the filter thinks 'milk' is a bad word, which is a bit silly.

  • I think they should just put some logic into the spawning code that creates a bias that makes hooks 'like' to be towards the center of the map, but also 'NEED' to be distant from one another.

    It really sucks when hooks are at the edge of the map, sure, but at least I can walk to them in their respective areas.

    However, what makes the game unbearable is when the hooks are all clumped together in a dead zone.

    Went to the Oni map and had all 4 hooks on one side of the entire trial. If I wanted to use my perk, I had to completely ignore half of the map - which made the game generally more frustrating.

    If the 4 hooks were spread out over the entire map (2 on one side, 1 in the middle, 1 on the other) it would have been a lot more engaging.


    By saying 'Be in the middle' and 'be as far apart as possible' the code will make the hooks spawn in a reliable and useful fashion.


    Your ideas are not bad at all, but I believe that backend coding will solve the problem better than hook juggling.

  • I want to see a banner (I want banners in the game) I want there to be more options to rank up my perks for faster grinds, and I want there to be BP cost reductions.

    If at max Prestige I could reliably get 2-4 perks per web at half BP cost, it would be well worth the grind in the long run.

  • I could see this being an exhaustion perk, but it's far too general.

    Sadly, there are entire maps that are festooned with DOZENS of pallets.

    Especially if multiple survivors take a perk like this, the value can become immeasurable and, sadly, killers will have no way to counter it - they just have to accept the fact that a bad pallet hitbox or a cheeky stun will render them useless for 6 seconds.

    Even if killers that respect pallets will see it destroyed before their eyes - it serves very little 'interest' in the game, especially when pallet stuns are a part of the meta in general.


    This places the perk idea in a 'lose lose' bin.

    The survivor loses out because if the killer respects the pallet, they are basically dead.

    The killer loses out because if they ever get hit with a pallet - they're stunned for more than twice as long.


    I can see the high-risk-high-reward logic behind it, but I do believe that, tragically, it will make the game unfun for both players involved.

  • I'm having a hard time getting all survivors and killers to prestige 3 let alone 30. :(


    This would literally make the grind 10x longer.

    I understand that people with thousands of hours in the game want a little something else to do, but making the game 10x more grindy to reach max prestige seems like a lot.


    But... I see your point.


    I think it would be better if there were 5 prestige levels.

    Prestige 4 augments your blood web and gives you tons of perks and good stuff all the time. Gain a unique character charm.

    Prestige 5 makes all items in the blood web for that character much cheaper (50% less or something) and gives a unique legendary outfit for your troubles. Also, gain a banner.


    This game should absolutely have banners (similar to old CoD games)

    Just place it under the perk/item/rank tally at the post-game screen with a little trail at the end.

    Gives players more ways to customize their look, more stuff to grind for, and also can be a very cool reward.

    Maybe have a challenge and a unique banner for reaching max prestige on ALL survivors and/or ALL killers.


    By placing banners with one or two more prestige ranks with cool rewards - I can see this being a positive change without making the game more of a grind-fest than it already is.

  • I wholeheartedly agree.

    It seems that there is a large Whispers loyalty subgroup in the community, which is interesting - because I never seem to find the perk used in game.

    I don't want to take loyal users away from the perk, but it seems like there are those that are worried that it may host some unintended side effects - which I believe we both may disagree with.


    I once suggested this change:

    ~

    Hear dark whispers when a survivor is within a radius of 40/36/32 meters.

    While in this radius, survivors hear a very light echo of this perk.

    This perk is not activated by hooked or dying survivors.

    During chase and for 5 seconds after, You do not hear the whispers, but survivors in chase hear whispers at increased volume.

     

    Description: “The voice of The Entity surrounds you and fills the air with incomprehensible dread”

    ~

    Whispers is a niche information perk that can be used well by veterans, but has a few pitfalls. It has a tendency to net false positives. By limiting what triggers it, it instantly becomes more useful. It is immediately viable at determining if there are nearby survivors after a chase or hook. And, in chase, it is no longer an additional layer of audio that the killer has to push through - and that extra level of auditory blockage is passed to the Survivor, which can also make chases more frightening. By adding an audio dynamic as well as two exclusions, Whispers is suddenly a contender for top tier information and can be utilized in almost any build.


    Needless to say, however, it was not very well received. Many members of the community expressed concern that Whispers in this form loses its edge as a slug detector - but also can, in certain circumstances, promote camping.


    These fringe theories about camping promotions are tragically misguided, especially when higher levels of play are involved. On the contrary - it can quickly and easily keep killers from staying at a hook they suspect may be in danger should they witness Whispers deactivate. In addition, the range is generous enough that the perk's activation does not give a definitive idea of a nearby survivor's location - meaning the best way to triangulate them would be to walk away from the hook some distance. As a counterpoint as well, if a killer sees Whispers activate and chooses to camp the hook - either the team is doing something useful in the vicinity that the killer is ignoring (such as a generator) or the nearby survivors can hear the dark voices and deduce the perk's employment - leaving the hook and causing Whispers to deactivate, making killers walk away from the hook shortly after.


    To add injury to insult, the truth of the matter is that campers camp - they simply do not need a logical reason to do so.

    If campers choose to take this information perk instead of other camping favorites, it will quickly turn into a counter to their playstyle. Not only will they be encouraged to leave the hook when nobody is near, but survivors rushing to the hook can hear this perk and deduce that the killer is camping and leave the hook to complete objectives. A camper taking Whispers is like giving the hooked survivor a gentle Kindred and serves little purpose other than to annoy their ears as they stand idly by... or tell them what they already know: that they are wasting their time camping.

    The idea of removing hooked survivors from the radius causing camping rather than mitigating it is an interesting debate with good points on both side.

    There is no definitive "Yes this will generate more campers" or "No this will discourage camping if anything" conclusion.

    Needless to say, though, the players who have concerns about such a change have valid concerns, but it does not mean that their concerns would be realized should the change go though.


    I believe the following change should be considered at bare minimum to aid in our mutual concerns - without putting a bitter taste onto the tongues of those who love it the way that it is:

    ~

    Hear Dark Whispers when a survivor is within a radius of 40/36/32 meters.

    This audio is directional, and increases in volume and specificity based on distance.

    ~

    This version is a very soft change, removing the survivor’s ability to hear the perk while it senses them - and provides superior tracking ability to help killers find survivors much faster. It makes knowing the location of survivors much more accurate in 1v1 situations, but can get overwhelmed with groups, especially when they are spread out.

  • Totally.


    Here's a good Blood Echo buff:

    ~

    Upon hooking a survivor, injured survivors scream and suffer from Hemorrhage and Exhausted for 10/20/30 seconds.

    When the duration ends, survivors afflicted by this perk that are still injured scream, revealing their location.

    This effect can stack.

     ~

    By simply removing the cooldown and letting the effect stack on consecutive hooks, the perk rewards those who leave the hook to rapidly pressure survivors. The Oni is the debut killer for this perk, and it should best compliment his snowball playstyle. As it stands, the lackluster value and lengthy cooldown make this perk difficult to work with – by making it stack consecutively, it becomes a ‘rich get richer’ perk. The direct counter is healing – remaining healthy and playing the game safe, much like when facing an Oni in general, counters the perk. Buying time for other survivors to heal and repair by sacrificing pallets – by refusing to trade health states, this perk becomes much less useful. It is only powerful on a killer that is able to re-acquire their prey within seconds of a hook action and push them to the ground quickly. As the game drags on, applying pressure this way becomes increasingly valuable to the killer – while survivors must make the choice to heal up or try to rush objectives to escape before their health and hook states are burned through. It’s a very simple change that completely shifts the paradigm and nature of the perk and how people interact with it on both sides.



    Fearmonger is another story:

    ~

    Survivors repairing a generator, cleansing a totem, opening a chest, or opening the exit gates are Blinded and Exhausted. This status remains for 2/4/6 seconds after.


    Description: “The otherworldly nature of your form numbs the thoughts of your prey when they are most vulnerable.”

    ~

    By extending this perk’s value to other objectives and not limiting it to generators - it becomes far more attractive, especially with a 20% increased timer for its post interaction duration. This perk has a chance to have limited returns. It will always reward killers that keep high pressure on objectives and focus on interrupting survivors when they work towards their escape.

  • @JamnJelly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2908941#Comment_2908941

    Interesting point. Blindness has been kinda forgotten until recently it would seem.

    There's just currently nothing you can do as killer to not cause it to activate outside of walking caddycorner toward the player.

    I don't like that some players can use it to just "zone out" from the game.

    Fair enough!

    Honestly, it was more of a 'oh, drat' when I was lower MMR. Now that I'm much higher in the ranks - I never see any interesting perks like Spine Chill, so my opinion may be sadly outdated or disconnected. :(

  • I 100% agree!


    Making the game a lot more fun and attractive to newer players will likely encourage those players to come back and cue up!

  • I see your point!

    The current issue we are looking at is on two fronts:

    • Medkits do not, by merit, align with the consistency set forward by perk healing buffs.
    • Medkits, as they are now, are played in the meta as selfish items only, which play very little for a team. (It is more efficient to use a medkit on yourself in any situation than have an ally help you, even if [ESPECIALLY if] they intend to use their own medkit to speed up the heal)


    If they change it so that Medkits added a flat 0.8 modifier to healing - allowing self-heal to be done at 80% speed, making it 20 seconds over 16, while also increasing altruistic healing by adding a flat 0.8 to make it 1.8 and increase team healing by the same amount - medkits will heal you in 20 seconds (Saving the entire team 12 seconds for not needing to aid you, still faster than 32) while aiding an ally will be done in 8.8 seconds (almost half total speed)

    This also makes it so that a 20 charge medkit is good for 1 self heal, or 2 buffed ally heals.

    Self-healing with a medkit saves the team 12 seconds, healing an ally saves a total of 16. Medkits retain their viability as a self-sustaining tool, but are now more attractive to be used in teams.

    If the charges are not died to speed, but are used as 'fuel' for the item - it can allow for Medkits to become vastly superior for altruism. While capable of dealing out quick heals.

    Survivors will be forced to come together and utilize their tools in order to get the most out of their kit - while they save time on the top, it takes a bit more coordination and thought to use effectively.

    Instead of medkits being the item you bring so that after looping the killer for 30-odd seconds and they leave, so you sit at a pallet and heal yourself. Or even sit next to a generator and heal yourself as your allies work on it. Now, rather, you COULD spend 20 seconds healing yourself at the pallet, or you can save the medkit for an ally for much better efficiency.

    This also places a soft buff on perks like Empathy that are basically dead in the meta. Medkits are useful to keep yourself topped up, but they are much better when you seek out wounded teammates and get help from well equipped survivor buddies.


    Here's a general sense of what I mean, just to set an idea:


            Medkits – All medkits have unique models. They have increased healing rate on other survivors. 20 charges, takes 20 seconds to heal self by default - +80% healing speed on other survivors. New Iridescent medkit that has unique tradeoffs. Charge expenditure does not increase with speed.

    §  Brown Medkit: 80% self-heal speed, 20 charges, +80%r healing on others. (1 self heal, 2 allies | 20s/~9s)

    §  Yellow Medkit: 80% self-heal speed, 40 charges, +80% healing on others. (2 self heals, 4 allies | 20s/~9s)

    §  Green Medkit: 200% self-heal speed, 8 charges, +100% healing on others (1 speedy self heal, 1 quick ally heal | 8s/8s)

    §  Purple Medkit: 80% self-heal speed, 32 charges, +200% healing on others (1.5 self heal, 4 fast ally heals | 20s/~6s)

    §  Iridescent Medkit: +150% to healing on self and others, 22 charges. (2 self heals, 3.5 fast ally heals | ~10s/~6s)

  • I have most of my killers topped off. Most of the actually good items are purple - with IR items occasionally being valuable, but otherwise proving both rare and clunky enough to make them less as generally useful as most purples.

    With the bloodpoints I get to grind up my killers, I often want for little and have more than enough to pick the best attachments from the roster - which are often purple.

  • Never underestimate a game's ability to suck horribly!

    That being said, I can't wait for it to be amazing

  • Dating Simulator sounds hilarious, though.

    But the TV series basically can write itself.

  • I think it's more than fine as an anti-Undetectable perk, and a reliable means to tell when the killer is approaching in spire of Obliviousness.


    However, I think the perk should have its speed removed - and Blindness should be buffed.

    Blindness seals your preternatural connections away and prevents you from extra natural abilities such as aura reading.

    Spine Chill is fine as is. But Blindness should cause perks like this to become deactivated, as it relies on the same supernatural sensibilities.


    Get rid of the speed, make it effected by Blindness.

    Suddenly Fearmonger and Third Seal are more attractive picks in the mid-game :)

  • By a little further, I think it would be best if Grades were in some way representative of your SBMM rating via percentages.


    If Iridescent I's were in the top 5% of DbD players worldwide, you'd know that it's an earned emblem.

    If Ash 20's were in the bottom 5% of DbD players, according to the SBMM, you'd know they're newer.


    You can lose your emblem if your SBMM changes, but I don't think people should lose their scores back at ALL on a reset.

    If anything - every 13th should be the end of the month, which should shift your 'current' SBMM score to 0 and your 'Seasonal' SBMM score in stone with what you had the day before. So you may or may not lose ranks on the 13th, but it would be a lot better than being sent back an entire color spectrum... or having to start from the bottom all over again.

  • @GentlemanFridge said:

    https://forum.deadbydaylight.com/en/discussion/comment/2884252#Comment_2884252

    Small correction, there’s no ‘daytime’ in the Entity’s realm.

    I forget which one specifically, but one of Ghostface’s perks/add-on flavour texts suggests the night is indefinite.

    Beyond that, Coldwind is supposedly in daylight (even though the ‘sun’ is just a really bright moon if you look closely.)

    Yeah - I never know what to believe anymore, they kinda messed themselves up with the coldwind reworks.

    But the Lore is good, I'm sure they will write an eloquent clarification someday!

  • @Sluzzy said:

    The threads about killer being unfun and weak is getting old. Killers are not leaving either. Right now survivors are much faster to get in matches than killers during the peak of the day.

    There has been 6 years of constant and unrelenting survivor nerfs to the extent that experienced killers practically never lose now because the game is so broken in favor of killer.

    If you are not winning, all that can really be said is to git gud. Stop crying to BHVR to make the game easy for you. Survivors are practically spawning in the dying state as we speak.

    And lastly, if you think killer is hard, please play solo matches. You will experience the hardest, most unfair, and most impossible thing in any video game. Survivors are extremely disadvantaged and this is why the game is losing its momentum. It is definitely not because "killers are weak".

    I've played the game for 1,400 hours.

    I have nearly every achievement unlocked and have mostly spent my time playing as killer.

    I play survivor as a warm bath to relax with after playing killer.

    If you think survivors have it rough in the current meta, you're not just delusional - you have no idea what you're talking about.

    If you think that hopping into 'solo survivor' is hard, it's not the killers that need to 'git gud'.

    @gendoss said:

    Very true. Whenever I spawn in as survivor I know within the first 30 seconds whether I'm winning or not and most of the time it's not. Nobody can last more than 20 seconds in a chase and gens take 80 seconds. Survivors are playing catch-up right from the very beginning of the match.

    Sounds like you and your other survivor friends are in low/mid tier matchups.

    Survivors at high MMR don't break a sweat running the killer for 45-60 seconds at a time.

    If you and your buddies are getting downed within 20 seconds of the match starting - killers aren't OP, you just have a lot to learn.

    The way the match is balanced, survivors start with the advantage - time is completely on their side.

    It is up to the killer - and their performance - to steal momentum from the survivors and turn the tables.

    This is by design.

    If the killer is stealing your momentum this quickly, it means you are not defending your innate advantage.

  • Gotta love it!

  • 4k is the most eloquent solution.

    It also fixes the problem of dissonance for the post-trial evaluation.

    "MERCILESS KILLER!" because you double pipped.

    Uhh... I gave a guy hatch... 3K.


    Get a merciless on a 4K and make that the adept. Plain and simple, no deeper meaning or odd challenge.

    Survivors just need to survive. 4K is still harder than survivors, but at least it's quantifiable and you don't have to rewrite 3rd party achievements to get it to work.

  • Disagree with Cannibal. Problem isn't his design, it's with the way camping currently works - which needs to be worked around.


    Shape is probably the worst.


    Tier 1 is frustratingly horrible. Can literally be countered by a big tree or a rock.

    Tier 2 is just a boring M1 killer that encourages players to lose chases.

    Tier 3 is both frustratingly horrible as a survivor - but also mediocre for a killer. You become 'super M1 killer' for a short while. Problem is that your power is nearly useless against injured prey, making it redundant.


    Fun theming, to a degree, but a general pain to play as or against.

  • Sort of.


    The map is very, very oppressive to paly as certain killers - but usually because it relies on a very particular type of gameplay that is currently non-viable by the meta.


    The Game is a map about late game power. Loops rely greatly on pallets - which means they can be shredded into veritable dead zones. By the end of the match, survivors can often stretch out their resources and find that they have little to counteract your advances.

    This makes the game less about chases and more about generators. Pressuring generators and bleeding out health states by making the trial take as long as humanly possible is the key to the game. While some meta regression perks accomplish this well enough, this map actually favors non-slowdown perks and good prioritization.

    Knowing where survivors are, being able to engage chases - extract a health state or pallet - and return to generators is the name of the game. Bringing perks like Brutal Strength, Cruel Limits/Claustrophobia, Coulrophobia, Save The Best For Last, Enduring - these are perks that find heightened value on this map. Perks that allow you to chew through health states and pallets over longer periods of time - allowing you to get hits and get back to pressure other survivors rapidly. True, survivors may finish generators quickly at first, and pallets will be sacrificed - but if you don't commit and keep on generators, survivors will eat up their resources in the long run.

    This map is all about slowing things down so that you can break the loops into dead zones.

    Problem is - most high velocity matches don't let you get this far, which forces many killers to get creative or wait until an end-game mishap to secure a victory.

    Moreover, Circle Of healing has turned matches in this map into a farce.

    The entire dynamic is to force survivors to either choose between generators and healing. They can extend their health states with pallets - but you can pull them down deeper and deeper. If survivors spend time healing each other, it's to your benefit - but with CoH being a thing, it completely turns the tables of this map's dynamic on top of itself. Now, survivors are capable of limited and fast health states - which forces killers to dedicate to chases.

    When killers are FORCED to dedicate to extract value from exchanges. That is when this map becomes broken.


    So... yes. It is currently broken with the meta the way it is today.

    But... usually it's only a little broken with meta perks and the 'wrong' killers.

    And... it really isn't broken if you bring off-meta perks on map-favored killers.


    Running Sloppy Butcher, Coulrophobia, Cruel Limits, and Surge/Jolt on Nemesis turns this map into a nightmare for Survivors - as pallets are eaten faster than they can recover health states while you juggle generators while they struggle to accommodate health states that start out ubiquitous, but become grueling as their options dwindle.

    Meanwhile, going Pop, Pain Resonance, Corrupt, and No Way Out as Saduko is basically a deathwish. Possible, oh yes, but much - much harder if that first down proves elusive through the pallets and dead-hards.

  • @pseudechis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2896307#Comment_2896307

    lol I love it you're like every worst customer rolled into one.

    Anyone who's worked in any customer/community facing role has had this interaction.

    Its one of the most obnoxious childish entitled rediculous ways to act in public... don't be that guy everybody hates that guy.

    Yes they are all temper tantrums every one of them are unjustified temper tantrums. Yet these are your examples of rational behaviour. Self reflection isn't your strong point is it.

    As someone who has worked in such customer facing positions as well as with minors - you're basically proving that you have no experience.

    If a customer walks out because of bad service, that is NOT a tantrum.

    People can and have had tantrums while doing so, as such people do in all of their ordeals.

    But what - if someone has a catastrophic experience that isn't what they paid for, is it a 'tantrum' for them to ask for a refund?

    Is the returns section just the 'tantrum' kiosk where the only job they have is tantrums, there are 0 legitimate returns or honest mistakes?

    Do you even know what a real tantrum looks like?

  • @YOURFRIEND said:

    I support showing them after, with a BP multiplier for the killer.

    I like that. Take the licks of the match and come out with double BP in a 4 man.

  • @HexDaddyissues said:

    https://forum.deadbydaylight.com/en/discussion/comment/2896307#Comment_2896307

    Did you REALLY just liken a GDANG VIDEO GAME to illnesses, concerts, paychecks etc?

    if participation in something is completely contingent on weather or not they win, its a temper tantrum.

    your logic is somehow worse than my preschool students, yikes.

    Hyperbole and allegory are lost in a place like this.

    Just because someone is saying someone negative does not mean it's a 'temper tantrum'.

    The point of this illustration is to show that complaints are not, by virtue, inappropriate or overtly dramatic.

    So long as someone's grievances are grounded in a relevant truth, they can be viewed as constructive to a point - if not, at the very least, understandable.

    To decry someone and dismiss their activity as childish when they voice their concerns is antithetical to the point of a forum.

    @katoptris said:

    https://forum.deadbydaylight.com/en/discussion/comment/2896309#Comment_2896309

    Should I announce I'm not having fun cause I'm not good with nurse in three games? He shouldn't assume that a couple of games make you good with said killer. There a reason why adept are considered a challenge especially with some killers. He should just play something else considering he getting burnt out from playing the game. I usually just switch games as well.

    • It's a forum. You can announce your experience, yes. It may be valid or not, in your case, you explicitly made it an invalid expression - in which case it should be ignored rather than discouraged outright. We are not here to discourage discussions.

    • You're missing the point of the post completely, which is not simply about the necessarily obtuse nature of adept challenges, but about the killer experience overall and the complete disregard of the experience from the developers.


    • There is no such thing as an inherently 'difficult' adept challenge. There are only bad perks. Upon this, adept challenges for killers are incredibly easy at low ranks - you can accomplish them by pure accident. However, they become outright IMPOSSIBLE to accomplish in high ranks. Ghost Face at top rank basically feels impossible to get adept with, if he's your first killer, you can get it in your first couple of matches. Not only does this 'argument' completely disregard that survivor adepts aren't a challenge at all, nor that killer adepts aren't much of a challenge on bad players - only 'good' ones, but it also ignores the overall point of the post - which is that the developers have forsaken the experience... the Adept challenges wouldn't be nearly the challenge they were if the requirements weren't so strange... but if the perks were not such absolute garbage, it would also not be such a strange concept. It's already a 'challenge' to accomplish such goals with only 3 perks - doing it with garbage perks doesn't help much ever. Adept Meyers at high MMR is basically impossible to accomplish - as the roundabout accomplishments are completely contrary to his play style and perks. To try to argue in FAVOR of the current Adept system is to be willingly ignorant of its pitfalls ; atop missing the point of the post altogether.


    • So... your plan is to make a counterargument - then to basically agree with him and aid in his point by conceding that this is burning him out, and he should just stop playing... as YOU have? That's not much of a counter to a complaint.

    @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2896521#Comment_2896521

    Having a surplus of survivors makes it more like to be matched against ones your own MMR, not less.

    That's not how a bell curve works - not a graph.

    The more players you have, the more likely you will be paired with people 'close' to your MMR is a generalization that does not take into account the average MMR level.

    This is the same as saying 'The more people in your town, the more people over 150 IQ there will be' or 'The more you gamble, the more you win' - just because there's a chance for something by means of numerics does not indicate a result based off of averages.

    Not only does it depend on the average MMR, but it also depends on the time of day.

    Just because the player count increases does not mean that the quality of MMR, by merit, becomes greater - especially for outliers.

    @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2896044#Comment_2896044

    I am not sure what you mean by "Match how easy it is for survivor..."

    IMO you are comparing apples to oranges. A survivor's gameplay =/= A killer's gameplay. The problem is you don't understand how RNG heavy this game is. In that you could be playing a more casual build and go against a strong-meta build even when your intentions were not to try hard.

    So once you understand that you know that slotting your 3 adept perks which may not be the strongest, let alone optimal. You can't really turn around and say well I went against the strongest stuff and all I was trying to get is adept. Especially when it is your 3rd match ever as that killer.

    Do I think that because of that maybe they should have other ways to incentivize playing killer and maybe tie the adept through that? Sure, maybe. At this point though if you are just a casual player Survivor OR Killer be ready to encounter the opposite of casual.

    Uhhh...

    Survivor Adept is a 50/50 shot as enforced by MMR (Ideally)

    Killer adept requires literally flawless gameplay at higher ranks.

    You literally can lose your Adept from 3 Exposed downs on healthy survivors, a single flashlight save, or one generator being completed in 90 seconds - which is almost always at higher ranks.

    I get if you're pointing out the differences in gameplay. But you're blatantly ignoring the inherent differences between the challenges.

    It isn't apples to oranges, it's 50/50 crapshoot to literally being held to a nearly impossible standard of perfection.

    @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2896635#Comment_2896635

    I know how the MMR works, but what you're overlooking is that the system first prioritizes matching players close in MMR and then backfills as needed. They don't "favor queue times instead of fairness", it's the other way around. It's fairness first when it's available in a reasonable time.

    The one thing you're right about is that high outlier MMR players will likely not have equally high outlier MMR opponents a lot of the time so in those cases those players go into matches after waiting a bit. But what you're overlooking is that those players are NOT the majority of survivors or players - they're the ones that are well above average. The bulk of players are in the median MMR buckets and those players do not have serious shortages of opponents in their MMR ranges. So yes, sometimes an average player gets put against a very high level or very low level opponent, but it's a lot more common for them to be put against opponents around their level because there are a lot more players in that median bucket than the outlier ones. (Which mathematically has to be the case - the "top 5-10% of players" literally can't be in 90% of the matches.)

    They actually do - they admitted as much in their latest update.

    If you're in que for a few seconds - the current MMR system says 'screw it' and grabs the best people ASAP.

    A large part of the reason behind the recent MMR tests is to determine the right 'balance' for this, as the community seems to disfavor throwing MMR scores out the window after sitting in que for 30 seconds or so.

  • It is, but regardless - it would be better if they nerfed boons and made the active element of Dark Theory stronger.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2896304#Comment_2896304

    I'd disagree.

    It's not great on every killer, but running it on a high sustained mobility killer - especially Wraith with his faster kicking addons - it's rock solid. The idea isn't simply regression, it's also information. You hook, kick, then go and pressure elsewhere and the second you get a notification you come back and pressure that gen.

    Combine it with Pop and it's gorgeous.

    I mean, Just about everything is 'Gorgeous' with pop.

    You literally will get more value out of the same build with Eruption.

    On top of this - you could also pair it with an aggressive perk to maintain momentum with Pop to a much greater effect than Call Of Brine ever would give.

    If you're taking it for information - you might as well take Surveillance for the constant information, Thrilling Tremors for Pop value, or even BBQ for higher momentum and doubling your bloodpoints.

    It's highly frequent that the perk simply will not work.


    In addition - even if you bring your super-kick with the Wraith addons - you still have a better efficiency bringing Brutal Strength to save your time.

  • @katoptris said:

    https://forum.deadbydaylight.com/en/discussion/comment/2896249#Comment_2896249

    Nice passive aggressive comment. If he gonna quit then he should quit without announcing it on a forum.

    W-why wouldn't he announce it in a forum?

    Isn't this exactly what forums were made for?


    What, are we only supposed to talk about sunshine and roses here, not negative experiences or people leaving the game because of a certain creative direction from the developers?

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