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Valik

Valik

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Valik
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  • Not only does this get rid of a lot of the fun and mystery about the game - but it completely breaks the balance.


    Sweaty survivors are already bringing the best items and perks - imagine if they see they're going against a plague, so they bring flashlights instead of Medkits and swap out SelfCare-COH for other perks.


    All survivors would gain an extreme advantage by this, and it would serve no purpose except to make the game LESS interesting or fun to play.

  • They should give it a sort of 'blindness' effect that causes the killer to lose sight of objectives and the HUD.

    They have to dedicate their attention to containing the survivor, so they are distracted.

    For every hook state you have, reduce killer movement by 2/4/6% while being carried.


    This will make the killer pause for a moment and consider the objectives before dedicating - not because it's a guaranteed out, but because they have to worry about keeping track of objectives as they venture to a hook. By slowing the killer down a bit after being hooked, it can open the window for more escapes - as you can get 12% more time to wiggle after being hooked twice.


    It would be much less annoying, balanced, would work in certain cases, and would distract the killer from seeing their objectives enough to prevent certain plays. It would be worth running, and is about as good solo as it is in a team.

  • I understand that some people need it to play well. The Wraith kind of got the short end of the stick - with his 3 perks being basically handicap options. Colorblind? Bloodhound. Blurred vision/easily confused? Predator. Motion sick from narrow FOV? Shadowborn.


    They should absolutely buff it, as it serves virtually no purpose outside of giving support to those who get ill from playing at such a low viewing angle - but detracts from the experience by ruining your build otherwise. Nobody should have to pick between GOOD perks, and perks that they NEED in order to paly comfortably.


    In my opinion, they should go whole hog and make it also the go-to perk for those who have trouble seeing the screen, as well as grant good synergy with stealth killers while giving a pocket of stealth to other killers:


    +5 stackable FOV gain.

    Increase game brightness and contrast.

    Become Undetectable for 10 seconds after being stunned.

    While Undetectable, move 1/2/3% faster.


    This will allow the perk to synergize better with other perks, give some comfort to those who struggle with the way the game works, and give a tiny buff to killers that strike from the shadows.

  • If anything it should be longer by default and much better with medkits.

  • Monstrous Shrine does basically nothing.


    At least the other perks sort of do something. Beast Of Prey is bad, but it can mess people up sometimes. You may even see value out of Overwhelming Presence. MS though? You might get 6 seconds off of a basement hook if you're lucky. It legit does nothing.


    I have run the perk many, many times and I have yet to see any value from it - nor hear even a fabled rumor that it may have had value at any point in time. It is beyond useless. A waste of code and pixels.

  • Not only does it fit with the aesthetic the best, but it would also be the most inherently interesting in my opinion.

  • They need a new system. There have been balancing techniques around for over a decade that they haven't even tried. Instead of sticking to their guns, they should listen to the community and make radical shifts to shake up their meta and matchmaking.

  • Ideally, you are not choosing between the two. Preventing a survivor from completing objectives and hooking them are one in the same thing. If you want to keep survivors from objectives, you have to do more than chase them away from areas or trying to defend generators, you have to create MORE for them to do - and remove them from the match whenever possible.


    When you hook a survivor, you have removed 2 or more survivors from the game - as one or more survivors will go to the hook for a save.

    If you get into another chase while someone is hooked, you are keeping 3 people off of generators the entire time - as opposed to two or more sticking to gens as you struggle to compete for objectives.


    It's more difficult and nuanced than this, but ultimately the better you become in chase - the faster you disrupt the survivors, and the more difficult it becomes for them to dislodge your momentum.

  • The lines were read by the actual actor, which brings a lot of authenticity to it.

    I just wish it was slower, it gets repetitive fast.

  • I actually love this perk because I believe it actually does amp up the adrenaline for survivors. It's fun to run and satisfying when it pays off.


    However, it does something so small and insignificant, that it almost isn't worth taking.

    It's pretty strong against noobs specifically - as their propensity towards skill checks are stunted and regression takes hold.


    However, hex totems are gambles by nature. They provide a powerful boon, but can be removed by a diligent team (Or any team 40% of the time with the totem spawns) This is a totem that starts with 0 ramp and 0 effect. Devour hope is the same way, but Devour Hope can single handedly win games and 4K survivors if it isn't cleansed at 5 unhooks. Huntress simply doesn't do all that much. Even when you bring Unnerving Presence, survivors will still hit checks - and they will likely cleans the totem before it even sees an inkling of value.


    Here's an easy buff

    If they wanted to buff it, make it have a base value, and grant tokens for each unique survivor hooked (BBQ or No Way Out). Basically, everything will be scaled to 1-5, but 1 is the base level of the perk.

    Each token increases the generator regression penalty from explosions by 1/1.5/2% (10% Reduction with tier 3 perk and 4 unique hooks)

    Each token reduces the Great Skill Check zone by 10/15/20%, replaced with the failure zone (No Great Skill Check zone with tier 3 and 4 unique hooks)

    A unique lullaby plays faintly in survivors ears, which gradually ramps up in volume until it is distractingly loud at max perks.


    Flavor Text: "Make it stop! I'll do anything, just make it stop!"



    This will make it much more rewarding for killers to play around the perk, and earns the spot as a hex totem. Denying skilled survivors of their precious great skill check zones while making those very same checks harder and more damaging is huge. A survivor blowing a gen for an additional 4% than the base perk would be massive - and supplying a base value will allow survivors to snuff it out before the killer snowballs out of control.

    While thematic, I believe that playing music in survivors ears will make them target the perk more, while also generating unease and pressure without adding a complex or harmful gameplay mechanic.

  • None of these are particularly fitting - but I believe another monster type (Like demo) would be a lot more interesting.

  • I firmly believe that he needs to have a reduced terror radius and a lot more traps.


    If you give him different utility to keep survivors on their toes as he corrals them into trapped areas, it would be much more interesting to play as/against.

    Bear traps are fun - but what about tripwires that slow? What about a fixed rope trap item that ensnares unwary survivors? What about an alarm, or gas-based trap like the clown?


    Having more options to trick and divert survivors is the key to making the killer stronger and more interesting. Either his terror radius should be reduced to 24 to make him a lot scarier and unpredictable as he lays traps, or they should boost it to 36/42 to make him a lot more intimidating without giving away his position - while also granting more power to his base kit.

  • Neither. But if given the choice - it would be a LOT better if survivors were placed in genuinely random places, and all generators were blocked for 10 seconds.


    The fact that the survivors basically start the game in the black while the killer begins the match trying to come back from the red is NOT an attractive balance option. But there are workarounds for it. This would be a controversial bandaid solution, though.

  • The pass should exist to reward dedicated players and encourage people to play Dead By Daylight more.

    It encourages better financial investment as well as player retention.


    If you want to hook new players, give them a GOOD sum of auric cells, don't cheap out.

    It's better to give a tiny amount of free content to hook new players than to get stingy and watch them fall away.

  • Played it on a Switch and... eew.

  • Hag is a snooze fest. Not worth your time.


    Oni is interesting and well balanced. But lets be honest, it will not take you an eternity to learn his curve.


    The Clown, though, has a LOT of nuance. There is a massive ceiling of mastery. You're going to have a lot more to learn and to get good with at Clown - and looking back, seeing the progress of your gameplay, it's going to be far more rewarding.

  • This game's been kicking for God knows how long and they haven't made an offline mode?


    It's almost as if the executives at Behavior have a deadly allergy to money and success.

  • tLoU and GoW are not good fits for this intellectual property at all.

  • Console cheaters were a thing before crossplay, you know.


    It almost sounds like Console players just can't take the competition.

  • It's not the best, but at least it has a creative spark. In my opinion, some of the oldest maps are the worst - by virtue of their lack of creativity.


    I'd rather have 3 matches in a row on RPD than a single match in that 1 autohaven map that has no structures and just a shack in the middle. It's just drab, uninspired and boring.

  • You never want a killer to look at it and know what it is. Same thing for Hex totems - there's a reason the hexes aren't color coordinated.


    Also... I'd rather keep the potential to have more boons than there are primary colors. You never know. What if they did the same thing with hex totems when they first came out? They'd have to start getting creative for colors because of a choice they made 4 years ago.

  • I never felt DIRTY and IMMORAL for bringing old ruin.

    Maybe a little bit of a jerk - perhaps a killjoy or a tryhard.


    Hitting a killer with old DS made me feel like a villain - like I was the problem with the world.

    The fact it took Behavior THIS long to rework it is criminal.

  • It sucks - but you can always chill on hook for a minute or so and roll to the next match if you aren't feeling the current one.


    Really, though, if you bring garbage perks and sacrifice yourself for the team a lot more often - you will find that you are paired with increasingly more FUN killers.

  • If you ask me, they should make his tier 3 more powerful and his tier 1 shorter range.


    I also want to see more zombies.

    Base increase of 1


    Take away 5% of his movement speed and give him another zombie for each tier (5 zombies at tier 3).

    This would make his early game a bit harder, especially if the killer struggles to find survivors in a timely manner.

    It would also make it more important to sneak up on survivors - which both are aspects that play into his favored perks.


    Overall - the best part of the killer are the zombies. As it stands, though, having 2 on the map is a snore fest, especially with them getting stuck all the time and having little 'brain accidents' where they forget what they're doing or randomly don't work at all.

    Even as survivor, I can count on one hand how many times a zombie came in clutch for a Nemesis I was playing against. I see them slowly lumbering around, I leave the area. Even in end game, they are not as prohibitive as Behavior seems to think. Every once in awhile they will aid the killer, or harass survivors, or perhaps provide powerful information - but these are incredibly rare and ultimately unreliable. More zombies would make playing Nemesis be a lot about positioning and extending loops while budgeting time against the encroaching zombie horde - which I believe would be a lot more engaging and unique than what we have.

    Adding a tiny bit of vaccine box opening time and keeping boxes from automatically closing would also add to the time management ability, which would make Nemesis a lot more oppressive against Objectives, but struggle in 1v1 chases.


    If Tier 1 gave him a -2 meter debuff, but made his tentacle have a much lower cooldown on misses - it would make him a lot less oppressive in chase while encouraging players to actually kill zombies. Nemi players will have to time their early game very well to gain momentum.

    At that point, Tier 2 will give him the normal 5 meter tentacle range and the ability to break pallets. At this point, having 4 zombies will make information and pressure on survivors finally tilt into your favor as the the killer chews through pallets and resources.

    And if this were the case, in Tier 3 you could give a 7 meter tentacle (+1 meter) and perhaps a shorter cooldown on pallet breaks to compensate for his 5% slower speed. Having 5 zombies spread across the map will keep survivors from swarming certain areas or deny them of loops in the late game. While it would be harder for the killer to compete against infinites or tight corners, zombies and the long tentacle will burn through their resources to alleviate this.


    Without doing all too much (tweak tentacle distance, -5% movement, more zombies, slower - permanent box opening) I believe the killer will be a lot more rewarding and engaging.

  • New system is good and gives the survivor something engaging to do instead of just stare at the screen and be upset.


    The problem is the great skill checks.

    These bad boys give something like 1% additional progress each. In just a few seconds, it's easy to pick up an extra 15% progress or so.

    Having a friend or two tank hits can allow a wiggling survivor to gain 30% more progress over a number of seconds if they are good at the checks.


    Why Behavior gave survivors GREATLY increased wiggle speed, but didn't increase the overall wiggle time at all is beyond me. If the skill checks were harder and the progress bar was increased by 20% or so, it would be a lot more balanced overall.

  • It's not OP - just annoying.


    Bad design and needs to be reworked, but not incredibly powerful.

  • @Hail_to_the_King said:

    https://forum.deadbydaylight.com/en/discussion/comment/2773003#Comment_2773003

    Bringing "Meta" perks and using "Cheap scumbag tactics" are not farming. People lose all the time doing both of those things. When I say farming, I mean when the killer hooks each survivor twice and allow the survivors to get 5 gens and escape after a good amount of hits, chases, healing, and hooks so everyone gets a pip and bloodpoints. If those things bring your mmr up then those players would also raise their mmr when they farm, which makes mmr farmable. Extremely easy point to see. The "farming" point that you are trying to make is more about balance than actual farming mmr. I get what you are trying to say but I personally don't believe that bringing "Meta" perks and using "Cheap scumbag tactics" are farming, especially when both sides do this and both sides win and lose.

    What you're saying is that it's 'easier' for a killer to get 8 hooks and have incredibly strong gameplay while allowing 4 escapes.

    You're also insinuating that such a killer would not get HIGHER MMR with a hypothetical system like mine if they had gotten 4 kills & 4 more hook states.

    You're also suggesting that it's much more difficult to bring meta perks and face camp than it is to consistently over-preform against survivors of varying skill levels.

    You're also saying that 'farmers' that exist in the game as is that throw pallets and the like would hold more sway in the MMR system - as if survivors giving free kills don't exist as is, which are exponentially more common than these 'farmers'

  • It isn't perfect, could use a bit of touching up - but I don't have too much problem when I see it come around.


    Generally, I think it's just unfun.


    A bad survivor team can screw themselves, struggle to find gens, or fail to find the right looping areas.

    A bad killer will get lost, struggle to maintain pressure on the spread out objectives, or lose in loops with the copious amount of pallets spread throughout.


    All in all, both killer and survivor gameplay is rough, so its fair. I think the worst aspect is knowing that they will never change it, as their ambition it to keep it 1:1 with the one from RE.

  • Having to re-click to separate is always going to be less intuitive and more sluggish than simply releasing when you want it to end.

  • Knowing Behavior, they will roll out a nerf in 6 months or so - same thing they did with Circle Of Healing and Undying.


    Really, they need to cut the crap. Boil over does 3 mediocre things that culminate into a neigh useless but absolutely unfun perk.

    ... Block the killer from seeing nearby hooks | Only good against noob killers and can only make the difference in select circumstances. If you're downed next to an obvious hook, it doesn't matter - not that walking 16 meters is much to worry about anyway.

    ... More deviation while wiggling | Annoying for a killer, certainly. It is unreliable as survivor, once in a blue moon it will get you an escape, but it doesn't break the game. It's an extremely mild debuff that has no guarantee of value.

    ... If the killer drops, more progress! | Ok - this is the big selling point, but it doesn't work on many, many maps and has extremely limited circumstances where it is valuable. Even if you gain 25% willge if you're downed in the house on badham - there's still a hook right outside. Or if the killer drops down on the Saloon, the building is surrounded by hooks, 25% isn't going to cut it.


    Which brings us to where the perk is now.

    It isn't fun or involved, it's just annoying. It's "Annoy the killer with your friends - THE PERK!" which isn't doing the game any good.

    Here's a rework:


    | While the killer is carrying you - the killer is incapable of seeing auras.|

    | For every hook state you have, killer speed is reduced by 6% while carrying you.|


    Bam. Killer can't see any hooks on the map, or gens, or get any new information. They want to dump you as soon as possible. Gotcha.

    If you've been hooked twice, the killer moves 12% slower... from 92% to 80%. A veritable reverse-Agitation.


    This would guarantee value of some form by slowing the killer down. Sure, it will make it take longer for them to hook you in some situations, but it simply makes the entire task longer, buying precious time.

    Any killer that wants to keep their eyes up or work quickly will have to slug you. Picking you up is just going to be too much trouble - but not because it's frustrating, but because Boil Over would counter certain perks and force the killer to invest more time in a potential hook.

    If a survivor misplays, the perk might be less as valuable. But its intention is to give the killer pause before picking you up.

    Instead of it being a troll perk that has no true value out of aggravation, it should simply be a killer debuff that makes them consider their options for a second before dedicating to the hook. As it is now, walking up to someone with Boil over makes a killer sigh in resignation, as the perk will either do nothing or call upon the goon squad to ruin the fun. But if it is reworked, a killer will see that your free spirit will not let you be restrained without a fight.

  • MMR makes it so that ranking up puts you into a chaotic mess.

    It's rote and boring. If you do poorly, you're not having a good time by default. But if you win a few matches, prepare your butt for some of the most oppressive, cruel match-ups this side of the Mississippi.

  • The problem with map offerings is not only what they offer to survivor and killers in unique proportion, but also the negative design aspects of the maps themselves.


    Survivors can take Badham Preschool, Coldwind, and Haddonfield to start the game with a distinct advantage against most killers.

    On the other hand, killers can bring Midwitch, Dead Dog, or RPD offerings to hound survivors and give them a unique advantage.


    These maps simply need to be changed. Electing one map over another is fine, but it becomes a problem when the maps themselves have horrendous balance and can spell the end of a fun session by virtue of existing.


    Suffice to say, it's annoying when a Killer brings such offerings, but Survive-With-Friends lobbies have a monopoly on the scumbag practice of using the strongest offerings wo make the killer want to end their own life.


    If anything, 'all of the above' should be considered - where all offerings as-is grant a larger piece of the pie and a proverbial, invisible elimination of other maps (Increase the odds of going to this realm and eliminate another random realm from the selection, making it more likely to be chosen)

    And there should also be addons that can remove maps from the roster. An Anti-map offering. So if someone REALLY doesn't want to play on Mother's Dwelling again, they can bring an offering to cut it out of rotation.

  • @Elcopollo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2772951#Comment_2772951

    The bloodpoint cap doesn't prevent cheaters from taking games hostage and getting as much bloodpoints as they want to...

    Yes... it... does ?

    Even if people side with the killer - they can only gain SO MANY points. And those same points can easily be acquired in the game.


    You're not going to have people grinding 100,000 BP in a match over the course of a very toxic half hour or something... You're only going to have some people that may throw pallets or something along those lines, but they will only yield the same robust points that normal gameplay would provide.

  • @MaekShiftBeats said:

    https://forum.deadbydaylight.com/en/discussion/comment/2772951#Comment_2772951

    I think OP is referring to the 1 million BP cap, not the in game BP cap

    ooohhhhh

    In that case - it has no reason, but I guess you don't want people with 5,959,184,084,847,-12,420,069 bloodpoints hanging around.

  • I'm surprised by these results - but I have to hand it to the poster... these are GREAT categories!

  • Right now, generator regression speed reduces 1 charge/second of progress every 4 seconds. 1c/4s (100%)

    The default, in my opinion, should be 1c/3s (150%)

    This sounds like a huge buff, but in reality - its not super noticeable to a good survivor team. 1c/4s will reduce a nearly full gen to nothing in a touch over 5 minutes. Matches can easily end before even reaching the 5 minute mark and some change. 1c/3s reduces a nearly finished gen to nothing in 4 minutes. If nobody touches the generator for 4 minutes, that's what you get, really.


    In addition, generators that are idle for 30 seconds or longer should be stricken with a passive 1c/6s regression.

    It's very subtle, with a survivor having to leave a half completed generator unattended for nearly 5 minutes to see it fully default.


    As it is, killers cannot kick gens or rely on regression as the game goes far too quickly for a kicking action to be warranted.

    On average a kicking animation takes time (~3s) and the generator may regress for several seconds, perhaps even 24. But in that 24 seconds the generator only regressed a total of 6c - needing only 6 seconds of work to bring back to speed. Bumping up regression will cause that same amount of idle time to regress a total of 8c - needing 8 seconds of work to bring back. It's a small buff, but it would be enough to get killers to actually kick gens and play the objective instead of having to resign themselves to chases to apply pressure.

  • Sidney fits the best for the DbD universe, as being the final girl is kinda her thing.

  • The Thing by John Carpenter is still my favorite movie of all time.

  • I think it should give the killer a set amount of instant downs (Perhaps 3 by default), which are expended on any attack.

    The killer will gain more if a survivor is revived from the dying state.

    Remove the 7% movement speed and instead make it so that downing a survivor after gens are completed grants a permanent 1/2/3% speed boost for the remainder of the trial. When the insta-downs end, the speed boost remains to incentivize eliminating the hex, but no more instant downs can be collected once the perk activates.


    This would make it so that the killer still has the ability to down survivors and turn the tables - but they don't become an instant mega-killer. If survivors are able to bait out the instant downs or take them in stride, the lethality doesn't last forever... unless the killer ignored hooks. If you want NOED to be powerful - you can't tunnel or camp, it's best to slug - which allows survivors to play around hooks better in the end game. In return for playing around the end-game, the killer must 'rev up' their movement speed bonus. After getting 3 downs they will be 9% faster. 5 Downs in the end game and they are basically under the effects of Bloodlust 1 for the match.


    In my opinion, giving the killer a huge movement buff for playing their cards right is even better than the lethality when everyone is injured - but being able to smack healthy survivors is the goal of this perk.

    By cutting back its ability to be endlessly horrible for Survivors to deal with and allow them to play around it given space and time - it will make it a bit more interesting to play with.

    By giving it the potential to ramp up an insane speed (Perhaps with a soft cap) that annoying instant down transitions into an ostensibly more oppressive power given time.


    NOED is always the most annoying thing when you're playing against a killer that doesn't down anyone - or face-camps all match only to get a free super power in the end. This way, you have to work to make it have value - but it gives a lot back the more you play around it.

    By giving survivors more and more chances to make a comeback, you can close in for a lethal final strike.

    By dangling the shimmer of hope in front of them, you give them false hope. You lash out with the power of this curse to stop survivors that are on the brink of escape to drag them back into the dark.

  • The current problem is that it gives too much value, while also providing key intel.


    In my opinion, you can balance the perk by simply making it so that it only effects Gens that have been idle for 3-5 seconds. Seeing the gen fizzle won't alert the killer that a survivor immediately stopped working on it, while survivors can shave some time off of the regression and juggle it more effectively with a coordinated team.


    I think it can also go down to 100/125/150% regression and still stay strong.


    To counterbalance the nerf - the game can have a very, very subtle passive regression that causes gens that have been idle for 30 seconds to regress extremely slowly, which will allow killers to better maintain momentum without punishing coordinated or high skill teams.

  • @jesterkind said:

    To be clear, would these be personal stats, or global stats? I really don't see much of a need for displaying global stats, but personal stats could be kinda neat. Definitely low priority, but a neat idea.

    Personal, I just updated the post to alleviate future confusion :)

  • @Hail_to_the_King said:

    If your mmr would go up for hooks, gen time, chase time, hits, etc. then it literally becomes a farmable mmr. That's just awful for any game. Idk how that's so hard for people to understand. Your mmr would just continuously go up over time.

    Isn't playing with Meta perks and using cheap, scumbag tactics exactly what is making this game a farmable MMR right now?


    I'm struggling to see your point.


    There's a reason high MMR survivor matches turn into the same meta killers with the same meta perks - just as playing with killer is the same OP Survivor perks with broken attachments. People are already rising to the top of the MMR scoring system either by being boosted or using dirtbag tactics - it's already a farmable MMR. At least if you quantify the means of 'victory' you'd have to achieve many feats to 'win' a match, but if it's as easy as bringing corrupt intervention, pop, Ruin, Undying on Bubba with Chilli addons while in the pre-game lobby... Congrats, you just made an easily farmed MMR system!

  • It should be around BP gains, nothing else.


    You can play the game right and walk away with 6 health states and 2 hooks, not a garbage killer.

    You can get 8 hooks and had a generally good game, no kills - still did okay.

    Likewise, you can have a dull match where you don't get chased but escape after popping a couple of gens - not a bad survivor.

    Or you can get killed after looping the entire game - not a bad play.


    If you did good, that end game scoreboard already shows it pretty well. Escaping and kills grant bonus BP as is, so the benefits of the W/L system isn't lost. Gaining points for winning chase and touching gens as well as applying pressure and getting hooks means that the benefits of these aspects are also incorperated.


    The Devs already have the perfect system to judge skill by, but they're not going to use it.

  • There should not be a survivor with the chapter, as there are none that fit.


    The FNAF lore is a convoluted mess. It's best to steer clear of it and focus on the OG Animatronics that everyone knows about.

  • Play-Style is extremely important. Judging a book by its pages is better than judging it by its cover - no matter how important the cover is.


    An altruistic or unlucky survivor can be deemed 'garbage' by the system and get stuck in ELO hell until they prioritize selfish survival over winning matches and helping allies get to the exit gates.

    A Killer that did nothing and managed 4 kills because the opposing team was trolling with an AFK and got cocky to NOED doesn't mean jack about their skill, but now they're going to be elevated to hardcore survivors for no good reason.


    Not sure why everyone is just using W's and L's to tally in this tacked-on system when the BP scoreboard at the end is already a pretty good indicator for the score.


    While they could easily implement Score Per Minute, SPM to generate an accurate number to display player skill - you could also distribute points in a ranking order.

    5 people in a match - tally up their scores and put them in placement.

    Place | ELO

    1st | +2

    2nd | +1

    3rd | 0

    4th | -1

    5th | -2


    Not as effective, but hell - at least it binds rank to in-game scoring events that can be tweaked to maintain healthy scoring. All the while it's using pre-generated in game information without relying on tracking kills and escapes to generate an abstract number.

  • The reason they are capped is to prevent cheaters and team-ups from taking games hostage to grind.

    Without a cap on BP, not only would it be harder to gauge player performance in the post game screen, but it would also encourage boosters to spam BP gains to maximize their yields.

    Imagine having a Trapper set traps forever, or a Michael stalking forever. In reality - these cap out the Deviousness category after awhile. But without a cap, it doesn't work - they will just keep spamming what works.

    Survivors as is get rewarded handsomely for chases and coordinating with teammates. As it is, after doing gens for a bit and helping teammates - it's your turn to get chased. You don't get the max points in a match by sitting back and gen-jockying without helping with hooks or taking chase. If you want to grind BP - you have to play healthy and take chase, help the team, and complete objectives.

    If you take away the cap, nobody will want to take chase - or people who are amazing at chase will get a mountain of BP without touching gens. The entire economy will go out of whack.


    IMO they should increase per-match BP a little bit and tweak the scores to promote better behavior, with better payouts for players that play the 'intended' way. Raise the cap to 40,000 BP or something. Other than that, there's no need to ruin the balance or reward players for making the game less fun for others.

  • @Seiko300 said:

    She needs some fundamental changes to be brought to her kit to liven her up.

    One of the central truths of Dead By Daylight alongside "passive is not fun" is that "fun comes from survivor - killer engagement" the more killers and survivors interact with each other throughout a trial, the more tense, and engaging it will be. Pig's power operates in the exact opposite direction, it completely discourages player interaction, you get the most out of your RBTs when you put them on a survivors head and then leave that survivor alone to their own devices for the rest of the trial to get it off their head. Rinse and repeat if you've got a spare RBT on you, and because this is one of if not her best strategy there's no reason not to do this.

    (And on a side note it's for some similar reasons why I also hate the Plague, playing as or against her, but that's a separate conversation.)

    Can't this be said for the plague as well?

    Does infection make the Plague a bad killer that 'disengages from survivors' to infect others? Does having to drink from fountains make the game boring and less dynamic? I don't understand.

  • Cheaters are few and far between - but also mechanics are so broken, it's very hard to pinpoint them.


    I can complain that a survivor just popped a gen in 20 seconds from nothing, only to find out in post game lobby they brought Brand New Part, a strong toolbox, Prove Thyself, and Fast Track.

    It's easy to start screeching about a survivor healing super fast, but circle of healing with a syringe is going to make that legit player look like they just got a free health state out of nowhere.


    There have been plenty of cheaters that don't pass the turing test and are clearly using hacks, but while they crop up every now and again - I cannot for the life of me tell when someone is using subtle hacks to gain an edge, because perks, items, and game-sense make it hard to distinguish a bad-faith actor and a legitimately broken mechanic.

  • Not only can you boop the snoot - but her mechanics are interesting.

    She isn't oppressive in chase, nor does she have some annoying map pressure ability. She has a subtle dash that can be countered, but keeps players on their toes and careful of their surroundings.

    Searching the boxes adds another layer to the match, which at least breaks up the monotony of holding M1 on a gen.


    Pig players are usually wholesome enough to enjoy getting the snoot booped, but I never once felt like playing against a pig was 'cheap' or 'broken'. I believe she is generally well balanced. She might be able to utilize another level of complexity if Behavior ever wants to take another look at her kit, but she's pretty good the way she is.

  • It's a scary game - use the scary guy, right?


    Lots of interesting mechanics can be used with the fear gas idea.

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