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...... You could have simply used the speed bottles to get to the hook. It looks like you're a newer player or just new to clown.
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It's absolutely a myth. Memes have legs that carry them far past relevancy.
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These are pretty good, common sense buffs. I like auras and information sharing as a way to encourage survivors to work together. The shadowborn one is absolutely pointless though.
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@Telgin said:
I asked in the off. discord there they said there is no MMR. There are only counting kills vs. escapes and thats it
Who is "they"? Devs? Unlikely.
Those are the primary factors to determine MMR to my knowledge. You escape and get +100 MMR for example. Each kill as a killer counts as a victory against that particular survivor and raises their MMR accordingly. When you're in a lobby it attempts to average the MMR versus the killers'. So if you have a killer with 5000 MMR you can get a spread of survivors with 4500 to 3500. As matchmaking times increases the search widens to accommodate a wider spread of MMR.
It's the exact same system other games use, but with less granular criteria for gaining and losing MMR. Say in overwatch 3500sr is silver or whatever. The only difference in this game is that the MMR criteria is incredibly simple and flawed and obfuscated from players.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/358917/dead-hard-still-needs-to-go
By same reasoning we should delete spirit fury, enduring, hubris, crowd control, dissonance, claustrophobia, deadlock, .... Because survivors should not get punished by doing there objective/prolonging chases with killers. The idea is just wrong. Both sides have things that make their life easier. DH is survivor's version of strong prolong game. All the regression perks (especially CoB, OC and eruption) are the strong things that prolong killer's game. If DH should go, so should regression perks to balance it out.
Anyway if you can't play around 0.5s hit protection in this laggy environment, that is your skill issue. Also it's not that rare that I can hit survivor that DH's into pallet before he can drop it - by just slightly postponing my hit and not respecting pallet (sure the timing is not very forgiving - same as DH).
Embarrassingly false equivalence. You know better than this, you are simply being wilfully obtuse.
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I really don't understand how these things are equivalent. Not all regression and exhaustion perks are make equally so the comparison is doubly foolish.
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If they bother you just click through the pip display immediately. I've never even looked at the screen but once or twice. Can't imagine caring.
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There is one. It's MMR. It's just invisible, for some baffling reason.
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@AssortedSorting said:
I guess it wouldn’t be too difficult to go back to dead hard for distance and remove the iframes and Endurance.
Then see which version people like more.
I'd love to try out a distance-only variant..I never cared about the distance. What I care about it swinging through invincible survivors and having to wait 5+s to see whether or not the survivor is going to hit E.
I understand the meme is that the distance was the best part of old dead hard but I have never felt that is the case. Making the killer hesitate and waste time or be forced into a lose-lose has always been the strongest part of it imo. That has not changed.
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@waldemann said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300537#Comment_3300537
So that's the gimmick. I asked to remove the limitation in fatigue, not to make an iron will from the old days. Even with a 75% survivor you can hear very well.
You really can't. It's still a good perk just not incredibly busted. I'm glad many have not realized this yet.
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You're trying to negate one of the killer skill caps, namely tracking through walls with auditory cues? This entire idea is designed to enforce the hold W strat. Break line of sight with barrel powers, leave loop. Break line of sight with hedge, leave loop. It's incredibly uninteresting.
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@Tr1nity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300388#Comment_3300388
If we want to talk about changing Nurse, who's a balanced killer (Look at her kill rates, they were like 42%, which is closer to 2% than 100%!!), we need to buff her. The most innovative way to go about nurse is removing her pesky stagger post-blink. This would allow The Nurse to make more risky and fun plays without the threat of punishment should they miscalculate. There is also no reason for The Nurse to be slower than the survivors, as this merely exasperates the hold W meta, forcing Nurse to completely rely on her powers in a chase. Giving her a speed of at least 4.2 could make her a formidable yet fair killer that everyone could enjoy.
This can't be a real post yet I cannot figure out what it is lampooning.
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@Saiph said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300284#Comment_3300284
In low MMR it seems to be very common. Ironically my first ever game of DBD was against an AFK killer, and for weeks I would commonly get 2-3 AFK killers in a row, until the MMR climbed.
It is clear that the extent of this has become ridiculous. In the first day of the hardcore survivor series, Ayrun played against at least 3 bot killers and also a bunch of farmers. It was happening often enough that they had to add a rule to the ruleset to not count wins in these cases.
I don't know why this forum defends AFK/bot killers. Are you using a bot yourself? I can't see any other reasonable explanation why someone would defend something so selfish. AFK killers waste the time and electricity of 4 players just so they can farm a negligible amount of shards, they also skew the matchmaking and give easy wins to low MMR survivors who then get stomped in most of their other matches. They are abusing the system and this should be considered the same way as cheaters.
I'm not defending bots. My reasons in the post you quote are extremely clear. Sometimes a killer doesn't want to play vs. a group of survivors. Survivors have the option of giving up. Killers do not. So they give up how they can.
I don't know anything about various streamer personalities but when you play the game as a job you're going to see more of any particular behavior in the game than others. The sample size is larger. Even in those cases is it truly 9/10 games as the OP suggests? Of course not. It's an occasional inconvenience. Do gens and leave.
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Unrelated, but did they lower the DC timer for everyone? I think last time I left a game it was at 40s for me.
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I also preferred the old animations. But they'll never change them.
Additionally I didn't play the game back then, but I see old videos and screenshots and think the atmosphere of the game used to be much thicker and better.
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9/10 games? Why does everyone on this forum resort to unbelievable hyperbole to illustrate their point? Is it because the game's demographic skews younger?
You cannot force killers to play with you. Going AFK is their equivalent to survivors giving up on hook. Do the gens and leave. It's not a big deal and it's not half as endemic as how you're trying to portray it.
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@HamsterEnjoyer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300009#Comment_3300009
Mangled and hemorrhage both apply from a lot of killer powers and perks.
And the system needs a desperate rework anyways and when you rework the healing system you'll need a way to counter balance the new and improved buff mangled and hemorrhage would get by healing speeds overall being much slower
If you make an already mostly-useless status effect even more pointless by having the most common and powerful item in the game counter it completely, killers will simply stop using it. Then they'll run a regression perk in it's slot. Would you like that? Is that healthier for the game than an aggressively mediocre status effect?
I'm sorry you had a game where a killer perk inconvenienced you. It hardly warrants a new mechanic designed to counter that perk.
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@XLbuff said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299267#Comment_3299267
Somehow you completely missed my point and throw "sensitive" BS right away. 30 second block on gen a couple times a match makes it more repetative and miserable. Nothing more. Zero interactions, zero interesting mechanics, etc - boring, bad designed perk.
As soon as you know deadlock is in play adjust how you do gens. Have multiple with progress on them. If you do it right deadlock will have very little effect.
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@Stabby_Widdershins said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300092#Comment_3300092
It's a concept. I did not actually sit down and pencil out the match limit, but yes; There will need to be a time limit overall that allows for escape if the Survivors play well, but they can still lose if the Killer plays well. And yes; gen times would have to be adjusted.
The pressure goes from 'Hook' to 'Kill'. Survivors are unable to do gens while dead, and they can't respawn 'nearly immediately' since I even said there's a time limit before they can manually respawn.
The point was to make moris more fun, and allow Killers to have fun killing, while addressing every major complaint in the game.
Ah. The vaunted "pure ideas man".
My scintillating and revelatory idea is this: the devs should fix all the issue problems that folks don't like in the game and make everyone happy. That's it. That's what needs to be done.
Ideas are a dime a dozen. Worthless. The execution and conception of a good idea is where the value lies. Tossing stuff out into the ether doesn't enrich anyone. You gotta put flesh on that skeleton.
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@Xord said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299320#Comment_3299320
Why nerf the worst item in the game though? It's not just positioning, but also timing.
Anything with no counter should not exist. Moreover phasing inside the killer does not seem like an intended effect of flashbang. The timing is trivial after the buff they have recently.
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@Stabby_Widdershins said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299741#Comment_3299741
There's no need to equate a time-out to the hook timer, because the goal of the match changes. The Killer is no longer trying to get a win via killing everyone permanently; They get to watch all sorts of fun Moris and have the fun of chasing down & killing Survivors repeatedly to slow them down from doing gens.
And yes, I'm aware perks would need to change. The whole point was to find a gameplay loop that fixes the major complaints, not write out a detailed design document that rebalances 219 perks.
The goal of your survivors is still the same. Do gens and leave. Putting a survivor on hook is the best pressure a killer can get because it's tying up at least two survivors from doing gens. In your bizzare DBD survs can just respawn themselves nearly immediately so there's no pressure on anyone to do anything but bang out gens. Killer would literally never win this mode unless the timer were incredibly restrictive like 4-5 minutes.
Even then the killer is not the oppositional force, it's the timer. It's like you want killer players to be set dressing more than something that influences the flow of the game.
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No one will play it after a week. It sounds more like you're proposing a mode for comp matches to take place in.
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@Saitamfed said:
How to fix literallly every complain?
Step one - uninstall this game
You did it. You won't have complains if you don't have players... haha.
This is really revelatory input. You should make a thread.
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How does a ten second timeout equate to ninety seconds on hook? Do you have any idea how pointless and unsatisfying it would feel as a killer to hit a surv twice only to see them back again 10s later? Over and over again? It'd feel absolutely Sisyphean. Like you're just doing nothing at all. Just watching moris a dozen times every match. And what do survivors do in ghost mode? Alt tab? There's apparently nothing else to do.
Whenever anyone suggests this(shocker, you are not the first) they also neglect the knock-on effects for every other perk in the game. A lot of them are focused around hooks and rescues. You're expecting BHVR to rework like half the perks in the game? They absolutely would not. What you're suggesting is less dead by daylight and more a new title entirely.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299657#Comment_3299657
It will not be that. I would even argue most people don’t even notice that the claws indicate that the obsession is being chased or they know but don’t pay attention. And those players won’t pay attention to those icons most of the times as well.
this is mostly a neat info qol improvement. Nothing more.
Letting you know what all survivors are doing at all times, is not a quality of life. It's a vast, game changing buff. I don't understand how you can convince yourself otherwise. "Some players are bad" is hardly a counterargument. Many players are not bad and this will give them a definite edge.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299641#Comment_3299641
I mean kindred is also map-wide yet I still see solo queue survivors playing inefficiently when it procs. I don’t think these icons are going to be the second coming you believe them to be. And no they do not give “more accurate information than kindred” because kindred produces literal in-game animations of survivors’ activity in real time. You don’t need to read what’s happening, you can see it. As it happens. People process movement faster than words.
You can tacitly tell what people are doing without seeing auras. Are you running for the save while one teammate is on a gen and one is being chased? Congratulations, auras are entirely redundant. The information is far better because of what you can infer with the breadth of it.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299641#Comment_3299641
Icons do not give accurate info on position, progression etc. And it’s definitely not more accurate than kindred auras, where you can exactly see the survivors models and animations.
and even the chasing mechanic can have flaws, as we already know from the obsession claws. You don’t know where they are being chased and if the killer commits or not.
The obsession claws are vastly useful. Knowing they 1/4th of your team is being chased gives you leeway to work on gens without worry. I like the key with the obsession-aura addon for similar reasons. This will be that, but multiplied.
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@Predated said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299611#Comment_3299611
Nope, plenty of things you can add. Again, the icons, the perks, the "survivor instinct"
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299613#Comment_3299613
Not really, they would have to talk less. For example: using "I am going clockwise around the killershack, between the window and the pallet, with the killer on me, he can hit me in 10 seconds" gives basically the same info as seeing a survivor around the killershack and a short killer instinct.
The SWF already knows where the killer is on the map.
As for flawless and constant communication, well, do you think their actions would be flawless and constant if they had that info?
You want solo survivor to have the same potential as SWF, otherwise you can never balance killers properly.
It'll increase swf efficiency and cut down comm chatter by giving certain and absolute information. That is a buff. I'm glad you agree.
My concern is not merely balance, but the feel and atmosphere of the game. When I play with my group I enjoy the idle chatter, but also the call outs as to what the killer is doing. This will make that almost entirely redundant. Holding m1 without it being broken by moments of excitement or surprise sounds terribly dull to me. My gut feeling is that that uncertainty is core of why the game is so popular and without it it will begin to flounder.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299633#Comment_3299633
You are desperately overestimating how much this will affect survivor efficiency.
When running kindred, which obviously gives way more info as auras are higher precision, you already notice how most randoms wont act more efficient when being watched.
also, the super sweat squads won’t gain anything from this anyway
This gives more accurate information than kindred for free, mapwide. It'll let survivors know precisely when they can be on gens, constantly and for free. Even mediocre survivors know how to hold m1.
"Sweat squads" also benefit from having information that is absolutely reliable without any flaws or error. They don't have to crowd comms with extraneous info anymore, they'll just know.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299611#Comment_3299611
How would swf benefit from icon indicating that survivor is being camped? Or how will ping system buff swf when they can speak those pings directly? Same info can and will be provided via comms even if there are other means available.
It's these buffs that I am talking about. Add info to soloQ that swf has and provides to each other for free, but do not give more information then what they can relay verbally.
I don't even know what you're talking about. Camping icon? Pings? That stuff is not on the slate and no one in the thread has mentioned anything like that. Camping doesn't even have a consensus definition so I doubly have no clue what you're on about.
Icons buff swf because it removes any error from communication. Everyone knows, definitively and without error precisely what everyone is doing at all times. Does your group mess up when explaining where they are or what they're doing? Mine does. My concern is that it also removes atmosphere and turns it into a sterile experience.
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The devs are desperately underestimating how much this will affect survivor efficiency.
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I actually agree completely. It's going to turn the game into a slog for killer and a sterile experience for survivors playing with friends. Incredibly unpopular opinion but I don't think many have thought it out.
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It's a good indication that I'm playing vs. A swf which I appreciate a great deal. Informs my subsequent gameplay.
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If it helps, achievements don't mean anything, don't do anything, and matter about as much as a ghost fart in the wind.
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@Predated said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299544#Comment_3299544
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299550#Comment_3299550
I personally would love a Survivor Instinct thing too, to reveal where your teammates are. Something that works exactly like Killer Instinct. Its not as exact as aura's, but its really good to know where your teammates are too. And in the case of a killer chasing, you could use that exact same method through a teammate giving his location when they see it.
Both would make a lot of perks a lot weaker, and you might as well give survivors full on aura reads of each other(personally, I dont see too much of a benefit for SWF, but a huge benefit for solo if they would, but that would make those same perks worthless the way they are now). For me, it just points out that there are a lot of survivor perks that should be basekit(buckle up is the most obvious one) because SWF has that info for free, but that is a whole different discussion.
You don't think it would be a benefit for swf to know where all survivors and by extension, the killer is at all times? Really? Have you ever played with a group? Does your group demonstrate flawless and constant communication?
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299574#Comment_3299574
The problem is the precision. There's a huge difference between "i am being proxy camped" and seeing pinpoint exact location that allows you to sneak by and use reassurence/unhook. Same with buckle up or any other aura basekit.
Any information beyond what regular swf can tell (e.g. I am close to shack but can't specify more) is free survivor buff for everyone. It takes things away from game. All we really need is getting solo and swf to same-ish level. Meaning make as many buffs to all survivors, as possible so long as it does not buff swf in any (noticable) way.
It's impossible to buff solo without buff swf.
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I feel like you're confused as to what "quality of life" is. These are just various buffs.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299267#Comment_3299267
DH is now about skill (and lags). There is no reason to do anything now about it. Yes it's strong. But it denies other strong perks.
As for deadlock - it's also perfectly fine. The only possible problem with the perk is, that hard facecampers can use it for extra camp time. This can be fixed by reassurence (or buffing it slightly). Again. I see 0 problems with prolonging the game with a perk a little
OP isn't talking about the "skill" (debatable) of dead hard. They're talking about having to hug a survivor's ass for a week in order to wait for them to use it. Spin spin spin, wait for the E. Guess wrong? They get away for free. It's incredibly tedious.
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@Xord said:
Okay, but flashbangs also shouldn't be countered by sticking your camera up or down. They also shouldn't make more noise when hitting the ground than they do when exploding.
Why does it need a tit for tat? Losing collision is goofy as hell. The killer should be able to protect their hard-fought down with good positioning. Full stop.
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@GRIG0 said:
Trying to make sure no one is near, i know can be risky but so are flashbangs, unlike flashlights you need to expose yourself a lot more and can't use them that much, since missing a FB means having to work on a gen again.
More times than not, I've seen ppl getting hit instead of saving the teammate 😂
Like "Devour hope" (not the effect but the feeling) it feels great when it works, but most of the time you won't see its full potential.
Fun perks but...
Edit: misspel
Yeah let me just hunt around for thirty seconds while the surv I downed crawls under a pallet. Then someone sprint bursts in and saves anyway.
It's obviously untenable. Why even attempt this argument? Incredibly silly.
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3298850#Comment_3298850
back in the day u had infinite loops...these days infinite regression. Seeing killers go on relentless 3 gen patrol from the start of the match with COB really make u wanna hang it up. Now i kinda understand why killers was losing their $hit over the old circle of healing. Watching all your progression or pressure u build up disappear cause of one perk. Than they got the nerve to be cocky in the end game chat as if they was skillful.
Infinite regression assuming that survivors don't spend a quarter of a second to negate most of those perks by tapping the gen. The horror.
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I still think the bad boy timeout box is the only definitive solution for filthy no good tunnelers and campers
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@Dream_Whisper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3298045#Comment_3298045
Then what's your better suggestion, do you need saves in order to gather pieces to build one pallet, does a Survivor need to take several protection hits in order to gain back a pallet, or possibly a brand new mechanic that involves wasting time in one location to build a pallet back from scratch. I am would be more then down implemented this perk mechanic, if it means Survivors are not being productive on gen repair time and focus solo on building a wasted or new pallet spawn for a considerable amount of time. If it takes 60 or so seconds to recreate the Shack Pallet; fine with me, as that is one Survivor not doing a generator.
Actually saves might do it. They're inherently limited and it's good to encourage teammates to do it. Not sure about the exact numbers but it seems doable.
Even with that it's got the potential to be oppressive toward already low tier killers. A bad shack chase can cost you the game as legion or doctor. Multiply that and it's just untenable.
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@Dream_Whisper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3298000#Comment_3298000
I would only be fine with it, if it means Survivors need to take very risky plays; like for example... for every 3 or 4 pallets drop and destroyed; you can gain the ability to repair one pallet in the game. Or you need to escape chase or need to stun the killer or anything very risky. I am always down for perks that have gamble, and provide high risk and high reward. Obviously, I don't want Survivors to equip this perk, to constantly rebuild God Pallets everytime you break it
None of that stuff is risky. How to escape chase? Run to any part of the map with no objectives for the killer to patrol. Use sprint burst. Most smart killers will have to break chase and go elsewhere. Especially ones without mobility. How to stun? Vacuuming pallets is trivial. Forcing killers to hard respect every pallet or the shack pallet comes back is a lose-lose for them. Gathering pallet pieces. Nightmarish on the game or badham. They have so so many pallets and so many of them are impossible to play around. And how does it work if more than one person has the perk? If it's just tokens for each pallet broken then that's potentially 4x pallets rebuilt which is nightmarish. If it's gathering materials from broken pallets then if multiple people bring the perk it'll feel really bad to be competing for those resources. There's just no way it's workable.
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Letting survivors make new God pallets at will is problematic for extremely obvious reasons.
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This is so pointlessly convoluted and restrictive. Nobody wants to play a video game where they're constantly being nagged to not do this or that.
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These are good, common sense changes.
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296875#Comment_3296875
Legit what anti tunnel perks? OTR is meaningless if they hit you off the bat and DS was gutted into the ground so I'm not sure what anti tunnel perks you could be referring to
Anti tunnel doesn't mean entirely stops it. It deters or mitigates it. Just like how anti loop doesn't mean loops don't matter. It means they're less effective.
Even OPs suggestion merely disincentivzes tunneling. Doesn't stop it entirely.
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Teammate leads the killer to you? Nah. Just press the invincibility button until you're okay with being chased. All for you.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3295711#Comment_3295711
Distortion gives you 10 seconds of no scratch marks when it blocks aura reading. You can simply just run away from your teammates.
I am aware of how distortion works, thank you. Unfortunately most killers seem to have eyeballs and they spot me running. Before distortion had infinite tokens I advocated for it to have an small AoE but I no longer think that's necessary.