bjorksnas
bjorksnas
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619012#Comment_3619012
Except the game proves otherwise. 3 seconds is not enough, but 5 seconds got the job done.
5s got the job done because it left no room for expression or requirement of player skill for it because with 5s you were half way across the map even if you didn't run perfectly. 3s requires people to go down in a good spot to make full use of which many of them who need it aren't good enough to do. 4s is a safe middle ground since it gives the bad players more wiggle room but doesn't give the good players a massive buff.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619006#Comment_3619006
You can look them up on Nightlight. Killers pretty consistently win more than they lose. And judging by the killrates, they win a bit more than survivors do.
Its selection biased, more often then not only the good or experienced players are the only ones who know about download and use nightlight, skewing stats on their website of course good players win more but does it show the whole picture, no.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3618978#Comment_3618978
Yeah, that 'I don't want to have to respect it' kinda suggests that it going back to five seconds would really help.
Also, if four seconds is acceptable, that'd therefor be insufficient.
4s is the buff because 5s was only ever made for ENDURING reducing stun time implying that 3s is plenty and 4s is already excessive and 5s is more so
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3618982#Comment_3618982
Tunneling isn't balance, it is a strategy. But that strategy is frowned upon, that is why there must a perk to fight against it.
You can win without tunneling, that is a fact. Of course, no one will blame you for tunneling a survivor who ran directly towards you, but you don't necessarily have to take someone out as soon as possible.
Thats why people who get unhooked have basekit bt, off the record, dead hard, ds, exhaustion removed, and 10s of a 10% movement speed boost. Its not meant to be all encompassing as one perk. Its meant to benefit a "strategy" of making more time while being tunneled. Yes strategies too can be balanced and needing to do what you have to when you need to or preemptively doing it to try and win is indeed part of the game.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3618982#Comment_3618982
Killers are currently overperforming, so win-win, really.
Id like to see those stats
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@xEa said:
It would for sure reduce the tunneling.
A 5 second DS will bring this perk back to the meta table. Killer would have to expect everybody running DS, which would eventually lead to less tunneling. Some might still tunnel and go for the slug instad of the insta pickup, but because of that they would not be able to kill of one person quickly - which will make them loose the game.
About 5sec DS: I think it should be rather 4 second, but adding another 4 second on top of that no beeing able to use the power. So Nurse and Blight, the 2 stronges killer, will get hit the hardest if they tunnel.
Ah yes the most fun form of balancing buff perks till people use them all the time to reduce the playstyles we don't like instead of just buffing other playstyles and or nerfing the problematic one
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3618977#Comment_3618977
I never want to go back to where you had to 100% respect it 24/7 even if they didn't have it.
Better that than tunnel, tbh.
Nope not really tunneling matters in most matches so making tools against it stronger without buffing tools for playing the game in other ways stronger is just a spit in the face of balance really.
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Probably not, although ds was only ever made a 5s stun because of enduring so at most it would probably be set to a 4s stun. Might be respected a bit more than it is now but I never want to go back to where you had to 100% respect it 24/7 even if they didn't have it.
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They let that happen its not the killers fault they get to capitalize on it
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@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617036#Comment_3617036
That is completly true in my opinion. It is hard to create something new, sure i give you that. Because of that, they failed. So i say, rather create good killers that have a formular instead of creating one fail of a killer design after another. They actually created a top killer with Wesker, in 3 years. Instead of making more of that, we get Knight, Skullmerchant, Trickster and other failed designed killer.
It is perfectly fine to have different type of killers, but why do they have to make the worst and copy them over and over again instead of the fun ones? And again, in that case it is also my opinion, but i share it with the overwhelming majority, that Oni, Blight or Billy are WAY better designed then the garbage (sorry) they released since years.
I mean record shows interesting movement killers are usually the ones people like more than a half ranged attack or area denial spam. Id like a few more takes on blight / oni than another take on knight
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I think its mostly because of the difficulty of creating something new, in a game where what you do is chase survivor hit survivor hit gens there isn't a ton of space for character design after having 20 of them under your belt much less 30. Its hard to create something new without making it something complex and its hard to make it something simple that ends up being complex enough to be its own character that isn't just the same as something else. Id still rather have 10 more blights than anything else we have gotten besides wesker recently but yeah the well is tapped pretty dry for how simple the base game is.
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Bg3 is a good story game with plenty of choices that matter and customization
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anti-facecamp he is all the way over there working as intended
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616845#Comment_3616845
Nah, i disagree. STBFL was already insanely good perk. But after 2 stacks added to killer basekit, now it feels overtuned. They need to bring it to old version.
To bring it back to old version you only really need to remove a single stack since its multiplicative old version 1.8s current version 1.62s with 7 stacks 1.76s
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@FrenchBagels said:
First two points can apply to anyone that isn’t Blight or Nurse. Corrupt/Deadlock is a necessary given for almost every killer with no immense pressure that those two have, and maybe Spirit. Hag/Trapper too. That’s a game issue since the current gen speeds and map design require those perks, not Clown specific.
Piss bottles need utility though. Maybe not speed. Cigar Box is a given and I wouldn’t mind a weaker version being basekit. Just something to give it the ol’ Jarate infamy and not some clearly lesser supplement to purple bottles.
on top of the fact that jarate bottles don't see any effective use if they share the same ammo pool as the purple bottles
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@The_Daydreamer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616191#Comment_3616191
All the things you just said have lowkey nothing to do with Smash Hit. Besides DS only has a 3 Second Stun and one second of it is eaten by the animation. DS is already weak so I don't see the issue here.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616192#Comment_3616192
Its not High Risk, High Reward. Its litteraly a "No use" perk as soon as the killer sees that you have it or sometimes it will not happen due to them respecting pallets anyway. You did not read my post fully, because 4s Sprint Boost is not a straight up 4 second distance maker. At least one second is lost due to the animation. And 20s Exhaustion does nothing if you never proc it.
About my example, most people use Blast Mine when they know a killer is coming or defending that. And lets be real, you don't have to combine them - its still just an example that would help. And I am gonna be honest: If Smash Hit would receive a buff like this we can put the exhaustion back to 40s, I dont mind it as long as this perk has more usage. Right now it's the worst exhaustion perk with a pick rate of 1.24%.
the 4s speed burst would be other things activating it and 1.24% is decent enough pick rate for a perk
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Nope, the perk is risk reward better opportune speed boost with a shorter cooldown is the trade off that makes it what it is, this is just removing the trade offs of the perk which try to balance out its very strong active effect, a 4s speed boost and 20s exhaustion is very strong, and if you got it after being dropped by ds its easily 20m of distance on a killer even 1 interaction like this would be too strong and what would give you the effects don't even match up well with its effect in your examples, a killer stunned across the map by blast mine is a speed burst doesn't seem right.
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@Shroompy said:
Im talkin 2017 here where getting a chainsaw down without insta saw wasnt the easiest task. Back then (and up to his rework) Billy used to keep his chainsaw charge when he was stunned, meaning with Enduring he could just eat pallets no problem. Because of this Survivors gained a lot less distance, which made getting M1's a lot easier.
I know about the 2017 billy, he didn't fully keep charge while stunned his charge simply decreased over time instead of being reset by a stun which is why enduring was used with it not as much for the aspect of stun reduction but the fact more charge is conserved from the shorter down time. But even if his m1s were easier with the right addons you could very easily out preform m1 especially for the time with "crack billy" and old tinkerer. With the stuff you could stack on him there wasn't really a point in needing that devour anyway since his chainsaw was more consistent.
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@Skillfulstone said:
This is honestly one of the fairest of least overkill Ultimate Weapon nerf I've seen on this forum. It's just info and some blindness, a cooldown a tad longer to reduce the uptime a bit is pretty much all it needs to not be worthless but still good.
4 seconds for Friends 'til the End is a bit overkill though, auras can be hidden (lockers, Distortion, hidden behind a gen's aura etc.) and 4 seconds is basically meaningless on anyone else other than the top-tiers (Nurse, Blight) and Dredge (due to him being able to warp cross-map to the obsession if they are close to a locker).
Friends till the end doesn't even work on nurse since her blinks are special attacks now, its just a longer read single target bbq at that point 50% of the time
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I mean some people do just add it as another form of bm, drop a pallet tbag then throw a few snowballs over as you run away or just sit outside a chase spamming snowballs. Throw snowballs at downed survivors and on hook survivors as bm. But its not the end of the world.
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I mean if the only thing that would convince them to make cross progression is the idea that some people will spend 2x as much on the game then I don't think id want it. Its not an act of good will its a business decision and I don't agree with it at that point.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616018#Comment_3616018
Getting 3 stacks of Devour back then wasn't necessarily a hard task, especially with Billy.
but there wasn't much of a point back then to get 3 stacks on billy when he already had an instant down and his chainsaw addons / power were much stronger
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Against newer players and mostly for the start of the match the addons are good but after that they become less useful
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615623#Comment_3615623
I disagree with the notion of Thrill being unhealthy, I liked to go against Totem defenders.
I've seen some unique builds with it, from Monto's Russian Roulette build to killers who wanted a chance to protect their Old Hex: Ruin. I loved those types of games, the stakes were always high and it was more than just doing gens.
Actually, I think it was one of the most healthy perks in the game.
It was also healthy in the fact that the killer put all their eggs in one basket, if they fail totem defense they lose their entire build, although things might be a bit different with using pentimento nowadays
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615607#Comment_3615607
Premonition could just not activate while in chase
Yeah that would be enough, just make it not cooldown in chases as well so you can't get it in the brief periods where you might lose chases
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@Rudjohns said:
My buff ideas:
Dark Sense: token system, press the button to spend a token and activate
Plunderers: 80% faster speed
Slippery meat: 50% speed on self unhook and teammates unhooking you
Small Game: reveals the killer's aura to all survivors for 10 seconds (dull), and 20 seconds (hex)
This Is Not Happening: great skills checks heal 10% of health
Premonition: When activates, leave no scratch marks or pools of blood for 5 seconds. Decrease the cooldown a little
I like these ideas they all bring solid changes to the perks
I think dark sense could very easily be 3/4/5 second reveal when pressing the secondary action button and after the last gen is complete you gain 2 tokens and have a ~3 second reveal on gen completion
Plunderers getting the pharmacy bonus speed makes a lot of sense making it faster to use allows for getting items in a pinch a lot better rather than preemptively going around the map getting every chest
Slippery meat sounds like a fair change for both an anti hook trade perk and something to help self unhooking
The time on small game could be a little bit shorter but I like the idea of it using one kind of information to see another kind of information
This is not happening might actually be a perk people use
The only one I think could be a bit of an issue is premonition 5s or no blood / scratch marks every 35~30 seconds and even maybe being more often with a shorter cooldown could be a bit much, both for new players who will wonder why scratch marks and blood don't show up from time to time and for the perks that its just better than since its less situational to use it, dance with me, parental guidance, poised, self preservation, ect all perks that have the same effect but much higher activation conditions and cooldowns because of how strong its effect can be used and synergized with
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@FFirebrandd said:
I very strongly agree. I wrote up and was going to post what I'd do to every free perk on the killer side but haven't because of their AMA response. I legitimately don't understand how they can be ok with the current state of free perks. Killer is way worse than Survivor, but even they have a distinct lack of anti tunnel or anti camping perks.
Id love to see it, I like when people come up with buffs / nerfs / reworks and new concepts for perks even if I don't always agree with the changes they make because they always create new perspectives of what the game could be.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615468#Comment_3615468
the game has too high of skill-floor for new player to play vs better players. on survivor end, otz briefly made a video at on point which talks about how long does it take for survivor player to become remotely effective at the game? otz estimates were around 250, 500, 750 and 1000 hours.
they won't have teachable unlocked. your almost expected to reach a progression cieling in the game and sometimes this progression ceiling may hamper your ability to climb in the game if you are partly competitive/care about winning. dbd allows you to create your own stepping stones however a lot of perks in this game are noob-traps, massively noob-traps that provide little to no value. dbd has so much of that nobody cares about that because most player that play dbd gravitate to few select good perks while rest of them are often ignored. New player on the other hand fall into these noob-traps so they often create excessive grind for themselves which artificially boosts the player's retention to the game and makes them continue to play dbd. if they got bored of the game grind, than they might stop playing from x y z reasons.
The skill floor problem is because its a relative skill floor, new players don't only face new players eventually the face people with hundreds more hours in the game, to better stand a chance against them or more quickly learn to their level more effective tools are needed. And to stop people from falling into traps of poor selection of what to grind and poor selection of what they started with again they just need better tools and the noob trap perks need a new coat of paint. While the new perks wouldn't be stronger than what either side already can possibly have with everything unlocked rounding out their toolboxes if they haven't unlocked them yet seems like good idea.
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4.4m/s killers rely on their power for hits so making one that rely on hits for its power is not the right usage of making a killer 4.4m/s
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@GeneralV said:
Is this because of Ultimate Weapon?
My guess? It is actually because stealth is one of the few things from the survivor side that hasn't been hit with unnecessary changes.
Everything else (totems, healing and chases) has suffered in one way or another.
This is a joke right, survivors weren't "hit with unnecessary changes" all those things were rightfully broken and changed, medkits, circle of healing, "totems" idk even know what this refers to, and they didn't get any big chase nerfs besides 0.2s of their speed burst and dh not being as op as it used to because it made chases a joke
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@Devil_hit11 said:
the reason why generic perk are generally weak is because they make new player feel like they're going through crafting a build and progressing a game. New player don't really need perks because they are just starting the game and everyone having no perks makes it easier to learn the game. Perk complicate the game and new player need simplification. the generic perk are just there as sample perks for a new player to have something in the blood-web for first level 50 character. After that, your suppose pick new characters, try their perks out and see if you like them. If you like them, you should level them fully to get them on every other character.
Hard disagree, new players should have perks not just so they can get a foothold for playing with new players but also as a stepping stone to playing with better players as they improve instead of hoping that teachables they may or may not have are unlocked at the time to help them bridge the gap. They shouldn't just be filler.
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@jesterkind said:
There are two things I think people overlook in these discussions, though I do agree to an extent with your argument here.
The first is that new players also have access to the base game teachables, if not as things they can use right away then as things that give them that information as to what perks exist and how they might be used. As much as I agree a generic hex would be good to make it clear what it is that Thrill of the Hunt does, it must be acknowledged that new players do have access to Huntress Lullaby. It's not a good perk, but when contrasted with Thrill, it does paint the picture you describe of making it clear that Thrill exists to protect other perks. Still, I do agree that the generic pool should be improved; it's just important to remember that's not everything new players have access to, so certain gaps may not actually exist.
The second is survivor specific, and is aimed at the self-healing element. That's a criticism I've seen before, that new players have no access to reliable and decently strong self healing, but it often neglects to consider that new players very much do have that in their bloodwebs: Medkits. Survivors not only have teachables revolving around self healing, they have the items that revolve around self healing, which very much is enough. I would say that the base pool of survivor perks is basically fine at the moment, but even if some were to be added, self heal is not something new players need more of. They have some options already, and they need to learn that self healing is a scarce resource to be used when necessary, not the way they should be healing every injury.
With those two elements in mind, I'd try to push for a slightly different tactic to resolve the issue than yours. Rather than adding new generic perks, I'd suggest reworking the more useless current generic perks, especially for killer, as well as retooling the base game teachables to better support newer players. That's the pool we're looking at, generic plus base game teachables, so improving what's already there should be more than enough.
In terms of new perks, I'd say survivors don't really need any (maybe a replacement for Kinship no longer being base game anti-camp?), and killers only really need a little. Something to better support Thrill, and something for chase, whether these are new perks entirely or just reworked existing ones.
I think both aspects of generic and the starting character teachable could use a look at but the reason I think that generics need it first is because a new survivor / killer will spend at least ~10 hours with the generic perks and 1 characters perks only before ever getting their first prestige and ever getting teachables on others, assuming they keep rate they would need ~50 hours as killer (less because they will likely get more bp), or ~70 hours as survivor (more because both survivors get less bp and they would likely not be good at earning bp) to make the most out of their base game content. Improving generic perks makes this a better starting experience to then reach and give ideas on how to make use of those teachables makes the game more accessible to new players.
I do think starting with a rework to useless generics would be a good start but I think the best progression route would be fix generic bad perks, create a decent variety, then retool the teachables which they would get next
A survivor anti-camp generic perk would be nice to introduce the concept of situational perks for countering potential killer strategy which a lot of survivor perks focus / thrive on like unbreakable, ds, off the record ect. And I do agree that a killer base game chase perk would be nice to have it used to be unrelenting but there has been a gap since then
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@Xendritch said:
I think this situation is extremely overblown for survivors. Bond, Prove Thyself, Botany, Adrenaline, Sprint Burst, Dead Hard, Balanced Landing, Unbreakable are all also free perks you just have to put a little time into the game to unlock and are all very strong perks. Let's be honest besides Kate and maybe Feng there's no DLC survivor you actually need outside of preference if being competitive is the only thing you care about.
For killers it's a little bit of a more dire situation as no generic regression perk is kinda tough. I do think several generic killer perks need to be reworked like Insidious and Shattered Hope to actually be useful as there's far too many useless generic perks for killer. That being said given that Wraith is the best beginner killer honestly Sloppy/NOED/Nurses/Enduring isn't like the worst thing in the world and can be run for free.
I will say it kinda sucks for killer that unlike survivor you kinda have to hope a killer you like has good perks cuz you have these extremes like Clown who has amazing perks but isn't for everyone and then killers like Wesker who I acknowledge is very popular but has absolutely garbage perks and then you have to wonder if it's justified to buy killers just for perks or is it okay to buy a killer you think you might like but is a massive waste of you wind up not liking them cuz their perks are bad.
I think a perk being free for unlocking only carries it so far but I do agree that the regard survivors base game content (on pc) for unlockable perks far exceed what killers have available. But survivors do still have to work with their base game perks for a while as new players. By the time a survivor is starting to prestige a character for the first time they will have gotten (assuming they always get the perks) all of their specific perks t3, and all of the general perks t3. So 14 out of the 17 perks at their disposal will be the general perks for a long period of time, it just makes sense for these perks to be more usable for the first ~10 hours of play it might take a brand new player to get to their first prestige and teach them some things so while its not as dire as killer it couldn't hurt and might do some good for new player retention to give them proper tools to learn with.
But I completely agree with the rest of it killers are in a bad spot for general perks and the disconnect of unlocking killer vs their perks vs both is a hard sell on new players. I do think the 4500 shard price on most killers might help but its still a grind and a climb. I sure did love grinding those 9000 shards for hag only to hate her then have to spend millions of blood points (at the time) to unlock ruin then grind and pray for it (and bbq) on all my other killers in their bloodwebs
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615183#Comment_3615183
I think a better question is: why would you use it?
Ever since patch 1.5.2 Thrill was made to protect your hex totems, and now it doesn't even do that.
They should never have nerfed it.
I agree, a fresh coat of paint on thrill and a new hex perk as a generic perk that you would want to protect to pair with it for new players would be good.
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@humanbeing1704 said:
I sometimes forget that thrill is a base game perk
I bet it confuses new players because why would you ever use it without another hex
You know what great point, a base game hex perk that has an actual effect makes a lot of sense and then having a perk like thrill in the base game makes sense since it shows there are also perks that help protect perk totems kinda like an introduction to the idea of haunted grounds / undying, adding it to the list
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@Sandt1985 said:
They could also make some of the 'base game killers' perks better. Like Beast of Prey, Territorial Imperative, Bloodhound, or Unnerving Presence. At least one of those could be a gen regression perk so new players could have access to at least ONE gen slowdown perk
100% agree. At this point bloodhound could be combined with predator to become a better tracking perk and open up a slot for slowdown at the very least
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its the event gen
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@Ethromel said:
I loathe this game. I hate its design, its mechanics, its killer catering, and most of the other things therein.
Hooks breaking down (for at least 60 seconds) after their first use should have been a thing implemented not too long after the inception or launch of this game, so rescuing a fellow survivor isn't an automatic leapfrog of "take my place".
Hooks are way too close for killers that Astroglide across the terrain. Generators are way to close. And is the limiting unimaginative idea of pallets in the environment truly the only thing a "creative team" could come up with in how many years of this game?
Survivors should have been able to fight back to some extent against killers without requiring a plethora of tertiary things to make use of the tools to put up a said fight.
Survivors should ALL have come with a specialty of their own. An Electrician who knows how to set a "McGyverl-like" shock trap using some environmental doodads. Sort of like the movie against Freddy (Dream Warriors). A brave survivor that is so tough they can't be made to scream. A therapist who has studied killers and so she/he can tell when a killer is coming close or nearby because they understand how they think. An excavator that can find useful items to aid in survival. A soldier trained in subterfuge and so knows how to stay completely silent. An acrobat that can vault faster than most. An resourceful teenager who knows how to do pranks, and uses them to distract killers. A mechanic who can hotwire a car and knows how to jumpstart a generator to 25% progress. A tracker that can find other survivors without making tracks of their own. Maybe an escape artist that's like Houdini who can get off a hook for the first time freely. A sadist that can take the pain so they never make noise from bleeding out. A strong man who can break walls to create an alternate way to escape without waiting for the killer to do it.
All these are not perks but exclusive SKILLS each survivor has.
The name is cool and nonsensical all-in-one. A timer should have BEEN in this game, and daylight should at some point come and dissipate the fog that traps the survivors, allowing for a fair escape.
There should have BEEN alternate ways to survive a match. Surviving the time, generator completion, a hatch that CANNOT be closed by the killer. What's with these killers being able to close the backdoor way to survive against killers that are all meta cabinet openers now for a scream, kicking generators to see through walls, etc? Now most players have to meta Distortion or Calm Spirit, purchase Jeff Johansen, or use Jake to have a chance at victory.
Tunneling the same survivor within 2 min of them just being unhooked should cause an automatic reactive 50% boost to the survivor's speed so it discourages this unenjoyable tendency killer players have.
A simple character creation for players who aren't happy with the roster should be added.
This game just misses the mark by a lot. You guys are focusing on beach wear and "Teddy Ruxspin" backpacks, and weird wear (like ballroom attire) is downright ridiculous. So yeah, I hate this game and ONLY play it to join my friends who are starting to see everything I've come to despise.
Offering surveys so you can most likely NOT listen to the community is a waste of everyone's time.
I want to enjoy this game but even when I and my SWF win it's still not fun. It's just an unnecessary struggle.
I think even if the game was exactly how you want it you still wouldn't be happy.
You want
Barely any hooking
No tunneling
No hook trades giving the killer a hook
Ability to fight back
Ability to win for doing nothing by just waiting out a timer
Even more alternative ways to win as survivor
For the (mostly) pity mechanic to be even stronger
and less perks and abilities to find survivors
That makes it a different game and more likely than not something that's just terrible to play killer which you need to have a game in the first place. All that stuff makes sense for a single player game or a team based bot game but for a multiplayer game that just makes no sense. People have to play the other side and have to want to play the other side.
And even if you fixed all these "problems" that make dbd a bad game you would likely run into a bunch of new ones because its not coherent
Everyone is just using the same survivor because they have the best ability (or alternatively if you can't be the same survivor, people are picking the survivor I want to play / I have longer queues because the character I like is popular.
Killers are slugging everyone because they just can't hook survivors consistently / the only hook in the area broke
Queues are taking hours because people won't play killer
Mixed action from teammates because some just try and hide to wait out the timer the whole match leaving 2-3 people to fend against the killer alone
Killers only slug to try for the 4k because if they allowed hatch to happen its even less in their favor so why give the chance at all
I don't think trying to make dbd into something its not is going to bear fruit. Either try to find joy in the game as it is or hope something better for you comes along.
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@blackfoxx_x said:
A lot of people bring up gen placement and map design, but I think there's a way to address it without changing maps. When there's one gen remaining, generators can no longer regress passively. The killer can still kick generators and get the 2.5% regression, but beyond that generators won't regress on their own (Hex Ruin would be the exception). This would nerf Call of Brine and Overcharge, as the increased passive gen regression wouldn't be in effect at this point in the match. Since they were originally nerfed because of 3 gens, they could probably be buffed back to where they were or close to it.
Jolt/Surge, Eruption and PGtW would probably need some form of nerf as well. Surge and Eruption could have a short cooldown (maybe 20-30 seconds). For PGtW, maybe make it so it no longer activates after hooking a survivor for the 3rd time/death hook (reduces uses from 12 to 8). At one gen remaining, there would probably be at least one or multiple survivors on death hook, so PGtW would get less opportunity to be used in 3 gen scenarios.
These changes should be fairly easily to implement. Some of the typical 3-gen builds/perks could then be buffed to help with slowdown early-mid game since they will lose their passive regression effect when only 1 gen is remaining (Call of Brine, Overcharge, Oppression).
Nope, 3 gen is a problem caused by poor survivor planning and killers preemptively picking one out. Nerfing the killer one without buffing the poor survivor play / planning is the proper move. This is just a blanket buff for survivors
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Depends if you include perks and items since its ultimately an arms race for time, and in this context I assume perfect play means perfect information on both sides as well
No perks nothing its just killer hands down, nurse easily reaches a survivor and downs them in 10 seconds then slugs them because assuming they have perfect info and no perks the slug can't pick themselves up and ends the match with 4 slugs after a bit of juggling in ~2 minutes with peak efficiency on all sides
Survivors benefit more from the items and addons than a killer does because their objective time easily goes from 450 to 354 (assuming 1 survivor chased first never gets to use their toolbox), and the optimal speed tactic of no hook slugging now has to deal with unbreakable or even no mither / 4 luck offerings and slippery meat + up the ante to counter hooking. Survivors can last a very long time but likely they would still lose, but the map could be the tipping point
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I mean it would just remove half the mindgames you would need to do while looping, idk if thats a good or a bad thing
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@AbsolutGrndZer0 said:
Choy explains exactly how this Anti-Facecamping "fix" made Proxy Camping worse.
Watch as Survivor to know how to not give the killer an easy kill, watch as killer to learn how to get easy kills.
I mean it makes it worse because people who face camped now likely proxy camp, it pushes the problem down the road but it still fixed a problem
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There was and almost is never is a reason to face camp in a normal match, however that doesn't mean that matches weren't played that way. People can and did face camp 24/7 at random times for literally any reason especially stuff like basement bubba and those few chapters where people realized you could stalk / phase into a hooked survivor to prevent unhook, was it good no, was it the best option no, did it win games maybe? but in the end it just wasn't fun for gameplay or what the devs wanted.
They think camping is relatively fine hence its not an anti-camp system even by their own wording, its an anti facecamp system. And camping itself is an important pressure tool to progress your objective and potentially punish survivors greed.
People don't / can't face camp point blank for 120s anymore, can they still patrol the area and intercept saves sure, can they stand 17m back and take a nap, sure. But the room to get a save is bigger, and normal face camping is gone and they have to play a bit smarter when using it. Which is 100% what you would expect out of an anti facecamp system
Its not a free escape and it doesn't overstep what they want it to
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@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612927#Comment_3612927
Why is that? Isn't any form of anti-tunneling good for the game as long as the perk is not overpowered?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612937#Comment_3612937
I hope i understand you right, but no i have not set a limit to that. So in theory a single survivor could have 3 extra hook stages. How ballanced that is, is questionable tho.
If it would be unfair it should be a condition so only +1 stage is allowed on a single survivor. But on that matter, i would probably remove the hindred status effect then.
I don't think anti-tunneling in the sense of letting survivors pass around hook states is a good idea
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I just don't like the idea of a perk that allows trading hook stages no matter what downside
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612466#Comment_3612466
Whenever I play a single player game I am literally BLOWN AWAY by how responsive, fluid and slick the controls feel. It makes going back to playing killers, who are purposefully sluggish and clunky, extra painful and its so sad that this is one of the main ways of balancing killers. Maybe thise mean survivor mains would tea-bag and laugh at the killers for being "big dum oafs" and "OMG how could he miss me? He dumb?" a bit less if they realised that its hard-baked into the game mechanics and controls. But who am I trying to fool? Nah ...
I mean thats why people love playing killers like blight and nurse, fast, responsive, still buggy as hell because its dbd and you can't escape bugs (blight has like 5 that he has had since launch) but effective for the effort you put into them
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Solid 8m away yep thats not face-camping, its just regular camping at that distance but its an anti-face camp system so
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Have you tried setting it to wumbo
Also if you feel it happens way to much or too often maybe its a good time for a break
Multiplayer games aren't really the staple for feeling in control. Even games with high individual room for skill expression have limits. Play some single player for a bit and relax rather than worry about your next win or what will happen next match
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612175#Comment_3612175
What quality of life options would you like to see?
Mid match tab menu / scoreboard where you can see your teammates perks, and which killer it is when the first person enters chase with them. If in lobby is too tough ingame is an option
And more just to add to its potential future
Effects that you receive as survivor in the form of debuffs track which addon / perk that applied that affect on the scoreboard (since it already does so ingame the first time they affect you), and effects as killer that you receive like residual manifest, and some lobby information like items (but not rarity) kept track of for you, and maybe the ability to mark a perk you think might be there as well but its never 100% obvious like if you think a killer has stbfl or if a survivor has lithe
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Well the killer aura matching the survivor auras for better together and wiretap/blast mine makes sense since trail of torment is meant to be a perk that makes survivors uneasy so piggy backing off the same aura color to make people worry is just part of the perk. But for killer info since they already see normal gen auras yea sure why not