bm33
bm33
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I could be totally wrong but I saw somewhere the Devs consider a 2k a win by the Killer and an escape a win by a Survivor. If that's the case then to be fair with the Survivor Adept being their escape win the Killer Adept should be the 2k win.
They could make it be killer needs 4k and an emblem in each category (should atleast get bronze in each if getting 4k). But they should also adjust the Survivor one to them needing an emblem in each category and escaping so they can't just hide the whole match and earn a trophy.
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@Damarus said:
https://forum.deadbydaylight.com/en/discussion/comment/1340770#Comment_1340770
You are either extremely lucky or you are lying. I've been there, I've tried playing as a survivor in the day, in the afternoon and during nighttime. No change whatsoever, the wait times are always triple the amount of time it takes me to find a lobby as a killer. Actually, even more than triple. And I am not using it as an argument against SWF, the existance of SWF alone is just enough to make the game more tedious than a game should ever be. How does that have anything to do with "survivors getting a buff and killers ANOTHER nerf", I have no idea. I think you didn't actually read what I wrote, cause if you did, you would have noticed how I said that, because there seem to be hardly any killers playing, I find lobbies instantly while playing as the killer.
Let me just instruct you on how I know people are SWF and not randoms, which is pretty much a thing that any PS4 player knows how to do. While you are the killer, you can see survivors' gamertags. Once you click on them, you simply have to check if they are of the same nationality. After that, let's say you see 4 people who are of the same country (which is what happens to me every single match), you prepare yourself accordingly and get in the mood. You're gonna judge if they truly are SWF from how they play.
Now, I don't expect you to understand even this way. Survivors have always felt the need to have the edge, so SWF will always be their most beloved tool. But you should at least try to go against 4 mans every single game, with each of them having DS, DH and BT, maybe even flashlights and toolboxes. After that, you'll understand which party "carries more weight". Oh, and just saying "I already did" won't suffice as proof ;)
Have timed it to see how long the waits actually were because they can feel longer than they actually are. The longest was 10 minutes and I've had it for both Killer and Survivor depending on the time of day. If waits were consistently 20+ minutes for Survivor like you claim people would not continue playing Survivor, they'd move on to a different game that has little to no wait.
My example was you assuming lack of killers based on wait times when the times fluctuate based on time of day. I change what I'm playing based on these changes in wait times, Survivor during the day and Killer at night. You're only looking at one set of wait times (which seem extremely exaggerated by you) and calling to nerf SWF because you assume short Killer wait means lack of Killers. If using when the wait times are opposite then there should be a nerf to the Killers since those short Survivor waits I experience during the day would mean lack of Survivors. That reasoning is just silly and why wait times should not be used to assume there is a lack of either side and also shouldn't cause nerfs/buffs to either side.
Most of my matches are with people in the US, it'd be ignorant to assume just because they are from the same country they are SWF. I watch streamers that will SWF with people across the US, Canada, and Europe because it's the internet and you can befriend someone outside your country. Nationality doesn't guarantee SWF. Devs have said there's not a big difference in wins between SWF and Solo so can't base how well they play on if they were SWF either. Your methods are not proof, just assumption so you don't actually know if they are SWF or Solo.
DH, BT, and DS are meta perks used by many Solo Survivors, especially in Red Ranks. Since they are meta the odds of having a match without those being run is fairly slim - it has nothing to do with SWF. Solos also use flashlights and toolboxes, again not exclusive to SWF. With those being so common a good Killer learns to play against them, just as a good Survivor learns to play against meta Killer perks/add ons.
You're not providing proof, only assumptions.
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I do totems during the match so I'm not looking for them after gens are done, not a fan of waiting to see if NOED will activate. If I did 3/4 totems and NOED activates I'll take a quick look but not hanging around if the other 3 couldn't be bothered to get the other 1/2 totems done. Other than that it depends on the match, generally I go and work on a gate and leave. Maybe hang back to possibly save teammate from hook or take a hit for them to escape.
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@KingFrost said:
I don't have a problem with totems spawning near generators. I do however want to see a Corrupt Protection perk, so if I bring Ruin or Devour Hope into a match, it will last longer than 30 seconds.
Like this perk idea, although should only protect the lit totems at start. If protecting the dull it'll make Survivors that may normally ignore totems look for the totem the Killer is trying to protect if they see a dull totem with corrupt protection.
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Most survivors ignore totems spawned next to gens because they "don't want to waste time on totems and focus on gens, just remember where totems are if NOED activates". I can't count the number of times I'm being chased by a gen that was finished and there's a totem sitting right there. Extra awesome when it's a Devour Hope totem someone was afraid to cleanse because it might be Haunted Ground. Have been killed multiple times by lit totems that were out in the open, nothing at all blocking them, because I think to check the nook/crannies first over middle of nowhere. 😂
One time Solo I did 4 totems on Badham, NOED activated because my teammate that was downed from NOED didn't do the totem that was next to the gen they solo'd in the basement house (rest of us were across map with killer when they completed it). They were the only kill because by time I found and cleansed that totem they were already at end of struggle in the basement - I didn't check next to the finished gen thinking no way could they have left totem right next to them. 😂
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This is why I changed my button for pallets/vaults/lockers from healing.
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If your getting bans like that from couple DC it's an error. They have subforum to report those, just follow the template with info they need to fix.
https://forum.deadbydaylight.com/en/categories/DPP_RankUpdateError
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I'm on PS4 and as Survivor it's never 20 minutes to get into a match since they switched to Dedicated Servers, I've timed it to see. At most it's 10 minutes which is rare and that's if I'm SWF but mostly I'm playing Solo because I do better Solo. Survivor times in morning/afternoon tend to be at most 5 minutes while Killer will be 5-10 minutes and at night it switches. With your logic because of wait times in morning/afternoon Survivors should get a buff and Killers a nerf because there's a lack of Survivors playing during that time causing the Killer wait. Since they'll be introducing a new matchmaking as well as cross play using wait times isn't a good reason to do anything to SWF, especially when the times fluctuate based on time of day.
The Devs said the win rate between Solo and SWF isn't much meaning there's more Solo players winning and SWF losing than people think. Unless you're messaging every single Survivor after a match (which I doubt because large amount of PS4 players have messaging turned off) you don't know that they are definitely an SWF- some may have similar names but that doesn't happen too often. As Solo I've been paired with same Survivors multiple times, there's one I noticed the other day I've played with as Survivor and against when they're Killer multiple times. A Killer could assume that I'm SWF with those Survivors if they've previously seen our names together in a lobby when really we're Solo. There's a good chance you're running into Solo groups that work well together and are assuming they're SWF.
I think a change they should make is at the endgame screen. Show the SWF/Solo players there, after the match Killer can't dodge lobby. Either it will prove Killers right in their complaints and have more weight in their argument to adjust SWF or they'll see Solo is better than they think and they need to re-evaluate their playstyle.
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So spend BP on map offering from bloodweb only to have BP be penalized if you use that map offering? No thanks.
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I think having entity animation would be good for DC.
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I escaped as last/only survivor after not being hooked once and it didn't count. Had to be hooked twice and escape for it to count. Being last/only survivor to escape without being hooked should count since they don't let you attempt escape.
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The game map. Just be above/below killer when they're chasing someone else. Worked for me, was super helpful that they were looping killer below gen I was working on.
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@GoodBoyKaru said:
1) No money has been stolen. People have willingly purchased products and services from BHVR knowing they're subject to change at any time under the EULA.
2) If you're getting Internet issues that badly that frequently it may be an issue on your end, not BHVRs.
3) On their anniversary stream (read the big pinned comment by @Fibijean) they have indeed confirmed they will continue working on servers to make the experience as smooth as possible. In their words, they have "a long way to go".
4) Under the EULA that you signed up for when starting the game you resigned your right to a refund.
This.
I'm on ps4, have had 0 lag today. As #2 says problem is probably issue on your end.
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The block bit - would that make it so you won't be matched with/against someone in future match?
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Most times I'll start looking for totems since alot of killers will check gens first. If I start right next to a chest I'll do that. I tend to go opposite direction of my teammates so when I do start a gen it's away from them to avoid a 3 gen.
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He's one that you're either great with or terrible with, haven't seen much middle ground. As survivor I enjoy playing against him. Having the option to fight off a hit adds more to the chase than just run/dodge.
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If I'm on first hook and my team isn't doing anything - no gen, not making their way towards me, nothing - I'm going to attempt escape. If they still make no move I'm going to let go, I'm not wearing away my buttons to not be saved.
If they are working gens I give them until I hit struggle to make a move. If a gen isn't completed and they still are not making a move I'm not wasting time struggling. If they finish a gen and move onto next instead of coming to get me I'm 100% not wasting anymore time in that match.
If I'm being camped I'll stay since it's not my teams fault I can't be saved. However I understand why someone would kill self on hook since they're getting no points and losing a pip anyway.
If I'm farmed off my first hook by someone not using BT and they go to do it again I'm letting go.
Sometimes I hit struggle on first hook but my button mashing doesn't work and I die before timer runs out.
Aside from the camping killer the team not doing anything to help the hooked teammate is the problem, not the teammate killing self on hook. This is why you can't add a penalty to hook suicides. Sure someone may do it because map/killer but more often it's the team isn't doing anything to help. Maybe if they made changes to someone on hook getting points like % gen repair it'd make more stick around to be saved. If being camped give them distraction points too to black pip.
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@Blueberry said:
I'll make you a deal. Hide the names in lobby but we get to see who's SWF in post lobby. This seems fair.
I think hiding names in lobby/during game but giving the names/swf at scoreboard would be fair. Tbh I'm curious how often when solo players click do killers think it's SWF and how often it's terrible SWF they think it's solo. 😂
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@xCarrie said:
That...and the fact it’s just bs. By itself yeah it’s fine but with belt addons, it just becomes dumb. Missed? Darn lemme try again. Missed again? Welp I got another try. Ha finally got you get outplayed lol.
Deathslinger’s instadown addon is fair and requires skill in order to pull off. I have PTSD from five matches in a row with iri head ebony so take what I say with a grain of salt.
If they had it be like the Deathslinger add on where it's distance related it'd be way better. Right now the Huntress just gets right on top of you to use it.
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Think they do need to fill in the free spots with something, can do bloodpoints. When 6 out of 8 spots on a page are empty it just looks bad. Bloodpoints don't take any money away, just help with the grind.
As far as $10 to get through the rift - I've made it to the end of every rift. As long as I make it to the end the paid rift is really a free rift because you earn the $10 back. Don't even need to play daily or complete all the challenges to get it done.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1313537#Comment_1313537
Really? Jake Park didn't look Asian, just based on his surname alone?
Park is an Asian surname?
I thought with his cosmetics they have him look like multiple ethnicities not just Asian, figured he had a mixed background.
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Nurse.
I see people say she's the strongest/best but I've come across maybe a handful that were a challenge. Maybe it's because I'm on PS4. She's one killer I've never had a problem running for 5 gens and have escaped from the most. If I'm downed it's from my own mistakes like I ran into a dead end or got stuck on a corner or didn't realize my controller was low battery and it died.
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@Rydog said:
Fun fact: One of the best backdoor tools for studying and gauging game analytics and user engagement is Steam's achievement data. Dead by Daylight's page is right here. These numbers tell quite a concerning story about how long the average player sticks with the game:
- 45.5%. Getting the hang of it: Raise your rank for the first time.
- 42.1%. It wakes: Raise a character level to 10.
- 29.4%. Not half bad: Raise a character level to 25.
- 27.9%. Apt Survivor: Start a public match with a full survivor loadout.
- 17.0%. Apt Killer: Start a public match with a full killer loadout.
On PS4
Not trophy on PS4 - Getting the hang of it
35.8% It wakes
21.8% Not Half Bad
21.7% Apt Survivor
11.2% Apt Killer
Also add
20.7% Bloody Millionaire - Accumulate a total of 1 million Bloodpoints.
This last one I think says alot about how players on PS4 feel about the grind if only 20.7% play to atleast 1 million BP. Pretty much they stop shortly after reaching level 25 on a character.
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I've only gotten it a couple times since people like to do map offerings for anything but the new map in ptb, need to do KYF to really explore. From what I did see I liked it. Gens can be easily missed with how hidden they are in dark corners of random rooms so hoping they do something to let you know where they are.
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I don't have a problem with it being revealing, the whale tale just makes it look super tacky. Remove the thong bit and it looks better.
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I'm red rank survivor on PS4. I rarely come across a Nurse and when I do it's not often it's a Nurse that's a challenge. Usually everyone is able to easily loop her and all 4 escape unless she camps and no one has BT. She could use some love on console, especially with cross play coming, because right now she's pretty meh as a killer there.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/1307605#Comment_1307605
They'd have to put in a 6th Totem btw.
Hexes in all slots + 1 of them being Haunted Ground + NOED not being one of them = 6 Hex Totems for at least some time.
Indirect, tiny Thrill of the Hunt buff, lol.
I think do offering to increase totems. Would increase totem locations for killers running hexes, survivors running Inner Strength have extra chances for heal.
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Nurse definitely needs some help. I rarely see her on PS4 (red rank survivor) and when I do maybe a handful of those times has she been a challenge.
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@Jakeroo said:
https://forum.deadbydaylight.com/en/discussion/comment/1302217#Comment_1302217
I think I've been pretty consistent throughout this thread in saying I don't want to ruin SWF's fun, nor do I think all or even most SWFs are super competitive.
My gripe is that comms provide a potential hideously unfair advantage, and that's where my gripe ends. I don't want to nerf survivors generally, and I don't want to do anything more than what's necessary. I want to take care of the problem, and unfortunately that DOES mean non-competitive SWFs will suffer slightly... It may be callous to say, but I think the minor nerf of not being able to run object of obsession and letting the killer know there's a SWF in their lobby isn't extreme in the slightest, and moreover it's downright necessary if you want to prevent the most unfair matchups in the game - IN MY OPINION.
If you have counter-arguments or suggestions I'm happy to hear them, but the fact that some or even most SWFs are fine doesn't negate the real, crippling disavantage of playing ghost face against a SWF with OoO, or bringing in perks/addons the give blindness against people on comms.
so I guess my questions to you are:
1) Do you think the scenarios above are problems?
2) How severe do you think those problems are?
3) Most importantly: How would you suggest solving those problems? If I could think of a way to ONLY impact comms I would. I'd gladly push a magic button that said "everything about SWFs remains exactly the same except they can't communicate in-game knowledge to each other" - ALL of my problems with SWFs would vanish. If you have ideas I'm TOTALLY DOWN to add them to the list! They just have to solve the above problems to be relevant to this thread.
I'm sorry if this is a little aggressive - I'm SINCERELY not trying to be rude, but I have killers telling me I'm arguing for not doing anything about SWFs and survivors complaining that these frankly mild suggestions would kill the game and I'm just a salty killer main... Which, as I've said repeatedly, isn't true.
As far as OoO I rarely see as red rank survivor or midrank killer. It's been months since I've seen one, and pretty sure was Laurie going for Adept, so to me it's not a perk worth worrying about. Maybe it's just not popular on PS4? I don't think banning it would be a good solution or would be something Devs go for (honestly I think banning any perk would not be a route the Devs would take). I would say it makes sense to adjust it for killers in stealth - Kindred when Ghostface is in stealth you cannot see him, I would think that should apply to any aura reading perk.
Letting a killer know there is a SWF basically guarantees an ebony mori with tunneling off first hook or dodging matches, probably more the dodging. Killers won't get better from dodging a possible coordinated SWF. Just as survivors won't get better dodging certain killers. If allowing people to start dodging matches because SWF the survivors will insist they know what killer they are going against so they have opportunity to dodge as well. That just leads to bad wait times, or even bad matchmaking when a player that isn't the right rank just gets shoved in to fill the dodging players spot - so don't think Devs would go with that.
As far as Comms - that is the whole point of playing a game with friends, to chat with them while you play. Most are just talking about BS not taking it seriously, if you ban Comms you'd just have them move onto a game where they can chat. That's not something the Devs would go for.
Unless you are asking every single survivor after the match if they were SWF and what type you can't be sure if it was SWF with Comms or just solo survivors that clicked from experience playing the game. I trust the Devs when they say there is no significant difference between SWF and Solo, makes me believe there's not only alot of Solo doing better than people think but also alot of SWF doing worse than people think. Would not be surprised if people assume those good Solo players were SWF. It also points to Comms not being the problem if Solo is able to keep up with SWF. It's why I don't think giving killers advantages and survivors disadvantages with SWF would be a good move. Unless there's actual proof that majority of your bad matches are due to SWF you can't put in nerfs specifically against them.
I think once the new matchmaking is set up and when Cross play comes in it will change the type of survivors you go up against, especially between pc and console. I think alot of people are higher rank than they should be so hopefully new matchmaking will put killers with survivors(solo or swf) they are more evenly matched with making the game less frustrating.
I get you're frustrated but I don't think you're salty killer main or whatever. Unfortunately if you're not "grrr nerf survivor/buff killer" or "grrr nerf killer/buff survivor" you end out getting crap from both sides instead of just one or the other. 😂
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@ChiTenshi said:
The amount of Blood-points (BP) from doing gens vs. unsafe unhooks. I get so annoyed seeing people rake up a lot of BP chain-unhooking other players 2 metres away from the Killer and I get between 5-10k less points for doing a majority of the gens and opening the exit gates.
Don’t get me wrong, I don’t purely focus gens and ignore all hooked players like the plague (I prefer safely timing my rescues). It simply annoys me that a player actively killing their team-mates is rewarded more BP than some-one focusing on the objective and creating an opportunity for the team to escape.
This. It's not a matter of not wanting/trying to unhook but when others are waiting at the hook for the unsafe unhook you may as well work gens so you can escape before they do it to you. There should be a bigger penalty for unsafe unhooks.
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@Dr_Loomis said:
https://forum.deadbydaylight.com/en/discussion/comment/1303033#Comment_1303033
Exactly. I have watched the originals so many times, I think I watched the remake only once.
Also, I get a sneaking suspicion if we do get Jason, it'll be the remake version.
Why do you gotta crush my Jason hopes like that? 😂 Remake had the Pamela Voorhees/drowned kid bit so maybe ref of first movie is enough to not be remake version.
I remember seeing the remake in the theater and hating it so much.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1302977#Comment_1302977
What would really be the issue with that though? Either way, that person is dying... This just lets em die in abit of a cooler fashion.
Because waiting for someone else to die just so I can finally die will make being mori'd be annoying rather than cool. If killer is being given opportunity every game to skip having to bring someone to the hook then it doesn't seem too bad that they can't slug to mori.
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@Dr_Loomis said:
I might manage to get one in when I get back, but am pretty knackered after a day at work.
Any how, who might watch a film relating to the new killer to get you in the mood or even familiarize yourself with the upcoming chapter?
Might give the Friday 13th 2009 remake a rewatch...or maybe sit down and enjoy Hellraiser for umpteenth time....who knows...😉
Anyone?
The remake is so terrible though. If you have Amazon Prime can stream the originals for free. 😁
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I enjoy spectating when someone finds a green key thinking it's like the pink/purple keys they've found before and try every button possible trying to open the hatch. It's one of the most amusing things to watch.
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@Gomolazoli said:
https://forum.deadbydaylight.com/en/discussion/155322/cypress-memento-mori-basekit
They should make ebony mori base kit instead, but with mori after 2nd hook.
No way, will just encourage killers to tunnel after 2nd hook every game because they won't have to worry about possible DS making 3rd hook pointless.
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My only issue is killer slugging a survivor waiting for another to die on hook so they can use the mori. Maybe put in time limit? Like must use immediately after downing. Or if survivor recovers certain % can't use mori, must hook.
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@tippy2k2 said:
Because you can still save a survivor before they get their last Death Hook
You can use Sabotage/Tool Box to cut the killer off or you can body block the killer and try to kill enough time for the survivor to get away. A survivor might still have a perk like DS on the board that could let them get away.
Not to mention the killer sacrificing a survivor still does the remaining three survivors a solid by taking a hook out of play.
None of these things are super likely to matter in the grand scheme of the match but letting the killer just mori anyone at the end has negative effects.
Cypress Mori is to kill last survivor, there's no other survivors in the game.
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@elvangulley said:
https://forum.deadbydaylight.com/en/discussion/comment/1302217#Comment_1302217
To Bad then killers get hurt all the because survivors cry for nerfs constantly its your turn to sweat.
All I see is you crying anytime you comment, if a game made me as upset as this game makes you I'd just find a new game. 🤷♀️
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@elvangulley said:
https://forum.deadbydaylight.com/en/discussion/comment/1302251#Comment_1302251
Well If old ruin was so weak it shouldn't have been nerfed but you survivors love new ruin so it will never come back. To bad killers dont have as much power over survivors perks like you have over ours.
I love the higher quality of killers new ruin brought out that make me sweat. It's great.
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@Theetis said:
Maybe let's tackle the issue at its' core, rather than trying to implement band-aid fixes?
Making all killer offerings hidden doesn't solve the gamebreaking nature of moris.
Making all map offerings hidden doesn't solve certain maps being survivor sided.
Changing the way moris work ACTUALLY fixes the core issue.
Altering map layouts and structures/loops ACTUALLY fixes the core issue.
Why not do both? Hide all the survivor and killer offerings and work on balance. Quitting before playing gives no information about what needs to be worked on. If people can't see what offerings were played they'll be more likely to go into a match and the devs will have more information on what areas exactly need attention.
As MiniPisa pointed out they could balance Moris but you'll still get people that quit while loading into a game.
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@MrPenguin said:
100% agree, if its a hidden offering its probably a mori.
https://forum.deadbydaylight.com/en/discussion/comment/1300828#Comment_1300828
https://forum.deadbydaylight.com/en/discussion/comment/1300851#Comment_1300851
This wouldn't solve much, an offering is pretty much always brought in. people would just dodge if they saw no offering because the chances of someone just not bringing one are low. The only real solutions I can think of is make all offering hidden besides a select few, or not showing any offerings at all.
That is exactly what I'm saying. Hide what all the offerings are except for maybe BPS, but even then you can hide that too, so people don't know if someone played a Mori or a 50% BP in single category. The more offerings you hide the more mystery there is to what's being played.
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@APoipleTurtle said:
So, I'm okay with the gate regression idea. To balance it, I'd say just use the lights as placeholders (literally). Currently, the first one comes on around 25%, second around 50-55%, and third around 75-80%. If a survivor lets go of the switch, have the gate's progress regress to whichever "light checkpoint" that it had reached so far.
As far as skill checks on the gates... I couldn't suspend my disbelief that skill checks are needed to make a switch more effective. Not aus fan of this part of the idea, sorry.
HOWEVER, I think adding skill checks to totems and chests would be a solid inclusion. Since neither take very long to do, maybe use the 'open' skill checks of portal-sealing or Autodidact. Doing skill checks could reduce the noise your character makes while cleansing/rummaging, and missing them would simply make much more noise rather than losing lots of progress.
My only issue with skill checks on totems is survivors already ignore them saying they "take time away from gens", adding in skill checks isn't going to help that attitude.
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Since new Ruin I come across killers with way better pressure on gens. Old ruin was run so often that Survivors basically started the match cleansing totems so it'd be cleared off fairly quick. If Old ruin wasn't cleansed immediately I'd just work through. I'd also be less likely to even see the killer because if it wasn't cleansed immediately they'd just hang out by the totem waiting for people to come cleanse it. Now survivors are less likely to bother with totems and get hit more with Devour Hope. Killers move around the map more so I get into way more chases. Also see more load outs since they changed Ruin which causes me to change up my playstyle from match to match. I think new Ruin has made killers become much better at the game.
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I play Solo more than SWF. When I'm playing SWF I do so much worse than solo because my teammates are either my older brother who doesn't listen because I'm the younger sibling and/or my nephew who doesn't listen because he's a teen. More often than not they get me killed, and fairly early on in the match - especially the nephew, he loves sandbagging. They like to do the opposite or ignore anything I say and won't give updates like when a killer has stopped chasing them. If I'm running Kindred it's to help me because how bad they are at communication. I can't count the number of times they say they'll be going to grab someone off first hook only to see the poor random go to struggle because my SWF started getting chased by the killer and didn't say anything so I have to try and make it to the person from across the map - I pop Kindred on with them and can see if they are actually going for save before struggle hits. I've had conversations with others that have similar experiences when playing with their SWF. For us the killer is getting an advantage because our SWF is hurting us more than helping. It also explains why during the Q&A they said their stats don't show a significant difference between SWF and Solo survivor - there's plenty of SWF that are not coordinated at all bringing down the SWF stats.
I'm good with giving killers extra BP/rewards for facing an SWF because going against a coordinated one is rough. I'm not OK with giving killers advantages and SWF disadvantages, that's just punishing people for wanting to play with friends - and for stats to be close to solo there's obviously plenty of uncoordinated teams that'll be hurt if forced to have disadvantages.
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Tremors. Survivors are going to have to pole vault around the map to avoid the Graboid.
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Tremors. Survivors are going to have to pole vault around the map to avoid the Graboid.
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Equip Unbreakable and you can get yourself off the ground. Can also equip Adrenaline, that'll pop you up once he closes the hatch. Then either go to a door or bring a key to exit out the hatch.
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I keep getting that glitch. Sometimes the map name doesn't even show. It's wicked fun against the doctor when you can't see the skill checks to snap out of it. End out having to tap doing anything that has a skill check, so much fun.
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I hear Wraiths breathing and loud foot steps before my spine chill goes off. He's so loud for a stealth killer. I like the speed boost from spine chill, wicked useful for those pesky lit totems the killers try to protect. 😂
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/1300851#Comment_1300851
Three out of the four of killer 'secret' offerings are moris. Almost no killer runs the shroud. And even if they do, many survivors are going to DC not knowing for sure.
That's exactly my point of why all the offerings should be hidden. If every offering is hidden you just know they placed an offering, not what the offering is. Could be 50% BP in a category for all you know.