cburton311
cburton311
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If the cap is 1900 I'm mostly talking about the 1700-infinite rating end of the bell curve. Those players at ratings just barely at or below the cap that get match with players above the cap can never have a fun balanced challenging match. It will be one sided, and feel oppressive for the losing side. Currently, we can't know our MMR so I think a lot of the nerf this or that discussions are the result of brutal beatings that felt unfair. So players then come here to complain and beg for nerfs.
This cannot be ignored. This lack of transparency coupled with an inherently flawed scheme will cause people to play less. The game needs to above ALL else be fun. I think a critical part of that is the belief that the match you get entered into is winnable.
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@GamerEzra said:
https://forum.deadbydaylight.com/en/discussion/comment/2919220#Comment_2919220
SBMM made a lot of people quit DBD. A lot of my friends quit because of SBMM and because of the cheater pandemic. Like it or not, SBMM is one of the biggest reasons why a lot of people quit DBD.
Just for the record sbmm is why I am still playing, match making was a disaster before. People seem to forget the corner crouching claudettes, and urban evasion everywhere. Now you "level" passed those players and never see them again. The MMR is amazing, sure I die half of my matches, but, that is what is supposed to happen when I play people my skill level.
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Dead hard distance is approximately the same distance as the killer lunge. Wait out the dead hard, and down the survivor 2 seconds later. If the dead hard made the distance to a pallet or window , then as the killer you have to ask yourself if this is a chase worth continuing. Spoiler alert, it might not be. You got out played, it happens. Move on.
I've watched so much footage of absolutely top MMR play where dead hard uses were sublime and game changing, and an equal number where the dead hard extended the chase by 2 seconds and ended up being not impactful at all.
The myth that every user of dead hard, and every use of it was the key to victory isn't useful for discussion. The bigger discussions should be centered on SWF vs solo, why are the meta perks such outliers from the other 60 perks that are nearly useless, and the extreme effectiveness of tunnelling and camping relative to their complete unfun gameplay.
In the immediate short term, I think the swf issue could be improve by just adjusting the MMR used to find a killer up by some amount until the performance of SWF and solo is approximately the same. Longer term strategies where, information is added to solo's to bring them closer to swf's can still happen. This may result in killers getting a net buff to counter the increased strength of survivors and that would be ok...or great even!
The goal needs to be balanced fun matches for both sides.
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@Basement_Bubba420 said:
Previously, grades were used to determine matchmaking.
Grades were based of the following:
Survivors
- Altruism - heals, unhooks, pick ups, etc...
- Objectives - gens, exit gates
- Boldness - chase duration, totems, interaction with killers power
- Survival - yep, surviving
Killers
- Deviousness - based on how long the killer prevented gens/gates from being done
- Sacrifice - dead survs on hooks, downs
- Brutality - hits, new hook states, losses for heals and escape from being carried
- Hunting - finding survivors, short chases, hits during chase, losses for camping
Now the devs have abandoned all this in favor of a simple escape/kills metric.
Devs/others constantly scream grades dont equal MMR!!! Well yeah that's true, but I think the former metric goes much further in describing in game skill than just kills.
Devs have changed what skill is defined as, with Patrick going as far to say that looping a killer for 5 gens isn't really skilled.
We can no longer degrade but we can still depip. So while this notion that GRADES != MMR is absolutely true, it seems only partially true it comes to skill.
Of course, if we use the dev definition - which based on community response oto mmr - then it's absolutely true.
So now the question is why did we abandon grades? Why aren't grades a metric of skill besides of a simple redefinition (with seemingly no justification other than "we said so!").
Grades lead to terrible matches, since everyone with a little effort made it to red ranks. The grade matchmaking would match you with people within one color grade, so purple and reds together.
So groups had looping all stars with urban evading immersion players scared to touch generators. It was awful for actual good matches.
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@ReverseVelocity said:
https://forum.deadbydaylight.com/en/discussion/comment/2916717#Comment_2916717
You don't, but it takes like 2.5 seconds to fully stalk while leaning. That's not really much time to react at all.
Exactly. The last time sc appeared as a must use perk for me, a brilliantly played ghostface snuck around me and stalked me from an unexpected angle to full before i could get away from the gen and i was downed while vaulting 2 seconds later. Spine chill lit up and i spun my xamera to see where he was. Too late. Now i use it when goofing around only. It just isnt THAT strong
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2916674#Comment_2916674
That extra speed can make the difference between finishing the gen or having the killer put a Pop+CoB kick into it. But the gen repairing is probably the least powerful aspect of it.
Here's more powerful scenarios.
- Killer is approaching, you are busy healing. Spinechill allows me to finish the heal, killer then baps the person and rather than being dead, they now escape.
- We're both on the shack tile, doing the whole silly mindgame thing. I see SC lighting up and going dark, and using it I can roughly guess where the killer is and even have an idea how far away they are (quicker light/dark means they are further away, slower means they are close) and can win the mindgame.
- Killer is right behind me. I vault and narrowly avoid getting hit and can make it to a safe tile. Without SC, I'd be downed.
SC is a banger of a perk - but all of the above have some counterplay. The problem is when you add the following:
- There's a Ghostface or Myers stalking me. Without SC, I'd be instadowned. With SC, I immediately know what's happening and am on my way. Both of these killers are wrecked by this perk.
There's literally no way for the Myers or Ghosty to prevent this - it's just a blind counter.
You can stalk while a survivor flees, you can stalk for a few seconds while the survivor realizes what is going on and relocates. Survivors cannot teleport with spine chill, all it does is provide knowledge early. This does reduce the effectiveness of stalking or stealth killers in general, and that is its point. It is literally made to do this function.
To talk about nerfing its primary function, when all of the meta perks are stronger against stealth killers is misguided. All perks should be buffed to this level of potential use. Strong in some situations and weak in others. Or the perks should be clearly fun, like headon. Clearly the weakest of the exhaustion perks(except overcome, i haven't gotten value out of this) but can sometimes be hilarious.
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Use resilience for speed boosts, use spine chill for stealth, the fact that it sometimes has side benefit is good, it means its not useless when you don't face a stealth killer. But let's not pretend that side benefit works miracles
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/2916650#Comment_2916650
yeah, the speed boosts are irrelevant, cept when "Repairing, Healing, Sabotaging, Unhooking, Vaulting, Cleansing, Opening, and Unlocking"
I don't care if its nerfed or not, but don't try to act like these boosts don't help speed up the game on your side. LOL
It is only 6% while being looked directly at. So for the 7 seconds it takes the killer to close the distance to the generator, you would have gotten the generator done a whole 0.35 seconds faster.... whoopdy f-in do.
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/2916628#Comment_2916628
As you see above, people think the speed boost part of the perk, "largely irrelevant"
Yeah ok survivor mains, sure vault speed increase is irrelevant. Tell that to Clown or Bubba
Reading comprehension for the win. I said except in chase...
If the perk was gain 6% vault speed and nothing else, no one would ever take it. Resilience is 9% and VERY VERY few people take that, so spine chill has a niche which is use against stealth killers. clear?
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@HungrySnek said:
Spine chill is a great perk and I love it myself when I play survivors but when I play killer and any stealth killer it's a absolute nightmare. I thought there are stealth killer to Well...stealth... Also the effect called on these killers is basically called Undetectable...so it doesn't make sense for spine chill to tell you that a invisible wraith is coming in your direction.
Spine chill can work for the Oblivious effect and like always to any other moment, but the moment the killer has the Undetectable effect trough there basekit, addons or perks spine chill shouldn't show that the killer is coming.
I'm sorry you don't like survivors having tools to help them, but spine chills only purpose is to help against stealth killers. The speed boost is largely irrelevant except in chase where stealth is also irrelevant. And against normal heartbeat killers, you don't need it at all.
Try approaching generators looking off to one side 30 degrees.
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@Chusan said:
https://forum.deadbydaylight.com/en/discussion/comment/2915076#Comment_2915076
https://us.v-cdn.net/6030815/uploads/JQ2RCG4PKXT0/image.png
Yeah. do let me know how fair it is for someone who just started the game against all this perks.
There's a reason why everyone is running all those perks instead of something else.
Ok, I'm letting you know. That player got a 3k against people more or less their same skill level as determined by MMR.
However, in reality new players don't actually face teams like that though. For one it takes a long as time to grind out all those perks on separate characters. And if those players know how to use their perks (whichever ones they are using well) their MMR will climb beyond the newbie ranks.
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@EvilJoshy said:
The current ratio of survivors to killers is staggering. The survivor community needs to take several hits to try to sort this mess bhvr created with their balance team.
I get instant queues all morning long. It has long been observed that the time of day matters a lot for queue time. So this might not be the best gage of relative game balance.
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@JeanCharpentier said:
https://forum.deadbydaylight.com/en/discussion/comment/2911408#Comment_2911408
Yes they must all be removed. If you know how to play you do not need those perks. There are way too many loops for those perks to be used.
If you rely on them to perform, it means you are a terrible player.
There has been a period where i didn't use any of those perks and well it did not change anything to me, i was still as strong as before.
Aren't you arguing logically then that those perks aren't overpowered? If it didn't change the outcome whether you used it or not then their power level relative to the perks you did use was the same.
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How is dead harding for distance any different then, lithe, sprint burst, or balanced landing. They all grant 150% speed for 3 seconds, which if I am doing my math right is a ~5m distance gain on the killer (4m/s * 150% = 6m/s for 3 seconds = 18 meters of distance traveled, killer travels 4.6*3 - 13.8 m or 4.4*3=13.2 m depending on running speed).
After dead hard do all these other perks need to get nerfed next?
Of course, perks should grant the user of the perk an advantage when used?
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So your saying that as a good killer, there are no strategies for dealing with a 2m distance gain?
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@Piruluk said:
https://forum.deadbydaylight.com/en/discussion/comment/2911315#Comment_2911315
But here is the thing, nothing prevents a killer from playing "dirty", if they were buffed to be able to win without using any tactics that would make them extremely overpowered. Doesn't matter how " unfun" is if the game allows it then fair play, and every good killer plays like that.
Exactly the point. If survivor perks are nerfed further, it doesn't change the fact that the killers can still easily 3k or 4k for most of the spectrum of MMR by playing "dirty". The face camping someone to death as a strategy needs to die. It is fun for no one in a match, it is just highly effective and so gets overused. Tunnelling someone out 30 seconds into a match is also poor form, even if it was a survivor missplay and the victim was farmed. Do you think the guy that got deleted had fun?
These streaks people sight as important data only exist at the extremes of killer or survivor skill, and I'd wager represent less than 0.01% of the playerbase. That small percentage of people do not keep the lights on at behavior. Removing tools for either side for fun engaging chases, is NOT an answer.
Finally, dead hard is not a problem, I'm a midling killer at best( i play doctor and billy fyi) and you know what I do, I wait an extra 2 seconds in chase to bait out the dead hard and then down them. This is not rocket science and really, if a survivor BEATS me with a dead hard play, good for them. They used skill and did something cool. Because just pressing 'e' does not equal win. Maybe, the only nerf I could see be applied would be preventing its use to jump over a trap. Maybe.
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The win condition should be any survivor that escapes by powering main doors and going through them. Draw would be an escape through the hatch. Killer victory would be no one escapes through the doors.
I think this would promote teamwork amongst the survivors, and i think the razor's edge of balance that is needed to get an average of 2 escapes and 2 kills is ridiculously difficult.
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laughably bad game balance here...this would destroy survivor game play
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@JamnJelly said:
I've noticed there's a stigma against killers playing as usual when a survivor disconnects early.
Should the killer go easier in your mind? Let one survivor go or something?
None of it makes sense, it's not their fault for a teammate leaving early.
With that said, what's the opinion of adding a bot to help?
Play how you want, you don't NEED to go easy. Just don't be surprised or disappointed when the remaining survivors all decide its just better to throw the match by running straight to you.
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@JamnJelly said:
I've noticed there's a stigma against killers playing as usual when a survivor disconnects early.
Should the killer go easier in your mind? Let one survivor go or something?
None of it makes sense, it's not their fault for a teammate leaving early.
With that said, what's the opinion of adding a bot to help?
Play how you want, you don't NEED to go easy. Just don't be surprised or disappointed when the remaining survivors all decide its just better to throw the match by running straight to you.
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I think a system like this would be fine. When I want out of a match now, due to real world obligations, impossible to win (1 dead, 1 dc, and 5 gens left, etc), or RPD map, then I just run straight to the killer and then lead them to a hook where I wait.
The voting system even in the hands of a swf, would work like a resignation in chess. You lose graciously, admitting the other player is going to win. Grant the other side 10k bloodpoints to make it worth the time, and end the match immediately, and let everyone get back to more fun matches.
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My 2 thoughts.
Change 7 to survivors gain a % increase to gen repair speed while killer is within x yards of hooked survivor. The dev's have already tried the 7 you proposed with stopped hooked timer, and survivors found a way to exploit it.
I disagree with 5, increasing gen time may balance the game, but it will make playing survivor more boring with even more m1 simulator time. IF this is something that the game needs, then I'd suggest making the map x% smaller instead to make it easier for the killer to patrol.
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I look at it like chess. The action doesn't start in chess until midgame gets rolling with most openings being published and well analyzed with the players playing these moves instantly without thought. But there is a reason to have the players go through this "less interesting" phase. The players get to form the battleground that they will fight on in the latter parts of the game. This feels so similar to dbd.
The first 2 gens, and first 2 minutes of the match are largely, the survivors trying to get gens done quickly, with the killer trying to push the survivors towards their eventual 3 gen, or herd them away from a totem spawn etc. This early phase is the strategic part of the game and decisions here will often determine how the end of the match resolves.
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Be thankful that new perks are useless for survivors. It means survivors don't have to spend any money. We just have to wait a few weeks for bhvr to nerf everything into the ground.
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this isn't necessarily true in the long term. In any single match, you might have wierd behavior getting rewarded...but in general, making good decisions, exhibiting skillful play, will lead to better outcomes more often. And this will make MMR go up. Being idle, doing nothing, not being skillful will lead to worse outcomes in the long term, and lower mmr.
Kills & escapes + escapes through hatch, is probably a pretty good indicator of skill. Kills are the stated goal of the killer and while more hooks and faster chases may not lead to kills, in the long term it will eventually lead to those types of outcomes. It is absolutely a better gage than the old emblem system.
The first month of the new sbmm was actually awesome, the quality of the games was really good. Behavior broke something trying to reduce queues and speed up getting good matches. This is what needs to be fixed asap.
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I think the totems are ok...but they have an unfortunate side effect which is to encourage tunnelling. You have to assume that any injured person will heal themselves if left unattended. It also takes survivors out of the mix for gens for a looooong time, so in general I think it does encourage better killer outcomes.
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Dead hard is fine, learn to bait it out. Literally, B tier perk.
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I like MMR.
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I think its time to recognize that every perk will eventually be complained about, as the current hotness gets nerfed, the next hotness will get complained about incessantly
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I wish killers would accept that, survivors are allowed nice things too. Almost all survivor perks are worthless. The only perks that matter are the ones that grant a second chance (borrowed time, decisive strike, unbreakable, dead hard, iron will). All the rest of them are memes. Who in their right mind would take Hope for any reason other than goofing around?
The survivor meta is defined by what you would absolutely never take more than what actually changes the game. I've watched countless hours of good killer main streamers, in chase, they are ALWAYS assume dead hard on every survivor. So they wait out there swing for 2 extra seconds, reveal the dead hard (or not) and then get the down anyway. Occassionally, the timing is right and the dead hard gets the distance to make the next loop.
Is this the perk that has the killer community crying foul, a perk that sometimes buys the survivors a few extra seconds of chase? Are surviviors never meant to escape a chase?
I had an eye opening experience the other day, and I accidentally ran a match with no perks...and it was totally fine. The perks grant benefits that are so small they barely effect a chase, let alone the outcome of a match. Now I am not top MMR, I fully admit that. But if I can BARELY tell the difference of equipping a perk and not...maybe all the nonmeta perks are just a little too weak. strike that, they are pathetically weak.
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Honestly, it IS better than it used to be. I'm not a god at this game by any stretch but I enjoy that I am no longer teamed with urban evading fools hiding in the corner of maps and my teammates seem to know what a generator is and how to fix it. This wasn't always the case.
I think the biggest failing of the MMR system is that there is no universally accepted win condition. I think the survivors should be treated as a team and any escape is success for all. The amount of bloodpoints and MMR rank points should go up and down based on the magnitude of the win or loss. Finally, matches should be between similar ranked people plus or minus some random noise to mix things up.
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His larger terror radius is a subtle push away from normal patrol and chase games. He is supposed to trap his prey, and terror radius has no impact on that.
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It is, whether you think it is a good one or not is irrelevant. Chess has an ELO system which works very similarly. It works better in chess because there are only 2 people and the outcome is based PURELY on skill. DBD has a lower signal to noise ratio, maps, killer, perks, etc. All of these things are noise, but noise gets averaged out with large data sample sizes.
So you telling me I don't need it is misguided. Instead what you are saying is you don't like the system and YOU see no value in it.
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Behavior has a fine line to walk here. Make the gens take too long and survivor matches become boring m1 simulators. Make gen speeds to fast and killers feel they can't "win".
But here's the thing tunnelling and camping need to be destroyed as strategies. The game needs to be balanced so that those strategies aren't the easiest way to achieve "victory". The only danger to this game is anything that threatens fun, tunnelling and camping are cancer to fun. They are the worst. Survivors need better tools to protect themselves from these scenarios. Killers need tools to pressure gens, being invincible 1v1 isn't enough, killers win chases and lose matches all the time, so the answer can't be to make them loop harder.
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@cluxdx said:
https://forum.deadbydaylight.com/en/discussion/comment/2712236#Comment_2712236
A few points on that:
-The objectively best counter to facecamping is doing the gens and 3 man outing them. Does it suck for that one guy that dies unfairly? Yes, but IMO it's far better than the alternative, which is rewarding and enabling a toxic playstyle that is otherwise opting to lose the game for one kill. The more you leave them get their one and leave, the less people will facecamp.
-Wouldn't really hurt things that much anyway. .25s is not very long and requires moderately fast reaction time to be able to get the pickup in that time considering latency is a factor. People also tend to crowd hooks to unhook against facecamping killers, and that wouldn't change at all considering the killer can't manage 3 people at once. All someone has to do is bodyblock while their teammate unhooks and the killer can't stop them. A lot of people already do that now.
-Even if you manage to unhook against a facecamping killer by yourself now, you still guarantee them a trade on the hook, putting your team in the exact same situation.
The problem with the do the other 3 gens approach, is that this is assuming that solo queue partner that is now getting facecamped is going to prolong that hang time on the hook. If they peace out once they see its a camper, than its a 3v1 at 4 or 5 gens and the remaining team is screwed. Match ruined. No fun had by anyone.
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It is a little amusing to me, that so many people lament the stale meta, but in the same breath will argue against anything strong being added to the game.
My prediction is after 2 weeks, we won't see any boon totems in solo queue matches. The risk of someone trying to stop noed and clearing all dull totems while the boon totem guy is trying to find one or the gens getting completed in a zone and the match moves on from that area of the map leaving the boon useless in the corner, will be too high and the benefit will be marginal.
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This isn't a popular opinion here, but the new MMR as a whole is doing an amazing job! The stats they revealed the other day shows most killers have a slight edge on win rate, of just of 50%. That is so much better than the old system, which being charitable had the killer advantage of for the entire pool of killers (except nurse) and at the time Freddy was damn near 70%.
Food for thought, the worlds second strongest chess engine(LC0) was trained using only win vs loss information to train a neural net. It is not a terrible metric and probably the complexity of maps, perks, rng window/door placement means no human derived heuristic will ever be accurate enough to make perfect matches. So if we can't have perfect, maybe the scheme we have is actually good enough. For the record I do love the idea of a team rating as the op suggests.
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@botrax said:
This is serious i think the boon pass from op to really strong perk. The people that say boon are now useless only think about themself in that but not in regard of the entire team. For just 14 sec on a dull totem you unlock old self care for the entire team so of you did not play during that time but self care was one of the most oppressive perk. Dont sleep on shadowstep you bring the killer to the totem area and you can win the chase easy if you can break the LoS.
Dont forget bhvr dont do many balance patch so after this change the perk probably wont get touch anytime soon.
they were bad before the nerf, now they are terrible. It wastes the one resource that is critical for survivors, time. Time not spent advancing the objective of gen repair increases the chance of loosing the match. The fast healing boon might have some value but if it saves 8 seconds on a heal but takes 16 seconds to bless....thats a net loss on time.
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@DbDCasual said:
So, the biggest takeaway from these forums seems to be this general sentiment among people who "play both sides"..."Killer is stressful but the game is super balanced!" So my question is this...Is it such a sin for killer mains to actually want to have fun too? Why is there such a focus on survivor players "having fun" but killers are told to "get good", practice, learn how to do X or how to do Y, are told "Yeah, the killer role is stressful. If you don't like it quit."
It's just such a weird mentality and I don't get it.
There is a fundamental problem with this mentality: For killers to have a fun easy game the survivors feel hopeless while getting stomped and vice versa for survivors that want an easy game, killers getting blown out with gen rushes and no hooks. One side is having a blast in god mode with cheats enabled and the other is just a prop to stroke their ego. When the game is balanced, both sides will need to play with the same skill and intensity.
This is the genius of the sbmm (or MMR if you prefer). However you play, you will eventually be matched against folks of your skill level and intensity. All you have to do is just not play like a sweat lord, use meme perks, gift hatch, or give free hooks. Imagine every victory as climbing a step of the ladder, every time you go up you get higher skill players that are trying hard, and every time you lose you take a step down. It could not be simpler. So please for the love of god please stop begging the Devs to make the game easier for you.
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This key change is literally in the same league as if they had made ebony moris only useable when there were exactly 11 hooks in a match. Yes, technically still possible to use, but, the tiny value is you get to maybe avoid a decisive strike on that last survivor. Still has value, killers be happy! Now keys are equally useless as that hypothetical mori.
Mori's in their current state are not useless, just way less usefull than they used to be. Avoiding decisive's and saving the hook travel time actually affect the outcome of matches.
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No thank you. If it is true that killer is too weak, than there must be a better way to target games at the higher end where killers run into this problem. Longer gens will hit all survivors regardless of skill and slowdown / increase boring elements of the game.
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I feel like most of these over think the problem....just award a 5 or 10% speed buff to completing generators for everyone not on hook. This encourages survivors to perform the one task that will help the situation and punishes the killer by shortening the duration of the game. Win Win
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So its a broken Engineer's guild challenge, or power struggle... I guess I'll keep trying Engineer's guild challenge. A broken challenge is better than that power struggle challenge.
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I have my alt-tab button primed if his chases are no fun
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2357882#Comment_2357882
Yes and no.
The reason people don't run most hard counters is because it's so situational that it rarely comes into play (I'm looking at calm spirit, lucky break and urban evasion, iron will is rather common).
If they could see it, then whilst the killers would be countered they could win.
Also these perks are helpful outside of hard counters (idk why more people don't run lucky break tbh) but if you could see the killers then since they can't change and most are forced into a playstyle from the start the less effective killers would be countered;
E.g. hag gets flashlights, trapper gets OoO, deathslinger everyone brings toolboxes and hashes out gens like it's nothing, Oni everyone brings medkits, legion everyone brings resilience and no mither.
See how stupid it could be, not even just perks that hard counter but now every killer is automatically weaker.
Seeing a survivor doesn't change what perks you bring (most the time, newer players sure but not most), seeing a killer tells you their power and most the time their playstyle (legion is hit and run, Oni is hit and run, nurse needs to persistently chase but is countered by stealth) and more. That's why it's not a good idea.
Your argument basically points to how things are now, and precludes the possibility that things could have better designs. I think all your points have some merit, but, the problems that they highlight exist whether the survivors know about the matchup or not. It just becomes random whether the match feels hopeless and therefore there are more DC's.
Yes, if you changed the information pregame, there would need to be different approaches to balance of items, addons, perks, and killer abilities to maintain the balance between sides.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2357850#Comment_2357850
If you show the killer, the perks that counter the killers outright need to be nerfed. E.g- doctor and calm spirit, iron will/lucky break and spirit.
Otherwise the killers will just get outright countered.
That's why it won't happen.
But aren't hard counters problematic for fun anyway? I think this would just reveal bad design decisions quicker and force BHVR to do a better job.
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I kind of wish the entire match was transparent. Map, Killer, perks, addons, the whole nine yards. If you lobby dodge throw a penalty timer and reinsert that person at the bottom of the queue.
DC's happen now because people don't want to play something, a map, or a killer, let's save us all the aggravation of the early dc's and let the matches get formed with this information clearly stated.
BHVR would get a very clear picture of the the things that players don't think are fun. If people constantly lobby dodge spirit, then they would NEED to look at finding away to make spirit fun.
Spirit players might choose more fun builds to encourage people to avoid lobby dodge.
Same thing goes for killers dodging 4 man squads with second chance meta perks stacked to the sky. Survivors might never get a match with that loadout and would need to consider adding some fun stuff.
I have no delusions of this ever happening, but i bet it would be a net positive.
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@Bard said:
Smash Hit
No changes are necessary to Smash Hit.
The best execution of high risk high reward; if you make a successful outplay at a pallet, you get a large reward.
Adrenaline
This perk is also in a good spot, since it's a massive reward in exchange for a stringent requirement (basically requiring you to win outright with just three perks).
That said, it could use a little QOL buff to help make team plays with it in solo queue.
When the last generator reaches 70% progress, Adrenaline gives its user a notification.
When only one generator remains, all players running Adrenaline gain an icon on their portrait visible to all other survivors.
Head On
This perk is, for the most part, completely fine.
I have no issue with its current effects. In fact, I want to expand on them a little bit to make team Head On plays more viable in solo queue.
Once Head On is primed and ready, the locker is indicated in yellow to all survivors.
Balanced Landing
A little bit problematic, but not the worst.
The fact that it's as situational as it is makes it inherently less of a problem than other Exhaustion perks, but the ability for survivors who are near a drop to use it as essentially a version of Sprint Burst that forces the killer to waste a lot of time before the speed boost (ie into a building or around a hill) makes it a pain in the ass.
Increased stagger reduction from 75% to 100%
Only triggers if you hold the Sprint button when you hit the ground
Balanced Landing duration decreased from 3 seconds to 1.5
If the killer attempts an attack or special attack within the initial effect duration, the speed boost duration is extended to 4 seconds
With this version of the perk, you get greatly reduced value from the perk if you don't use it to bait out an attack.
This means that once the killer knows you have Balanced Landing (so long as he remembers it) he can largely mitigate its effects by holding back his urge to swing at you as you land.
In exchange, the perk can now be held (potentially tricking the killer into thinking you don't have it), and it lasts much longer if you can actually pull it off.
Lithe
Essentially the same deal as Balanced Landing, but much less situational and used to simply hold W more often than Balanced Landing, making it a bit of a problem.
As such, it requires a bit of a more fundamental change.
Press the active ability button to initiate a Lithe Vault while approaching a window.
Lithe vaults are 50% faster than regular vaults and are followed by a shoulder roll that lowers your profile for 1 second.
If you use a Lithe vault to dodge an attack, break into a sprint at 150% your normal speed for 3 seconds.
Causes exhaustion for 60/50/40 seconds.
This basically means that you win close calls at window tiles, and that goes double for projectile killers.
If the killer sees Lithe coming and doesn't attack into it, the reward for this is mild; simply a vault speed boost.
If they swing into it, you get the current Lithe boost on top of the better vault and automatic projectile ducking.
Sprint Burst
The most basic exhaustion perk in the game.
Very strong, but it has some problems.
- Immobile killers and stealth killers are left with no real recourse against the perk
- Running Sprint Burst makes your initial positioning in a chase virtually irrelevant.
- The bane of solo survivors everywhere is a teammate trying to "save sprint burst" by walking (or worse, crouch walking) across the entire map.
The solution here is pretty simple; low risk, low reward.
Decreased Sprint Burst's effect duration from 3 seconds to 1.5
Decreased Sprint Burst's exhaustion duration from 60/50/40 seconds to 30/25/20 seconds.
With this change, Sprint Burst is now much easier to manage outside of chases, but the effect itself is now weaker (matching the effect of a post-hit speed boost).
It can still make up for minor lapses in positioning, but not nearly as much as the old SB.
In exchange, you can more or less rely on the perk always being available for use.
There's a bit of opportunity cost for using SB instead of a perk that gives more distance, but the low exhaustion timer and ease of use are great.
Dead hard
The most problematic exhaustion perk.
Have you found yourself in a situation where:
- You misjudged distance to a pallet/window?
- You tried to transition to a tile out of reach?
- You flat-out got outplayed at a tile?
- You got dead-ended by somebody like Trapper?
Press E and you're good. Get to that pallet, buy yourself an extra 30 seconds or so of chase.
3+ times per game. Per person. On potentially four people.
Yes, certain bad players (and bugs) can make it seem like this perk has counterplay, but when used (and functioning) properly is just doesn't.
This perk needs a full rework. The current version is not only bad by design, but is something the devs have clearly proved incapable of making work on the back end.
Vault over a pallet into a stunned killer to kick them into the face, extending their stun for an additional 2 seconds.
For 8 seconds afterward, your blood, scratches, and moans of pain are hidden from the killer.
Causes exhaustion for 60/50/40 seconds.
Similar to Smash Hit, but with some key differences.
Using Smash Hit will grant you an insane amount of distance, but doesn't necessarily cause the chase to stop.
Reworked Dead Hard doesn't give you that much in the way of distance, but is excellent for dropping chase, as using it places you behind the killer, gives you a head start, and removes all of their means of tracking you.
No!! You can't reduce the survivor toolkit to, just stand there so the killer can hit you. They have to have some means of escaping and something interesting to use....this is a game for all 5 players, your proposals would gut the viable options.
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He makes chases feel hopeless unless you are in a good tile and are VERY good at running it. I'm mediocre at best at looping, and he makes me want to find a different match especially right now where survivor queues are nearly instant. Though, I wouldn't DC I have no problem missing skill checks while on hook.
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I just had the same thing happen. The survivor was positively frothing at the mouth. I'm not a particularly high rank killer (rank 12, currently) so if I see a lobby of flashlights, i take lightborn. I love faking the look away while I run the survivor down.