dangersmymidd1ename
dangersmymidd1ename
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Hyperfocus, Stake Out and a Toolbox are affected by Diminishing Returns, but this probably does not make a difference to the pick rate.
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Flow State is not bad for relighting Boons, which you will do more often with Boon: Steadfast. But because it is tied to gens being completed, it means you will only get full value in an average 50% of matches. I would rather bring an extra boon instead.
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@AliceNull said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110923#Comment_4110923
Does the team have any intent to modify the stat tracker page to include team escape rate or any information from the new 'tally' MMR system, now that performance is team based rather than individual on the survivor side? Assuming I've even understood that correctly, I may have gotten that wrong.
I think it will still be calculated per individual survivor. And the previous MMR did take into account your performance compared to teammates if you were in a party (i.e. less MMR gain if your whole party escapes, since you have more of a chance they will rescue you)
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@EGYMohamad said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110565#Comment_4110565
Next update tomorrow 8/25
Tomorrow it's reduced from 66% to 40%. In a hotfix patch in a few weeks Vigil will be removed (basically).
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@Xendritch said:
I did not realize the reason BHVR gave for these nerfs was something basically to the effect of "strimmers would be talking to their chat and not have a chance to dodge the beam" and like are you serious right now?
This is a PvP video game, yes you should be forced to pay attention to the player trying to kill you. I don't think it's going to make Judgement unplayable although I do think these changes are unnecessary but this is way more alarming for the indicating BHVR's overall thought process. Like is BHVR really out here trying to make survivor as autopilot as possible for STREAMERS?! That's like 5-10% of the playerbase if I'm being generous and it's dictating balance for everyone. If streamers cannot dodge a beam because they are not paying attention that is what we like to call a "skill issue" which has a remedy of "getting good" and it should not be a burden placed on nonstreamer killer players that is ridiculous.
The guy tried to make a humorous comment, it clearly was not the justification for the change.
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@SpyUA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110121#Comment_4110121
If the killer tries to hit the people on gens then they are not using to chase people and get downs, judgement can only pressure one gen with a cooldown of 12? seconds (it's somewhere around that), the repairing is 1 charge per second so the 5-8% you lose each M2 you can repair back with more progress, like the judgement will use the M2 on different gens and the hexes so it's enough time to complete gens and cleanse the hex, so you can win.
If the judgement is not aiming at you then you can just continue doing the gen.
The cooldown is 6 seconds.
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First let's try it out on Tuesday.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109787#Comment_4109787
Yeah, this is something I thought as well. Such a "I have Vigil"-moment was a fun thing. I never used Vigil except for a very short time where I used it together with Ghost Notes and Lightweight, but I had it in Chaos Shuffle from time to time. And one time it prevented me going down due to an Exposed effect (I dont know what it was exactly), because the Exposed just ran out right before the Killer could hit me. Was an amazing feeling, even if it was pure luck. Might have been frustrating for the Killer in that instant, but since stuff like that happens once in a blue moon, they probably did not think about it after the next game or so.
And this was just something cool which will not happen anymore. Now it only applies to Exhaustion and this is honestly pretty irrelevant, since this only applies if the Killer actually leaves the chase. And from my experience, this rarely happens, but I also dont run Exhaustion Perks so I dont really pay attention to Exhaustion.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109788#Comment_4109788
I honestly think a Token system would be fun. Like starting with a few Token and then Survivors can spend those to reduce status effects, but dont have a way to get them back. So they might want to spend all of them on their Deliverance to be healed faster, but dont have them for any other aspects. Or just using them a bit to make Mangled disappear a bit quicker or stuff like that.
I'm in the same boat, I don't run Exhaustion perks nor Vigil, but I can see how this kind of change can affect the gameplay and further remove agency from the survivor players. We can only hope there will be some positive changes when they update the 45 perks they mentioned. I won't even start on Shoulder the Burden, which they clearly intend to nerf because killers can't get their tunnel out on the weak player when it's used. So unfair.
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@ninjabsbx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109773#Comment_4109773
The beam being more visible and giving a UI indication just gives way too many indications for the survivor, like ray of retribution already gave enough indication to avoid getting sniped this just feels completely overkill. And I would argue that Judgment's nerfs are worse than Jason's, because while the nerfs made him feel a bit worse to play he is still a strong killer and didn't make him that harder, but with Judgment one of the main appeals of the killer was the ability to snipe and making that even more difficult just makes no sense.
Hopefully it will help with situations like this - there is only 0.6 seconds between any audio or visual indication and the beam hitting survivors:
https://youtu.be/HppVjahqC0c -
@ninjabsbx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109759#Comment_4109759
No they patched that as a bugfix (Even though its obviously a nerf)
The survivors in lockers are still visible and get killer instinct, they just don't scream. That's because usually lockers suppress all screams, and it was considered a bug because of this.
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@Rokku_Rorru said:
So I don't understand why Lightborn is okay if it's literally the same reason as to why Vigil has been nerfed.
I think this is the one time I'm really upset with this change, I do agree it shouldnt affect killer powers, but there was a better way to deal with its nerf. Now it's only good for exhaustion users and not supportive players who were using it to help people with exposed etc.
Are we going to have any kind of perk tailored to this kind of playstyle? A boon maybe? I've used vigil to help others with Botany etc since it's introduction. I just don't understand the double standards, I never will, it's always moving goalposts. Could we just not bugfix what was wrong with it thats not intended????
You're doing a great job at making more and more survivors not want to play the game, it's like everyone who used to like old Dead Hard, you've went after sprint burst.
Lithe etc is next, mark my words, I'm so tired of this.I don't even use Vigil and can see that this is a really bad move. The whole point of a perk is to get a benefit from it, to feel like it gives you an edge in some situations. Yes, a "haha I have Vigil" moment (as was mentioned on the stream). I totally understand about the base killer powers, like Freddy's hinder. Fair enough, it should not be affected.
Perks like Vigil make for some unpredictability and variety. Maybe the killer has Dragon's Grip and the person with Vigil recovered quicker, so it was countered or meant there was a chase instead of an insta-down.
I agree that Vigil is (was) strong and needed adjustment, but basically making this licensed perk worthless is short-sighted and smacks of further pandering to the vocal minority. Quentin is not a super popular survivor but a lot of people will have him for Vigil. Not so much in the future I guess.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109731#Comment_4109731
It still gets used for that. My point is that 10 seconds is enough for survivors to abandon to avoid wasting their time, so it is absolutely fair game for killers to abandon once EGC starts. No reason to force killers to stay in game if all they will do is AFK anyways. They can leave and requeue accepting the loss.
As I said in my previous post, there is a huge different between EGC and having all remaining survivors on the ground with no way to get up. In the EGC many things can happen and be done by both sides. An Abandon option when the game is not yet over, could even be seen as discouraging to the killer player.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109729#Comment_4109729
Survivors abandon to avoid watching 10 second mori cutscene. If the point of the abandon system is to allow people to not have their time wasted, then killers need to be able to abandon at the end game. How much time is being wasted doesn't matter, because again survivors abandon to avoid Mori cutscene.
I think that Abandon option is just a side effect of being the last survivor on the ground, not necessarily a mori-skip.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109725#Comment_4109725
Bleeding out only lasts 4 minutes, if you don't want to sit there you can just Tab and go make a coffee.
If the whole point of the abandon system was to make it so survivors didn't have to sit there and waste their time, then killers should have the same at end game. If the killer feels the game is already lost, they don't need to be forced to play out the last few minutes of the match.
The difference is that in those last 2 minutes, if the killer is not interested in interacting with survivors, they have the option to AFK and make a coffee, or break pallets/do glyphs/practice their M2. Survivors can leave or they may be completing a quest, healing for points, cleansing a totem for points, looting chests, etc. There are also plenty of situations where those survivors could be caught. They might even die to the end game timer.
Personally I like the chance both as killer and survivor to interact at the end of the game. It's not always a toxic moment.
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@DavidByDaylight said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108470#Comment_4108470
Bots are as bad as afk players, I'd rather gg go next instead of giving me false hope.
Bots are not that bad - this Ace bot traded for me recently, it was surprising!
https://youtu.be/VHbEwBKHwhE -
@firemandoesntcare said:
Why is it survivors can opt out after they all get knocked down, but killers have to either wait out the collapse or painstakingly kick force the survivors one by one out of the gate as they teabag? I already lost, I just wanna move on to the next game, and I'm already in a bad mood, what difference does it make if I quit at that point?
The End Game Collapse is only 2 minutes. If you don't want to interact with the survivors, you can just press Tab and go make a coffee.
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@HexSlugged said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109638#Comment_4109638
well as ive stated and stand by, it doesnt happen anywhere near as much as people say it does. i think people are all parroting each other and inventing an exaggerative reality amongst themselves thats not actual reality.
Tunneling and slugging has been around for the entire games existence and used to be even worse. The game is not dead or dying or driving players away in droves. this doom speak is nothing new and thats the same claim thats been made for a decade. idk why you claim something that is not true especially if behavior is saying the game is doing better now than it ever has. and thast with all these "driving players away"
"Who wants to invest time in learning counterplay and looping when a killer can just pick the weakest or nearest and get rid of them without consequence?" If there is no consequence to the killer for doing this then that is the failure of the team.
You can have the opinion that i dont play enough survivor because i dont play along with the BS that fills the forum and community, but i know better. played surv since launch. Not sure what my actual split is since 2020 when they started tracking as i cant log in to the stat page for some reason but overall im 100% sure ive played significantly more surv and i play them currently about 50/50 nowadays and use pwyw extensively
It happens plenty, and I am only speaking from my own experience in solo queue - experiencing hard tunnelling, either myself or a teammate, puts me off playing and makes it difficult to introduce friends to the game. There is likely a very high churn rate in players - 70 million bought the game but only a small fraction of them still play.
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@HexSlugged said:
- if you got tunneled out you still played the game. Just not as much as you would like. do not make just blantantly fasle claims by using words that factually do not apply to the concept your pushing as it muddys the waters when communicating.
- hard tunneling doesnt happen anywhere near as much as people like to claim it does. At least per the NA servers that i play on. maybe other servers are different but the NA has alot of people and while it exists its not even 50% of matches. the majority of matches play out normalls.
- this is an elimination game. if there was supposed to be a period of time where you were supposed to have guarenteed match immunity then that would have been factored into the game. The fact of the matter is this is an elimination game with matches lasting between 7-12 minutes. there is not always time to ask your opponents for permission to eliminate them from the elimination match because they havnt had an arbitrary invisible amount of fun yet. if you are getting tunneled out of matches right from the start every game then YOU need to get better at the game. The game provides a PLETHORA of chase extentions, chase evasions, stealth, tunneling, hook stage sharing, endurance ect. if your team refuses to touch gens while you have 70 second hook stages AND all the off time of the hook in addition to where your team has no pressure on the gens then that is your team messing up. Hard tunneling only works if you suck in chase(and because you suck at chase you should be ignored and left to sit around on a gen instead or healing others or in general taking pressure away from the killer is a talking point that baffles me) and your team is incompetent and doesnt touch a gen. Which is what happens in most matches. you have survs spending all their time following a killer or another surv with a flashlight or doing nothing at all towards progressing the teams objectives.
- You are absolutely right that you can win without hard tunneling, and the majority of killers do not try and hard tunnel because its not easy to do unless a team is playing poorly or ther in general is a big mismatch in skill. The exaggeration of what happens in game by both killer and survivor players is absurd. you all exaggerate to each other and then validate your own perceptions by the exaggerations of other people who agree with you.
Please let me know what other elimination pvp games exist that guarentee you a chunk of the match where you cant be eliminated or are given immunity because you are playing poorly/worse than your opponent. Why is it in fortnite your allowed to be killed in the first 10 seconds after dropping? Im pretty sure thats unanimously unfun to be eliminated that fast and its IMPOSSIBLE to be eliminated that fast in dbd unless you DC. You are guaranteed to be able to play at LEAST 20-30% of a match even if you are hard tunneled.
This is a pvp game that people are competitive with. I dont see survivor players making sure not to push gens too fast if the killer isnt getting any hooks in order to preserve the killers fun nor should there be any expectation of that. is it fun for a killer to have half the gens done before they can get 1 hook? no. Is it fun for killers to be at 1 gen left no hooks and then BB and saboed to prevent the single hook? no. But its a part of the game and the killer doesnt deserve to be treated like an 8 year old and be given a handicapp due to being outplayed by the opposing side.
This IS entitlement. This is a game where 2 opposing sides are attempting to beat the other. Both sides use the most effective methods within their capabilities or knowledge and both sides have tools that can be used to address a multitude of various playstyles.
You are not owed being babied by the game to stick in a competitive match where the goal is to eliminate/not be eliminated where you are not capable of using the tools the game gives you or the support your team should be giving you.
Do you also ask for your opponents to go easier on you in call of duty if you are 0 and 10? because im pretty sure thats not "fun" and it seems only whats fun to YOU should determine on whether its valid to be in the game or not.
I do not mean this insultingly or even directed at you but to the group at large on both killer and survivors who constantly parrot this very childish and entitled demands to have your hands held because you lose or are out played by an opposing team you gotta grow up a bit and do not play pvp elimination games if you cant handle being eliminated quickly. DBD games dont last long enough to have any reasonable demand for that. and a courtesy is demanded thats not offered in the other direction.
The problem is that both existing and new players are pushed away from the game by this kind of playstyle. As soon as they add basekit anti tunnel, the experience will improve for everyone, and killers will still win easily. Who wants to invest time in learning counterplay and looping when a killer can just pick the weakest or nearest and get rid of them without consequence?
If you think this is totally fine then you don't play survivor enough.
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@ForTheEntity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109085#Comment_4109085
Honestly I agree with this. But I think the ability for survivors to switch builds last second should be eliminated too.
But on the survivor side you think you should be able to see if the other survivors are using the chat wheel or not and be able to dodge based on that. Quite the double standard.
The only reason the items are shown to the killer is so the killer can adapt their build. A major, major advantage and an unfair one at that.
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@iwasjustleaving said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109183#Comment_4109183
Thank you this is exactly what i mean. The counter play is whatever, hold W, lose LoS, fair enough there’s a lot of killers that have this counterplay. But what I don’t like is his power ends, one hit and then it’s back up again for the full duration. Sometimes this is literally seconds.
From what the others have suggested, it’s not about my personal preference of the killer. There’s many killers I don’t like to go up against. But i’m not calling for a nerf for them, they’re fine, i just don’t enjoy them. However The First is not enjoyable when it’s spam and constant power activation
Yeah a cooldown on Worldbreaker activation or a cooldown on the survivor you use to activate it, would improve the experience. It's a common tactic to keep one weak survivor alive and use them to repeatedly activate Worldbreaker.
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@SpyUA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109183#Comment_4109183
You are supposed to get hit eventually, some others killers can spam their M2 as well like pyramid head.
Of course, I don't expect not to get hit. Dodging Pyramid Head's power is at least possible due to the sound cues, fixed path, short(ish) range and width - and it uses charges to punish spamming. The vine attack is just often a 50/50 at best.
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@SpyUA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109138#Comment_4109138
It's never a free win for killer side.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109146#Comment_4109146
Unfortunately the best thing you can do against killers like this is do generators as fast as possible, and hope for a better game next time
Or the actual best thing you can do is learn the counter play to the killer and every single one of them has it.
The First's power is just not enjoyable from the survivor side.
Maybe actually it's not enjoyable because survivors don't learn the counter, it's actually quite fun to try to be unpredictable and actually be good at this and also predict where the killer will put the vines, the skill gap I have seen as Henry creel main between survivors is big and I can name a lot of killers which you should agree are much less fun to go against as survivors with a boring counter play.
Keep juking while they spam M2, sooner or later you will get hit. I know the counterplay, I just don't enjoy it. And the SFX is also very grating.
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Some new or reworked add-ons for existing items would be good too. Or allow things like Blighted Serum and Firecrackers to spawn more regularly to make matches more fun. Nothing was added or buffed to make up for Styptic and Syringes. I'm still hoping they will test some new items just for variety's sake.
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@Artimenius1307 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109156#Comment_4109156
It's not nearly the same as Sprint Burst, it's much more potent and versatile. I can describe a lot of situations in which Escapist power can be used, while basic Sprint Burst wouldn't be available, but majority of them simply come down to the fact, that the sprint burst is forced to be used upon pressing shift, and Escapist power is not. And no, many killer powers were enhanced not because of Escapist, but because everything in this mode was enhanced, which makes sense since it's 2v8
And I disagree, if anything Torchbearer would likely reduce the amount of any other class but Escapist (Especially you know the such a fun class as Engineer)
Yeah, I meant that the killer powers are enhanced for the mode, not just for Escapist. It varies wildly per match which classes are chosen by the survivors, and usually it is quite spread out - but I can understand it's frustrating if you always get 4 in the few killer games you might play. It is the most visible effect as well I guess. In the end it's a casual mode, the speed boost is just meant to be a bit of fun. Maybe they will nerf it to 2 seconds like Sprint Burst, but I don't think it's necessary.
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@Artimenius1307 said:
I think it's a dead horse, Sprint Burst on demand has been this overpowered over many iterations now, unlikely they will suddenly realize that oh damn, the sprint burst on demand IS overtuned, need to nerf it to proper level.
It is indeed just old Dead Hard on steroids, I swear it makes my blood boil when I see it in 2v8, and I am very apathetic about the game at this stage
It might seem overpowered but I don't think it has too much influence on the match outcomes. It's the same as Sprint Burst from the normal game, it makes everyone nearby Exhausted and so if one person uses it, anyone else that has Escapist can't use it until their Exhausted is gone. Many of the killer powers are enhanced to compensate for this (like 3 bound Wesker, 3 pounce Dracula wolf) and there are also some killer classes that give Haste.
To be honest since they introduced Torchbearer that has probably reduced the number of Escapists as well.
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@iwasjustleaving said:
I’ve seen a lot more people playing The First recently, and playing him really successfully too. However, I think this is because he gets his power back really easily, the duration in which it lasts is too long, and there is no cooldown between his power ending, hitting someone again and restarting it. The amount of people playing him is making it miserable, can’t do any objective because you’re constantly on the clocks resetting his power, only for him to get it again 30 seconds later.
You're not alone, The First's power is just not enjoyable from the survivor side. The Worldbreaker duration (after the clock is done) was nerfed a while back from 60 to 50 seconds which is at least something.
However like someone else said, only one person needs to do a clock. Running towards the killer when they are aiming can make it difficult for them - the same goes for shining a flashlight towards them and/or blinding. Things like Boon: Shadow Step can also help the whole team as there are a few aura add-ons.
Unfortunately the best thing you can do against killers like this is do generators as fast as possible, and hope for a better game next time.
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@Bloodraven said:
@zonkednb Gotta love it when clear and helpful advice gets a downvote, almost like no one wants to learn how to play a game and just expect free escapes 😂
Survivors already knowingly play the role that is statistically disadvantaged - if they wanted a "free win" they would play killer.
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@SpyUA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108906#Comment_4108906
Outside of a range and you need to down as well as hook them in 30 seconds to get value from a perk like furtive chase so the only obsession perks that works with it is save the best for last, obsession perks are weaker than majority of the perks and they are balanced around that you only have one person this works with, giving aura will be a nice quality of life and you do need something to show the aura so a whole perk or an add-on.
Ig you do want killers to just use slowdown, you barely see obsession perks used by themselves or with an aura perk like lethal pursuer and this buff would encourage that instead of the usual slowdown.
Personally I would rather go against full gen slowdown than full aura perks. Game sense should be required sometimes before it is lost entirely.
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@Your_Dad_Playing_DbD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109076#Comment_4109076
No - I can tell when it’s a backfill when it’s not. I still get matched with brand new players all the time even when it’s not a backfill lobby.
Hopefully the MMR rework will help with this. But I also think players need to start somewhere, and learn from more experienced players by playing games with them. Some of the techs I still use I learned from just being in a match with some cracked survivors 😅
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@SpyUA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108896#Comment_4108896
Explain how pls? They are not the best perks in the game and a small buff wouldn't be bad like there are survivor perks that requires literally 0 thinking to use, with obsession perks you still need skill to chase most of the time or use the information effectively like with friends till the end or not waste stacks when using play with your food, knowing where the obsession is when using lethal pursuer would be helpful but will not have a big impact on the game and compensate a bit of time for not using slowdown perks.
I think the obsession perks are balanced in a way so that you need to find them and be aware of who they are. Are you saying that you want to reduce more of the game to 0 thinking? Also the new perk Celestial Witness will show you the obsession.
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@JohnHalo4Surv said:
First time back in about 2 months and I'm noticing a lot more people leaving lobbies, especially when the countdown is about to end. Current que time for finding a game in the non-event que reads as 3 mins but is actually 10 with how many people abandon. And with: MMR, actual in-game abandoning, abandoning during the loading screen, balance, etc this game just feels so miserable to play.
In the case of people leaving just before the timer ends, it is clearly just trolling. There is no reason why a surv should be leaving just 12 seconds before the game starts when they can't see who the killer is and their perks.The last-second leaving the lobby also happens when a player has a connection issue. It only shows up when the timer goes to zero for the other players, I think because the connection type changes at that point. Players from Russia experience this issue often.
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@Arcturus said:
Knight for sure, and that's because at least there is a certain amount of counterplay to the other killers. While Knight isn't oppressively strong, there are so many scenarios, especially against a decent Knight player, that are just lose-lose and you will always get hit no matter what you do, and your only play is to just do whatever you can to delay the hit by just 2 more seconds. Things like faking the window against a guard is useful in certain scenarios where the killer is expecting you to vault to the other side of the window, but not only is this scenario not super common, but this also essentially just becomes a 50/50, but your movement after the fake is extremely limited because any direction in a 60 degree angle will lead you straight into the guard.
Krasue has the counterplay of bodyblocking, which I like when survivors are encouraged to play as a team, the issue is that it's much easier to do so as a SWF. But at least it exists, and when I play against her I do my best to fill in that role for my random teammates.
Legion I honestly feel is fine on their own, the issue is when you add Iri Button into the mix. Iri Button Legions are the most braindead killers on the planet, often with Bamboozle or End Fury as well to make sure they don't have to think because there is zero counterplay. One of the most problematic addons imo
Also for Knight they removed the counterplay of pre-dropping a pallet against a guard.
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@Arcturus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108810#Comment_4108810
Like I said in my post, and this is just one example, I was in chase with two injured survivors just a couple meters in front of me also in chase, and it didn't count. There have been many instances like this. Also, according to everything I can find online, chase has nothing to do with it. All it is is whether there is an injured survivor within 10m of you, and there have been many times that that has been true and I haven't received credit for a protection hit.
I've noticed this too - it makes running Protection Hit builds quite challenging. However it is probably best to clip moments this happens and report them on BetaHub.
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I have never played a game with 4 Escapist and 4 Medics. (my stats show I have played just over 1000 2v8 games)
Also, one of the quests was to play 5 games as Escapist so perhaps you have seen a few more because of this.
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I think it would then make it too easy to use the obsession-based perks. They take a little bit of brainpower now, let's keep it that way.
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I'm really glad they have the toggle option. Basically all information is on the HUD already, and I don't need some annoying teammate to tell me to do gens. While the way they did it is also relatively unintrusive, I find the passive nature of the HUD minmises distractions. The only truly useful one is 'going for the save', which will save some time in solo queue. Personally I would prefer some form of basekit Kindred instead, but realistically that won't happen for a while.
The design and UI does look good, they did a great job.
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I do think that Lightborn negates too many plays on the survivor side. Maybe if it protected the killer from all blinds apart from successful flashlight/flashbang saves - and then with a long cooldown or a per-survivor token count. They could also rework the blinding effect to be a dark screen to accommodate accessibility needs.
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Right now I put on an offering a few times when I haven't played on a certain map for a while. They could up it to 25% I suppose, but maybe 20% is the amount that doesn't bother teammates or killers when they do get that map.
Also for the achievements the Map Showcase is perfect, and they said it would come back between events. RPD took a while for me too but I think that made it more satisfying to get it 😁
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@random1543 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106819#Comment_4106819
Toggle would make the system pointless and would possibly be worse then current system as people would get frustrated as ######### when they are doing a callout and just get ignored (Because someone else has it toggled off)
If you show who has it toggled on, it will just lead to rampant lobby dodging anyone whos not using it.
safegaurds do need to be in place tho so the system isnt annoying for players eg cooldowns so its not spammable, making UI size of callouts adjustable.There just needs to be an option to not display it, the same as the chat.
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Personally I am not too keen on this idea but I understand why it will be implemented. This or basekit Kindred is needed for solo queue.
I hope they add a toggle for it, though.
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Or how Deja + Steadfast + toolkits
Adding Steadfast and Deja Vu with a toolbox would only give you 5% (Steadfast) and 1.5% (Deja Vu) extra repair speed - so it is basically pointless to bring the boon in this case.
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@Arcturus said:
I know that Dredge could use some changes / buffs in other areas, maybe more in regards to his chase ability, but I think I have an idea that could be a nice buff while strengthening him thematically. Dredge is a true horror monster, he lurks in the lockers, he's supposed to be scary (even if committed players are desensitized to him). But when he bursts out of a locker, it's like he announces his presence for the whole world to hear, and unless a survivor is right next to him when he gets out, it not only isn't surprising at all when he comes around a cornes, but it also makes it easy to prerun because it's impossible to miss.
I think Dredge should receive some Springtrap treatment. When bursting out of a locker, he should gain Undetectable for some amount of time to sneak up on survivors. Because it's impossible to miss the extremely loud locker bursting sound, I think that on any locker that isn't locked and is more than 5m from a survivor (and ideally out of LoS, but that might be difficult to code) should play a quieter sound when Dredge exits it. It would be something similar to, if not the same as part of the slow enter/exit sound for survivors and lockers.
Again, this wouldn't address Dredge's difficulties winning chases, however this might give him more opportunities to catch survivors off guard and land surprise attacks, while keeping to his theme and vibe. And in the end, if he can land hits in surprise attacks more consistently, that will help him a bit in chase as well. Of course, he still would need buffs other than this, but I think that these changes would be really cool to see.
Dredge is fully Undetectable during Nightfall. This is your opportunity for stealth. You can also teleport to other lockers (like Springtrap can go to a door further away), and place your Remnant somewhere while in Nightfall to trap survivors.
Lavalier Microphone is a good add-on to confuse survivors and you get their aura as well.
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@Domicci said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106191#Comment_4106191
do no harm was the first perk to care about hook stage and not being hooked
I guess, but that is more about how many they have and not an activation condition like "when a survivor is hooked".
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106191#Comment_4106191
So killers will get somethign simular to shoulder the burden in bright future you think?
Now for every hook even when its cage from pyramidhead or exile from judgement the survivor needs to be downed and always will need to be.
Well this type of wording already means that someone who uses Shoulder The Burden will trigger whatever effects the perk has. They are not hooked but gain a hook state.
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I believe the new perk Hex: Under Your Thumb is the first perk in the game that works on "gaining a hook state" and not "being hooked". So it is possible future perks/updates will become like this.
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@pidgeon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106032#Comment_4106032
I think minor protection should exist in order to not make saves impossible against certain killers.
Yeah end game saves are fun, especially in solo queue when nobody owes you anything but the whole team comes to attempt a rescue. Unfortunately it may happen less again now.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4105948#Comment_4105948
I don't think it's that they can't think of solutions, it's that they're scared of clapback from this obnoxious community. The puzzling part to me is that they did it with Henry, which allowed for a precedent, and then they just stopped and went back to half-baked efforts like what Judgment's will be. Its not as though there were tons of complaints about Henry's anticamp, and I don't think it stops people from playing him, I just don't get why they didn't move forward with the concept on subsequent killers.
I think on Henry it was the way you could use the power to instantly Mori the person coming off their second hook that made them look at it, right?
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@cogsturning said:
When Henry came out I thought we were making progress. Both of his attack powers—Undergate and Vine Attack—are heavily delayed not only near a hooked survivor but for a limited period after the unhook. The great thing about this design is that it isn't a dead stop. The power can still be used if the killer gets the distance or timing right, or gets lucky, but it's thoughtful enough that he can't just hold his power until unhook and blast through Endurance, getting multiple uncounterable injuries like a Dracula or a Pyramidhead. Assessing anti-camp/tunnel per killer is a better idea than global changes and it's the trend I was hopng to see moving forward.
Then Jason came out.
Not only is he a camping, two-tapping tunneling nightmare, they even buffed his ability to camp after his release. Even before that, I had more hard tunneling in the period where everyone was playing Jason than I've probably ever had, so much so that I dropped survivor entirely for a couple weeks until it died down.
And now we have Judgment. A lot of people have said this killer has anti-tunnel built-in with the shrine recovery but I've played both customs and pubs in the ptb and camping is very much possible. For those who don't know, Judgment's beam dead stops when it gets to a hook. An inviisble bubble protects both the unhooker and hooked. Unfortunately, like many killers, this protection ends the moment the person is unhooked. Then there's the shrines. Seems good in theory, but only the shrines near the killer are able to be used, and they're very visible. A killer can camp them easily, and they have no anti-camp or protections. I also had several instances where the recovery from a shrine rematerialized the survivor right on top of the killer, completely negating the point of the long-distance recall.
I get that going back and adding decent anti-camp to previous killers would be a lengthy process, but why release one killer with decent anti-camp if you're not going to bother doing so on any subsequent releases? Why is blasting someone off hook okay for almost everyone but Henry?
Why the Dredge is just blocked from teleporting entirely and Jason is just slowed, I have no idea. The slowdown doesn't seem to bother most Jason players, they do it anyway. There definitely should be a short linger on those kind of teleports too, after the unhook. Anything to discourage teleports back to the hook.
The Judgment needs to be changed so it's the furthest 2 shrines, and not the nearest. Before long those who main the Judgment will know the shrine locations anyway.
If there is a way to cheese for an easy win, it will be cheesed. So it needs to be prevented or heavily punished.