mizark3
mizark3
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@Yippiekiyah said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540455#Comment_3540455
It's not that people don't want to test themselves it's that unless your playing nurse or blight its usually an auto-loss. It's a competitive game and killer's want to have fun too and not just camp a hook and hard tunnel the first survivor downed because of dogmeat gen speeds and broken maps.
It is only an auto-loss if they have trained themself to believe that. If a Killer goes into a match with the mindset "I need the most kills possible" instead of "I want to get the most hook actions possible" or "I want to learn something new this match", then they are sacrificing their long-term enjoyment for a cheap thrill in the short-term.
This can be prominently shown by Killers who utilized Eruption, and fell prey to "Eruption Inflation". Their MMR skyrocketed far beyond what their skill could handle, so they now have to crutch on broken Killers to be nearly as effective. If they were already crutching on those broken Killers, then they now find the game "unplayable", because they set themselves up for failure. If a Killer starts learning with the weakest Killers, then playing any stronger Killer is like taking off the weights, and can then find the game too easy. To an extent this MMR inflation also can happen when relying too heavily on camping and tunneling.
Edit:
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540800#Comment_3540800
Agreed. And sometimes I load into a lobby and see another killer sitting there with the survivors or another blatantly obvious cheater. Been a while, but it has happened in the past. There are legitimate reasons to back out of lobbies.
It could be on an hourly or bi-hourly cooldown. Immediate re-queue on the first, 1 minute timer on the second, 3 minute on the third, and so on. Just something to make it really annoying for killers who dodge any lobby that doesn't look like an easy 4k and survivors who dodge teammates based on cosmetics/prestige/platform.
Hey, when playing as Survivor in soloq, I encourage everyone to dodge Feng and Mikaela mains. Those matches are a lost cause from the lobby, especially if they are Anon mode and/or have VAC bans on record.
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537207#Comment_3537207
Why are people so obsessed with buffing Dark Theory? It could be 5% haste and the perk would still be bad. Find a totem, bless the totem, pray you get chased in the boon's radius, move the boon around as the match progresses.
It just isn't worth it. The time you take to find a totem, and then bless said totem, is time spent not on a generator. In the current state of the game, survivors can scarcely afford to be wasting time not doing generators.
Crazy thing, I propose buffs for all bad perks (that I have an idea for, Killer and Survivor) as seen here:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538276#Comment_3538276
In particular I would also convert Medium vaults into Fast Vaults regardless of angle/speed with Dark Theory.
I would make it so that niche perks are stronger than generalist perks, and all other perks are brought up to roughly the level of our current Meta perks. A good example of current niche design being stronger than generalist is We'll Make It/We're Gunna Live Forever compared to Botany. One only works after hook for a time frame, another only works on slugs, then the generalist version is half the strength. Those perks, relative to each other, are excellent design.
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@Peanits said:
The hatch probably favours the Killer if anything. As others have mentioned, the Killer moves slightly faster. The Survivor also needs to avoid the Killer while they're searching, which can make it difficult if the Killer zones them back towards an area they've already searched.
That said, the hatch is mostly there out of necessity, not to be as balanced as possible. Without it, you end up in a situation where one Survivor needs to power multiple generators on their own before they can escape. Meanwhile all the Killer has to do is patrol the generators and listen to see which one has more progress than the last time they walked by. If they touch the gen, they are probably going to die. If they don't touch the gen and hide instead, the game never ends.
The hatch's job at that point is to end the game so these never-ending scenarios can't happen. Either the last Survivor finds it and gets out, or the Killer finds it and starts the EGC. In either case, it's still a win for the Killer by pretty much any metric - the matchmaking system doesn't even count it as a win for the Survivor, there's an exception to make it nullify that match, so nobody gains or losses rating from that Survivor escaping through the hatch.
Do you happen to know what happens if the Killer closes the Hatch and the Survivor gets the gate? Does that still use the Hatch draw, or does it count as a Survivor win? I've been afk-ing in the corner to incentivize the final Survivor at 4-5 gens to take hatch (especially when I don't want to search for it on swamp maps), but sometimes they are scared and don't want to even search for it. I also get if that specific information wouldn't want to be shared, in fear if it would encourage negative behavior.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537348#Comment_3537348
I don't think that is how the idea of a win or draw is determined. It is based on "points" think like chess.
A win in chess is 1, and loss is 0 and a draw is 0.5.
In DBD, you aren't playing a 1v1, it is a 1v4. But for "winning and losing" purposes, it is a 1v1, 1v1, 1v1, 1v1 it is 4 separate 1v1s.
So if you had 3 people escape from hatch, and killed one, it would be:
0.5 + 0.5 + 0.5 + 1 = 2.5
A draw would probably be considered a 2, and a loss would be a 1 or 0, while a win would be a 3 or 4. So in this case, it would probably be considered a draw, MAYBE a win depending on how it is calculated.
Even if we used that point system a 3 hatch 1k is still more than the draw value. The Draw value would have to be the dead center, 2 out+2 kill, or 4 hatch. Essentially you have to sit directly on that middle number of 2, with no leeway. That would mean a theoretical 2.00000000001 would still be a win for that side, or 1.99999999999 for the other, overall. I think in the dev livestream Q&A though, they said draws are thrown out (no positive or negative for either side). Regardless though, a 3 hatch 1k in either method is a 'win' for Killer, even if it may not feel like it.
Now technically, points rewarded is based on the difference in point values. This means if a theoretical 0 point Survivor escaped against a 10000 point Killer, the Survivor would be awarded more points if they escape than to the Killer if they got the kill. IIRC the max point shift from a single person is 20, and we usually work in the 500-2000 range(-ish). But even then, there could be a match where a Killer 'won' by killing 1 person (even if they only facecamped the very first hook and got 1 hook, 3 hook states), getting 20 points, then when the 3 Survivors escaped (by gate) they each got 6 points, so the Killer was still net positive 2. Same with the opposite of a Survivor escape being 20 points, and the 3 kills being 6 point each. I think on the forums though people just assume +1/-1 in general though.
This facecamp MMR raise is why I advocate for hook (action) based MMR instead of raw kills (with a tie being 2 hooks, and a camped/waited out extra stage counting as .51 of a hook). If a baby-Bubba gets backfilled into that giga sweat SWF lobby another Killer dodged, their MMR is raised by getting the 1 hook. Over time their MMR can raise beyond their skill level, to the point they are 'winning' with 1ks in their bottom of 'top-MMR' because they are 1400/1600 going against 2000s.
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As long as chat is off by default (as if you clicked the box) then there should be no problems. You can gauge the decision to open chat or ignore it.
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@Krazzik said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540419#Comment_3540419
I mean lobby-shopping is pretty much a necessity for many killers to actually be able to have fun in the game, but yes they should fix the backfilling breaking MMR.
I think that is only true for Killers who only queue up for free wins. They dodge until they roll the dice into a baby Surv lobby. Just gotta take the wins and losses in stride. If I get matched with 4 P100s in the same skin, I roll the dice of them being the goofiest group or the sweatiest group. (IME they are more often the goofs than the sweats.)
Also if a Killer never tests their skill against someone who might be better than them, they will never improve, and only raise their MMR by beating people that were never a threat. They will then go against more Survivors that actually are better than them, and will lose because of their own self-sabotage done previously by lobby-dodging/shopping.
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540378#Comment_3540378
That kind of playstyle exists in other games as well. If I'm not wrong Hungrybox(Jigglypuff smash bro player) and Jwong (old SF player) play in that way which they call "lame" of playing defensively and waiting for the timer if they get a lead. It's a legit way although widely hated. The only acceptable thing in those games though is that the matches are relatively short but in DBD they can take a pretty long time. And that it's relatively easy to determine who won the round even if the timer drops to 0.
The issue in DBD is that Skull Merchant can force abnormally long games and in such a case she wins by default for tiring her competition. But again that's something BHVR should address. Perhaps instead of games being able to last one hour they should be reduced to 30 seconds and add a secondary win condition when the game ends because of the timer (like some ratio of gens done and hooks earned). She's their design after all, I do not believe for a second they cannot recognize how problematic she can be.
I don't feel the same for both sides having the same wincon like in fighting games. Due to the asymmetrical nature though, I do take issue with that here. I can understand if someone would liken Gens as a Killers HP bar, and Hook States as a Survivor's HP bar though.
I'll repeat my previous suggestion here to prevent intentional 3 gens. When there are 2 gens left, the first gen that popped can be re-completed, but Survivors work at 25% speed on it (or 360s to solo). When there is 1 gen left, the second gen that popped can be re-completed at 25% speed, and the first gen (if still available) speeds up to 50% speed. If the Killer still decides to play the game, they can apply regression normally, and it is more effective on these slowed re-gens (effectively twice as powerful on the 50% gen, and four times as powerful on the 25% gen).
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@MikaelaWantsYourBoon said:
Your thoughts?
For me:
Wesker, Spirit, Huntress, Hag, Demo, Xeno, Plague, Artist, Oni, Pinhead and Dredge are fine killers. They are decent killers.
I'd put Nemmy and Pyramid here as well but even they are strong killers, they need some better add-ons.
Sadako, Ghostface, Wraith and Legion are decent m1 killers but maps kinda hurts them. So i don't think these killers have strength problems, maps are issue for them
I'd disagree with partially on Ghosty, and fully on Wraith. Moving at 6.0 without add-ons means you can near always block a vault or uncloak and hit in the open. Ghosty is hurt by the lack of foliage/junk, but since they have been adding (what might be) excessive levels of filler onto nearly every map, he is in a really good spot right now. I'd even say Gideons meat plant is favorable to Ghosty if you play a certain way. (You need to 99 the stalk, leave, 99 another person, then jump the first person before they are able to reach the pallet. If they catch on, you 99 the stalk, then fake leaving, to jump them immediately. Mix it up and you basically will get every down without a single relevant pallet drop, as long as they don't have Sprint Burst. To be fair this is oversimplified to an extreme, you need to 'read' players, and attempt odd angle approaches on players who are more aware. An odd angle gives them a closer pallet, but if they weren't aware at the right moment, it ensures the down still.)
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540033#Comment_3540033
It's always funny to see what new name people will come up to refer to Skull Merchant.
It's common knowledge the matchmaking in this is game is downright bad. Survivors get placed with newbies all the time and the killers always seem to find them as well. Try playing with Claudette that has just 20 hours in the game.
I use 'Hostage Merchant' because I legitimately believe when they play in that way, they are holding the match hostage. Preventing your opponent from winning is different from advancing your own win condition. If they are seeking out a 60 minute match where all the Survivors die and they consider that a 'win', then they most certainly are intentionally holding the match hostage. If they actually leave the drone zone for longer than 30s with the intent to actually not go back instantly if the HUD says a Survivor is over there (especially when they are actively in chase), then I have no issue with those players. Those are Skull Merchant players. The rest are Hostage Merchants. In my matches, 1 in 10 are Skull Merchants, and 9 in 10 are Hostage Merchants.
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@Xenolover88 said:
Do you guys have problems with the matchmaking aswell?
I have only unplayable matches atm. There is at least one person in every round that can loop me forever and as you can imagine, playing the game like this is no fun at all
There are 2 main problems. The first and most common is how backfill lobbies work. If someone leaves a pre-game lobby, it will backfill, or largely ignore matchmaking rules to create any match for the people who already waited in line for a match.
The second is how miserable Survivor is to play currently. They bugfixed the 'bugfix' of vaulting, and it ended up bugging it out worse than either version prior. Xeno also has no counterplay in chase, as well as problems for Survivors setting turrets up to begin with, and being the new Killer, it is super common to go against. Also issues such as Hostage Merchant and Blight's addons still haven't been fixed, as well as being radio silent and opaque, even when asked directly in the AMA. So with multiple problems, and an apparent indifference to player's misery, the casual Survivors quit, and that only leaves the 'no-lifes' and 'sweatlords'.
A lesser third problem is that on average the players with more skill/hours play with the incentive. They don't care which side they play, so they follow the incentive. This means playing against the incentive often can be quite miserable, regardless of side.
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I think the issue comes from viewing stats and not actually playing the game. On paper, there is a low percentage of P(insert large number here)s, but they tend to play the game the most. This means even though it may be (we'll say) 1% of the playerbase, they end up in (we'll say) 10% of all matches, as they play 10 times more than the casual player. Heck, even if it is only 1% of the playerbase, that still means there a 4 Survivor slots, so nearly a 4% chance (~3.94% technically *bridges glasses*) of any match even if they played in equal quantity to the casual players.
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Eruption's quality is dependent on how many gens you kick. If you decide to kick 3 gens before each down, you get a better version of Pain Res or Pop, and you can't realistically run out. Pain Res only gets 4 uses, and Pop gets a theoretical 12 uses (although 10 could be argued as an alternative max), but Eruption can hit 8 times per Survivor (32 times total, but you could argue the same with pop and 30 times max) if they 95 themself and you let them get picked up. With that in mind you can get 100% from PR, 330% from pop (only kicking 99'd gens), and 320-2240% with Eruption (kicking 1 per down or all 7).
Now to be fair that was white room math, but Eruption/Pop/Nowhere to Hide is a solid combo for any Killer slightly above 4.6 basic mobility, from Clown to Xeno to Demo to Freddy to Sadako to even those far and above normal Mobility like Wraith and Billy and Blight. I'd even argue it would only be bad on ranged and trap Killers. Eruption can easily tell you a good place to send the Pop after a hook, and ensures you almost always have the time to apply it as long as only 1 person was on the gen.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533247#Comment_3533247
Lockers block aura reading, so it's useless for finding survivors in lockers.
And new perks are allowed to work differently from previous perks. There's no universal law that prevents this. In fact, if we want to be consistent, then all the other screaming things should be updated so they can also work on survivors that are hiding in lockers.
Lockers shouldn't be as safe as they are. And survivors keep getting quality of life improvement after quality of life improvement. You know what would be a great quality of life improvement for killers? Let's make lockers even less safe, because survivors excessively hiding is very unfun for killers.
Yeah, we should make a perk specifically to reveal Survivors using lockers! It should also reverse the safety it grants by doing something like give them the Exposed condition! It's a shame we don't have a perk already like that...
(For any readers who didn't get the joke, look up Iron Maiden DBD perk)
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The triple vault block only applies in chase. Since the bots have wallhacks, if they perfectly vault back and forth from too far of a distance they will never enter chase, and thus skip over the window block. Since you didn't include video, this would be my first guess as to what is happening.
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One important thing is don't bring Unnerving Presence or Huntress Lullaby thinking it will affect the headtrap skillchecks. Since it is a power, it isn't supposed to interact with those type of perks. There was a patch were it was bugged and worked, but that happens rarely.
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Ghosty: Stealth is nearly the only facet of horror left for veteran players, and a properly played Ghosty excels at jumpscares. He is fair, because his counterplay only asks you to be aware, and you can loop him as a normal M1 Killer if he bruteforces the mark. He also can make you feel like a strategic mastermind, as you can have 99's prepped on 2 Survivors, so you start a chase with the last one while waiting to jump one of the others attempting an unhook.
Most Killers are instant gratification, but Ghosty is sowing seeds, then reaping a large harvest. It just feels good. I'd compare him to Trapper and Hag in the sense that he places traps and can be harried out of having a power by dedicated Survivors, but you place the traps on the Survivors instead of on the map. 'Trapping' the Survivors helps maintain active interaction with the players, compared to the more passive gameplay found in other trap characters.
It is rare to bring a perk against him and it be totally useless, so that also helps when going against him. Finally, you can weaponize the greatest Survivor tool back against them... the teabag. The only people I can understand disliking Ghosty are streamers, because gen time is basically stare at chat until you hear the skill check noise.
I do understand revealing complaints, but it most often is user error. People typically line up the head of the Survivor to Ghosty, when they need to line up their armpit instead. I think people associate the head of the Survivor with the center of the screen, then go "I was staring right at him!" when their camera was aimed too high. Most video examples on Youtube have this exact problem.
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539795#Comment_3539795
Man, you make me feel really old. I am a pretty mean Pyramid Head, but with Xeno I am often taken by surprise, when a chase takes me to a turret. Then in 90% of the time I'll just soldier through in hopes of catching the survivor, instead of risk missing the M2 and loosing it all. I guess I am worse then 50% of the average human, then.
To be fair, this is assuming the Xeno does the correct action everytime. If you move straight towards the turret with an M2 prepped en-route (to take advantage of the lingering .4s hitbox after the .2s windup) then it should work. It takes 1.5s of burning, and 1.13s of movement, so this leaves ~.37s when .25s is the average visual reaction speed. Indecisiveness between keep chase or break turret would easily eat this up timeframe, but as long as you go into the match with the mindset to always do one (break turret) or the other (keep chase), then you should be good. Personally I recommend always breaking the turret. Also I do not believe latency affects the burning, as when I went on YT vids of Xeno it appeared as though when it broke on the screen the bar stopped filling up. Although all the VODs could have been very low ping, so I can't 100% say latency doesn't affect it.
@Mr_K said:
No cooldown when the cooldown is 3s while moving at 2m/s.
For comparison, Nemesis cooldown is 2.5s while moving at 4.2m/s.
The Nemmy CD speed you listed is if he retracts the whip instead of swinging (which takes 1.5s to do so). If he takes the swing he slows down to 25% speed, or 1.15m/s for 2.5s. Being animation locked for 1.5s is still often enough to allow for a reaction medium vault on the Survivor's end.
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@Seraphor said:
Have you tried using turrets? You know, the intended counter.
Its a shame the alleged counter is in turn countered by a Killer who has played the Killer more than once. You have to be 50% slower than the average human, not just gamer, in order to fail at reaction M2ing a turret without addons.
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@dbdthegame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539434#Comment_3539434
There are typically much heavier restrictions imposed on survivors in comp than on killers. And map choices are typically one that heavily favors the killer.
Tunneling becomes a necessity if a team is working at a moderate efficiency and not making any critical mistake. Maps are simply too safe, gens are done too quickly. I agree that you don't need to tunnel in 95% of your games, but 95% of pubs are atrociously bad. You don't need a comp-level coordinated swf to need tunneling to win; just a coordinated team (including solos) on a map with bad enough RNG and you're SOL.
Case in point, yesterday, I spent all night going against giga tryhards on Blight. I typically play Blight with Shadowborn alone (with double speed if I'm being chill or Vial+Crow if I'm sweating). I also try to play "nice" and not tunnel. I had a game on Borgo where I finished every chase in under 45s with all of them being near back to back. I still got 3 outed with 7 hook states.
"Tunneling becomes a necessity if a team is working at a moderate efficiency and not making any critical mistake"/"Don't need to tunnel in 95% of games." - I would personally expand that to 99% but we at least are in the same ballpark of understanding. Tunneling isn't needed, so waiting out a CA/chasing the rescuer isn't a large ask.
Blight getting 7 hook (states) with 1 perk. - So you are essentially saying if you brought even 2 perks (or 1 real perk), you would have easily gotten a 4k when you are intentionally avoiding tunneling against the best team of the night. I must be misunderstanding your point, because this appears to help my argument that Killers don't need to tunnel to win. You deliberately chose to run 1 perk, so it was a self-imposed handicap to give the opposition a chance. If you 'took off the weights' it was an free 4k. Also in my experience people tend to try harder against Blights and Nurses, because if they don't it is a near guaranteed death.
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@dbdthegame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539135#Comment_3539135
I suppose comp killers are all weak seeing as tunneling is the primary strategy (and they often barely get a few kills).
Other than that being an entirely different game mode and expectations thrust upon it with perks being restricted, knowing the map and Killer (or limited Map/Killer roster) ahead of time, sweat SWF clock comms being the norm, among fighting against a mirror match for more or less hook states for your team. Yeah, that completely different method of play is clearly comparable to normal matchmaking and the stonger opponents found there /s.
Don't pretend like we weren't talking about the normal game, not the mediocre (at best) spinoff sweatlords created for themselves. I might as well say "well yeah in Video Horror Society they do this instead", if you consider comp in this discussion to be reasonable to bring up.
Comp should stick to their private lobbies, scrims, and showcase matches. If a comp sweat SWF is playing in normal matchmaking, or playing as if its comp as Killer, then they effectively are just bullying the normal playerbase instead, Killer or Surv.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538971#Comment_3538971
Killer isn´t laggy though. Or there would be an icon on the left side.
Latency is something that will alway be there. Even when the killer has a good ping. Because the information goes from your pc, to the server and then to the killers pc. On the killers side, this hit looks absolutely legit. As you are a bit behind on the killers screen.
It cycles showing it. Sometimes you can be 200 ping and it will show the symbol only 25% of the time. I don't know why, it just does. When I play with my friend 3 timezones apart, I am permanently yellow bar minimum (in reality), but it doesn't show the yellow bar most of the match.
I'm fine with sketchy open air shots. I'm not fine with sketchy corner shots. It should apply the same validation at pallets when you would get hit 'through a wall', where the laggier player loses.
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@dbdthegame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538816#Comment_3538816
"You could take three hits and this is fine just because the killer wants to win"
What planet are you living on? In what world do you think it's fine for survivors to have three health states?
Anti-tunnel in endgame? Surely this is a troll.
I guess you refused to read, because I even recommended a theoretical 9 hit down (if anti-tunnel hits only reduced the timer by 10s a hit). It isn't at all difficult to chase the rescuer instead, or wait out a CA from the targeted Survivor. That doesn't prevent the Killer from winning either. It also often helps a Killer win to chase the rescuer by forcing the other Survivors to heal the formerly on hook Surv (without the potential We'll Make it boost), and getting a new Pain Res proc by hooking the rescuer.
Weaker Killers crutch on tunneling weaker links on the Survivor chain, because they lack the skill to deal with chasing each independently, or to deal with 4 living Survivors by weaponizing their lives against each other. It only wins against soloq, but fails against sweat SWFs. Sadly since the majority of matchmaking is soloq, it makes Killers falsely believe it is the only way to win (when they failed to develop their micro and macro skills).
It is on the Killer to be so obtuse as to smash their head against anti-tunnel mechanisms where there are 2 clear easy outs (chase rescuer/wait out a CA). Same with anti-tunnel in endgame, hit the rescuer en route, then hit them again. Not difficult.
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@dbdthegame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539000#Comment_3539000
Like what, for example? He had the right general idea for most of the trial; he used Iri Button to get rid of pallets and the subsequent power to catch up quicker, he tried to mindgame any pallet he could, he used power to catch up when I had lots of distance on him. He lost because 1) he overcommitted 2) the map is too safe 3) MFT made me impossible to catch in a map this safe. I would have died maybe a minute or two into that chase without MFT.
"That baby Legion was P85 and sent himself confidently to Gideon (mistake #1). Then he hard overcommitted to me without pressuring gens (mistake #2)" You already stated 2 very clear reasons that had nothing to do with MfT.
I also already said "Like I said originally, if that Legion wanted to win, they would corral and down people in the deadzones you created for them, or Deep Wound injure you in the first place." so that's 2 more flaws with his strategy. As well as a third flaw I already stated "Especially since the Legion didn't know such basic facets of their Killer like using power for speed/distance loses you distance if they are already injured."
So just between the two of us, we came up with 5 flaws in his strategy that had nothing to do with MfT, and I didn't even check what other people had to say. Using Iri button is good when they are healthy, or currently Deep Wounded, but not when they are injured spamming vaults while waiting out the power.
Even then, when you don't overcommit, Gideons isn't that safe. You burn the god pallets closest to gens, then you get free hits at those gens for the rest of the match. This is even worse for Survs if you are a Killer like Ghosty who can threaten the 99'd mark to force the pallet toss, then use it immediately after to still get value. Gideons is different from most maps, in that it requires predominantly macro strategy (map resources and gen/hook pressure), and minimal micro strategy (chase mindgames). The Legion not recognizing that is another reason why I consider them a baby Killer (again assuming they weren't just there for the pallet tome).
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@dbdthegame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538911#Comment_3538911
He wasn't hitting me when I was vaulting because I was denying the iri button value, and hitting me would give me more distance. He also tried pretty hard to deny me the gate, considering he had free downs on both and chose to keep going after me.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538858#Comment_3538858
I didn't run straight, I specifically made an effort to run behind him to confuse him and possibly get the pallet, which didn't work.
I would say considering our chase literally starts with him slugging someone to greed for a down on me, and going out of his way to get me specifically from getting gate, I'd say he was at least trying a little bit.
Calling what he did as 'trying' would be like saying a blinkless add-onless Nurse is 'trying'. He had to intentionally hinder his efforts to down you in so many facets everyone has already described, that it was implausible for me to believe he was doing anything other than a pallet tome.
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TL:DR Killer is laggy, they hit you on their screen, its dumb.
Lag in many genres like shooters, favors the attacker. Some games implement checks to verify the laggy action was the legit action. With that, 'peeker's advantage' still exists in most games (Peeker's advantage being that if you are behind a corner, and the enemy is in the hallway, if you peek around the corner, you see the enemy before you send the signals for their game to recognize you rounded the corner.).
DBD only has validation when a Killer is swinging into a pallet. If the stun was sent to the server before the attack was sent to the server, the Killer's attack is rejected by the game. Since this is the only circumstance where there is validation, Killers can hit on their screen and both the server and your game client has to accept it. This leads to these ultra sketchy hits.
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@Avo said:
I love how killer mains are whining everything about survivor perks while they are playing with most op perk and addons. Imagine saying MfT is broken while getting bloodlust free.
Gunna have to disagree here. Managing a Killer's Bloodlust is a Survivor skill as well as a Killer skill. Stuns drop 1 level, and a pallet kick drops all levels. Putting the Killer into a position that forces them to kick the pallet ensures you can carry on the chase to the next loop. If you fail at the stun, then they can simply Bloodlust you at the weaker filler pallets. To an extent that is what makes Xeno so oppressive, as they can respect the pallet and change this formula to a Killer only win instead.
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@dbdthegame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538844#Comment_3538844
That baby Legion was P85 and sent himself confidently to Gideon (mistake #1). Then he hard overcommitted to me without pressuring gens (mistake #2) when I had MFT equipped (mistake #3). Where did I almost spin him by running in a straight line? The clip evidently isn't meant to showcase the Legion's skill or lack thereof, it showcases how busted MFT is, especially when combined with a pallet-dense map like Gideon. I would have gone down 4 separate times in that chase if it wasn't for MFT.
BP does not equate to skill level, only playtime. While there is a soft correlation, that isn't hard evidence. Especially since the Legion didn't know such basic facets of their Killer like using power for speed/distance loses you distance if they are already injured.
You almost spun him by running straight when you fell down the hole in the Bathroom achievement gen at ~25s.
Now to be fair, if he sent you to Gideons with Iri Button, he might have simply had a pallet break tome, and you gave him all the tome progress he needed. I do the same myself with Bubba/Nemmy/Blight.
If this was meant to showcase MfT being busted, you would specifically include the timestamps of every loop that required the 3% to dodge the Legion. I did see 1 or 2 pallets/vaults that were MfT exclusive from my memory, but that Legion was certainly not playing as though they were playing to win (again unless their wincon was pallet break tome).
Like I said originally, if that Legion wanted to win, they would corral and down people in the deadzones you created for them, or Deep Wound injure you in the first place.
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So wait, you juiced a baby Legion who refused to down people in the deadzones you created, you almost spun them by running in a straight line, and MfT is the issue? I mean heck, he refused to power injure you in the first place, and was using power for distance (which doesn't work and slows you down).
Can't tell if serious or trolling...
The only problem here is a 50/50 between backfills or you deflating MMR to bully baby Killers. I would normally say this was only a backfill issue, but since you are being so disingenuous with MfT here, it actually makes the 2nd case a possibility.
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I think these type of mechanics are fine if there is a way to circumvent them. For example, I've recommended in the past unlocking Moris if all Survivors reach 2nd stage across 8 hook actions. If this type of gen speedup only applied when they weren't Mori killed in any manner (including Onryo/Myers/Pyramid Head alternative kill methods), then Killers could equally target all Survivors and not get punished for it in another realm.
Similarly, I'd basekit NOED if the Killer reaches endgame with 0 kills. Then while any Survivor is in the dying state (including on hook), the perk is neutered, meaning the totem is still on the map, but the Killer isn't getting the effects of the Haste or Exposed (until they are unhooked or no one is in the dying state). Once a Survivor is killed, the basekit NOED can't spawn, or despawns if it currently is in play. If you brought the perk, it would function as the normal version on live. Since a basekit NOED requires a totem, Survivors can circumvent this by slowing down and pre-cleansing all the totems to be safe, potentially giving the Killer the time they need to get the game back in control.
This would help both sides have a bit more of a chance when so unfairly outmatched. Hopefully they are roughly equal in strength, I know I regularly can 8 hook (before a kill) in my matches, but I have tried to from the onset of playing Killer. That means it might take a playstyle shift for people to get used to and adjust.
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It would be fine if anti-tunnel Endurance stacked/didn't disable due to Deep Wound. If you could take the basekit BT hit, an OTR hit, and then finally a Styptic or DH hit, then it would be fine. The problem is how the Killer (proxy) camping can deny all anti-tunnel features just because they were camping.
Alternatively, if anti-tunnel Endurance was like a Mettle of Man hit, and each hit you took only removed 10s from the timer. You can easily wait out a Conspicuous Action from the Survivor if you want to tunnel as Killer (and I would argue an intentional CA by the Survivor no longer means it is tunneling other than self-healing), and it is especially easy since they removed anti-tunnel from endgame.
Also, personally I'd defend anti-tunnel (OTR/DS) in endgame, because nothing is stopping the Killer from downing the rescuer instead other than their own incompetence. Losing the extra kill in endgame would serve the Killer better in decreasing their MMR, so that they go against Survivors more close to their own skill level.
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@Crowman said:
What killer power is dodgeable with 2000 ping? Pretty sure you'll never see any windup of any power with 2000 ping before you get hit.
Exactly, Killers shouldn't be rewarded when they have bad latency. That's why we get VPN Killers from 8 regions off because they get a 'lagvantage' to do so. It is silly that I get punished with swings at windows that barely miss when we both have less than 20 ping, but if either of us had 100 ping it would be a hit. That honestly throws me off more than MfT, when we both have perfect latency and it might as well be a LAN match.
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The problem with an AMA, or ask me anything, is that it should be expected to get a real answer for the anything. (As long as it is relevant and not just a direct insult of course.) The only confirmed answers being cosmetic related left a sour taste in my mouth and it made it appear as though they (whoever on high that was silencing the devs who even disallowed a 'maybe' answer) only cared about cold hard cash and wringing us dry, and not game health at large. Don't get me wrong, I'm glad to know the Iron Maiden skins are not far out, but having an idea of how long a Hostage Merchant fix is estimated to take, current approaches, what is the order of the backlog, how long on average does a backlog item take (from past examples), all ignored.
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A real (fair) buff to Calm Spirit would silence Killer specific sounds affecting you. Vomiting from Plague/RE infections? Silent. Beeping from a headtrap? Silent. Coughing from Clown gas? Silent. Victor screaming on your shoulder? Silent. All the mechanical considerations would still be true, they would just be quiet. For example if Plague had the Iri aura read when vomiting add-on, that would still function and read the Survivor aura, but you just wouldn't hear the puking sounds.
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To add on to the 'more information' concept, when you hit escape/start you should be able to hover over any perk to read the tooltip.
Similarly, any Killer perk that is 100% confirmed should show up next to the Killer. For example Dissolution and revealed hexes give a perk tooltip on live, but newer players don't know what that tooltip means. Tinkerer or Dark Devotion could be suspected, but not fully known, so it wouldn't show in the escape/pause menu.
This would also function for the Killer as well, if you proc a DS, DH, or OTR, it would show the perk in the menu, but things like Botany and We'll Make It wouldn't.
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Tunneling is hooking any Survivor after they have been unhooked, but before they have done any Conspicuous Action. Essentially do they have DS/OTR active if they had the perk? If yes, its tunneling. That means theoretically you can tunnel 3 different Survivors in a row (if the 4th rescued each and the Killer decided to go for the rescuees instead of the rescuer).
This also technically means if a Surv accidentally taps M2 with a medkit/toolbox post-unhook they are not longer tunneled. They realistically would still be tunneled in spirit, even if not by the mechanics if chased immediately afterwards. I consider them tapping a gen to be their own decision to open themselves up again, even if they accidentally tap a medkit.
I personally aim for 12 hook games in general, with the earliest kill by 7 hooks. This way I need to decisively win in order to win, and force myself to chase each Survivor to improve. That doesn't mean that happens every match, but it works enough.
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You can't bless Pentimento totems in general. You can bless a Plaything totem, but if someone cleansed their own (or another Survivor's) Plaything, then the Killer Pentimento'd over the dead totem spot, then you wouldn't be able to bless that re-hexed totem.
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Killer:
A Nurse's Calling: Adds a lingering 2s aura read for when people stop healing, and for Lethal Pursuer Synergy.
BBQ: Additionally reveals the Survivor with the least hooks (furthest in case of ties) for 6s.
Beast of Prey: Undetectable is gained upon getting Bloodlust 1, and persists 15s after chase is ended, cut short by the Killer injuring a Survivor. This Undetectable has a 60s CD.
Bloodhound: Reveals the aura of Survivors standing in pools of blood (or within 2m of a pool) within 16m of the Killer.
Dark Devotion: The timer resets if you hook the Obsession while it is active. (To help when you down the Obsession and it would be ticking down on the timer.)
Deathbound: No limit to Survivors it can be active on. (Currently only works for 1.) Also now causes Oblivious (but no scream) on self-heal. The self-heal Oblivious must wait out the 60s timer (shortened with Vigil).
Discordance: Include a cool Entity claw font for the highest number of Survivors above the gen when it activates.
Distressing: Double the Terror Radius expansion for 15s when you do any Devious score event (other than bleeding when a Survivor heals).
Dragon's Grip: Halve the CD from 120/100/80 to 60/50/40s.
Dying Light: Nerf the Obsession bonus heal % to be equal to the penalty on all other Survivors. Double the penalty on all other Survivors while the Obsession is alive on hook.
Forced Penance: Reveal the aura of a Survivor after no longer being broken for 5s, regardless of the broken source. (Might need an exception for Plague pool cleanses.)
Furtive Chase: Change the TR reduction from 4m/token to 25% of TR/token. Also the TR reduction, and entity claws and chase icons on the HUD both persist 15s after chase is ended with the Obsession, and 5s with a non-Obsession.
Grim Embrace: Now can activate twice as long as all Survivors are alive. Hooking the Obsession as the final hook to activate reveals ALL Survivors instead of only the Obsession.
Hex: Huntress Lullaby: Tokens are changed to 1 token per unique Survivor hooked, and 1 bonus for the Obsession. Hex silences warning sound from the start, and tokens increase the failed skillcheck penalty by 2/5% (gen/heal) up to a maximum of 6/8/10% repair, and 15/20/25% healing. Cleansing the Hex halves the penalty and locks it in, as well as re-enabling Skill check sounds. (Eg. Cleansed at 3 tokens makes gens have an extra 3% fail penalty, and healing an extra 7.5% penalty.)
Hex: Thrill of the Hunt: BP bonus also applies to Brutality as well as Hunter. When cleansed, the Killer gets a 10% haste boost for 15s. This haste boost duration is paused while carrying a Survivor.
I'm All Ears: CD is reset early on hooking a Survivor.
Insidious: Undetectable lingers for 3/4/5s after moving.
Iron Maiden: Exposed now lasts 45s from 30s.
Lightborn: Now narrows the beam and gives the blind score event as if the Survivor got a successful blind.
Oppression: Halved the CD from 120/100/80s to 60/50/40s.
Overwhelming Presence: Now depletes item charges while in the Killers TR at a rate of .166%/.33%/.5% per second.
Predator: Scratch Marks can now be seen through walls up to 16m away, added 'stink' lines on scratch marks seen through walls.
Shadowborn: FOV change is optional, now also reveal the aura of Survivors crouching within 16m of you.
Shattered Hope: Reveals the aura of all totems in pink (dull) or blue (boon) for 6/7/8s after smashing a totem. May now be used on dull totems, but causes a Loud Noise notification for the Survivors when smashing a dull.
Spies from the Shadows: Crows are much more skittish, and fly off much easier. They also return 2/3/4 times as fast after being disturbed.
Surveillance: The audible range is increased by 8m per Survivor, instead of a static 8m. When kicking a gen, make the last Survivor who touched the gen to scream and provide a Rancor styled reveal.
Thana: Revert the nerf back to 5% per Survivor. Alternatively revert it a change back to 4.5% per Surv if the 5% version is deemed too powerful. (4.5% keeps the 90s gens almost exactly 10s longer than the 5% at 80s at each step.)
Thrilling Tremors: Refresh CD on hooking a Survivor.
Unnerving Presence: Reduce the Great Skill Check size by the same %. Remove the Great Skill Check while the Survivor is injured and in TR.
Unrelenting: Buff the % up 20%, for 40/45/50% CD reduction on missed basic attack.
Survivor:
Ace in the Hole: Basically gains White Ward effects, but only for add-ons if held during death, the item last held if none was held in death.
Appraisal: Press the secondary action button while rummaging to instead upgrade your current item (not at max rarity) by one rarity level and a full refill of charges. Keep the same add-ons. (Toolbox upgrade path is Brown to Mechanic's to Engineer's or Yellow to Commodious to Alex's. Essentially Repair or Sabo upgrade paths.)
Autodidact: Now improves altruistic Skillcheck rate by 7.5%/s (50% base rate). Now also may be used with Self-Care, but at half the Skillcheck bonus (so a net +12.5% at max stacks).
Balanced Landing: Now always suppresses grunts of exertion when falling. If this isn't enough, stagger reduction is also now always applied.
Bite the Bullet: Silences your grunts of pain and healing sounds when you are being healed as well, but doesn't grant the other effects to your healing.
Blood Pact: Now still functions if you are the Obsession, and works on the first person you heal or are healed by until deactivated. Now has a 5s linger on the tooltip when you exit range, where you can re-enter the range and get the effect back.
Boil Over: Brings back the perfect all Great Wiggle 1s reduction. Alternatively starts the Wiggle at 1/16th bonus completion.
Boon: Circle of Healing: Self-Care at 25% unlocked. (Since the heal boost is 100% altruistic, this will take 64s to heal, and encourage a teammate to come over to heal in 8s instead.)
Boon: Dark Theory: Converts Medium vaults into Fast vaults when within range (with a new vault SFX and buff bar tooltip for HoH/deaf Killers). Optional additional change is swap MfT and Dark Theory Haste numbers.
Breakdown: Now also breaks the hook when you rescue someone for 45s if the Killer was within 24m or TR of the Killer when rescuing.
Breakout: now also grants 33% bonus current wiggle progress when taking a protection hit for a Survivor being carried by the Killer.
Buckle Up: Optionally takes MfT's Endurance effect. Do not combine with Dark Theory's optional change.
Calm Spirit: Remove the 30% slowdown, and silence all Killer unique sound effects. Examples include coughing, vomiting, Ouroborous wiggling, Victor screaming on your back, and so on.
Counterforce: Now reactivates the aura for 2/3/4s with a tooltip when walking within 16m of a previously Counterforce revealed totem. Cleansing speed may now stack above 5, in the case of Pentimento totems.
Dance With Me: When the CD is available, now also converts Medium vaults into Fast vaults with the same SFX and tooltip for Killers as Dark Theory.
Dead Hard: May be used on any hook state while injured, but provides 1s of Endurance only against Special Attacks. (M1 ignores DH, but Blight and Nurse have to eat it.)
Decisive Strike: Disables the Killer's power for 5s per gen remaining. If they have ammo/charges they are set to 0 and cannot recharge/reload until the timer is up. May now be used after both hooks. (Again, no change for M1 Killers, but Blight and Nurse have to eat it.)
Desperate Measures: Now also affects Mending Speed. Also Doubles unhook speed boost per qualified Survivor.
Empathic Connection: Also doubles base skillcheck rate on altruistic healing. (15%->30%, stacks with Audodidact for 37.5% total)
Fast Track: Gain 2/4/6 additional tokens on Survivor death up to a new maximum of 15/30/45.
Guardian: Survivors on unhook are invisible to the Killer, leave no blood, no scratch marks, can't scream, or have their aura read for 8/9/10s post-unhook, ended early on Conspicuous Action.
Head On: Now stuns for 4s if in the Locker for 5s or longer, and 5s if 15s or longer. Also highlights your locker in yellow to Survivors while active. The Perk tiers determine the max stun 'charge' as well as reduce exhaustion.
Inner Healing: Now works on tokens. May stack up to 2 tokens. Hex totems count as 2 tokens, dull count as 1. It takes 1 token to heal.
Iron Will: Buff back to 100% while not exhausted OR remove the not exhausted pre-req.
Kindred: While a Killer's aura is revealed by this perk and you are not on hook, boost your gen speed by 25%. While a Killer's aura is revealed by this perk and you are on hook, boost allied gen speeds by 10% each.
Kinship: May now function on both hooks and glows you in white with a Survivor HUD symbol. Duration increased to 35/40/45s.
Leader: Now works with mend and bless speeds.
Left Behind: Reveals hatch for 10/15/20s when first left alone, and permanently once closed. Enables rummaging the basement chest while hatch permanently closed, with a Purple Key being guaranteed.
No Mither: You start healthy and permanently exposed. Allies healing you, while you are injured, get a 300% speed boost to do so.
Object of Obsession: Vault speeds are now also affected (at the same 6% max rank). You gain the action speed boost effects while in chase as well. If you are the Obsession, the increased action speeds linger an additional 7s after chase/aura read ends. (This brings back the old Spine Chill+Resilience vault speed.)
Open-Handed: Now shows aura effects from perks all other Survivors have equipped, with a tooltip to show which perks you are benefiting from.
Parental Guidance: Now blinds the Killer for the duration of Stuns as well, with a corresponding debuff tooltip/score event. (So that you can progress blind tomes, and the Killer can know they got hit by Parental Guidance.)
Plunderer's Instinct: When searching or rummaging a chest, press the secondary action button to prevent the same class of item previously found from popping up. If searching 5 or more items, it cycles back through the list, such that the 1st item found/clocked is guaranteed to be the 6th, the 2nd on the 7th, and so on. (Alternatively just prevents the last found type only.)
Poised: Removes pools of blood and grunts of pain as well as scratch marks for the duration.
Red Herring: Works similar to Blast Mine/Wiretap, can be placed on a gen instead of automatically activating on previously touched gen. You can also place this on completed gens, but it makes the loud noise randomly within 6m of the gen at the same height, to appear as a failed heal skillcheck.
Renewal: In addition to the normal effects, this perk now 'batches' the effect after any other Broken source to heal 28/24/20s after that effect ends. This also only consumes the perk usage when it successfully heals the player. (For example, Legion self-mend add-on applies Broken for 60s, then 20s after the broken ends, the Survivor is healed and the effect is consumed.)
Repressed Alliance: Can be used to add (on gens only) or subtract 30s from any entity block. This works on the specific block, not against the perk source. (For example No Way Out with 60s from 4 hooks is activated, Repressed Alliance reduces Gate A's timer by 30s, but Gate B's timer is still the full 60s.)
Saboteur: Buffed to 2s. Also a shortened 15s CD is activated if you do not complete the sabo.
Slippery Meat: Once you complete at least 1 self-unhook attempt (successful or no), unlock the 2nd part of this perk. The 2nd part automatically self-unhooks at the end of 2nd stage if all skill checks in 2nd stage were made successfully. It requires a final bonus DS sized skill check for the self-unhook at the end. On being unhooked by any means after enabling this perk on 1st hook, you become the Obsession.
Smash Hit: While not exhausted, gives Endurance for 1s during pallet drops. If the Endurance is consumed, then a 40s exhaustion is applied. If the normal stun gives the speed boost, get the 20s exhaustion instead.
Sole Survivor: Works on hook stages instead of deaths for the aura portion. Each hook counts as 1 token, and a Survivor death counts as a bonus 1 token. 4 tokens is equal to the old 1 death value. The gen speed, gate speed, and hatch speed are now split into 1/3rd per death. (This means 25% gen speed per death, and 16.66% gate/hatch speed per death.)
Streetwise: Doubles the value, but no longer stacks. This is not doubled for Toolboxes.
Technician: Removes the bonus failure percentage. Also reduces the gen noise by 5m per additional Surv.
Tenacity: Doubles the speed boost over 30s. When not moving, half the movespeed boost is applied to recovery speed.
This Is Not Happening: Adds a copy of the original boost of skillcheck sizes when within 16m of the Killer, and/or within TR. When both are applied, increase the total boost from 20/40/60% to 25/50/75%, but reveal your aura to the Killer while repairing a gen with the double boost.
Up the Ante: Change the token system from 'Living Survivors = 1 token' to 'Living = 1, Dead = 2'. Also if you are the first person to die in the trial, the remaining self-unhook attempts have 100% chance of success.
Urban Evasion: In addition to the current effects, every 5s spent on gens gives 1 token. Tokens are automatically at a rate of 1/s used while crouching to hide your aura, regardless if you are being revealed or not. You can hold a maximum of 8/9/10 tokens.
Visionary: The range is buffed to 48m from 32m, but is shrunken by 32m to 16m during the 16s CD post generator completion.
Wake Up: Gates you have touched are revealed to all Survivors, even after you stop touching them.
Most were copied from my old perk document, so there might be some changes that are already done or buffed in a separate fashion.
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Joining the Ash Williams bandwagon. He already is voiced by Bruce Campbell (unlike many other licensed characters and their main actresses), and even if it is locked behind the Ashy Slashy skin it would still totally be worth it. Bruce Campbell's gleeful insanity is amazing, and would be a welcome brother in-arms to Nic complaining about Sadako when the Killer is (Edit: I hit post accidentally) anyone but her.
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(I'm expanding it to all Killers under the average that I have ideas for)
Demo: Introduce an original Character, the Werewolf. Its just Demo, but people can still buy the Killer to use the mechanics if they didn't have the Stranger Things License back in the day. People with the ST license get the skins still. Previously they have said they can't add cosmetics to powers (the reason for no hats on Victor), so this might need to be a separate Killer slot (unlocked for free for ST license holders).
Freddy: QoL buffs. You can now TP to completed gens, but it wakes up the closest Survivor when doing so (an existing addon removes this flaw as a buff to that addon). You now can toggle Snares and Pallets basekit. You have 15 charges/tokens, Snares take 3, Pallets take 2. That way you can mix and match, or have the same amount of the normal version alone.
Billy: Basekit a lesser Lo-Pro chains. No add-on goes Healthy -> Injured -> Deep Wound -> Dying. Add-on does 2 steps, so Healthy goes to Deep Wound, and Injured goes to Dying.
Doctor: Best I can think of is a longer CD on the basic shock, but less slowdown. This means you need to use it at the right time, but it essentially guarantees you will get the hit if you timed it right, because you didn't slow down as much as a result.
Singularity: When aiming while moving press Space for an autoaimed teleport. This would stop the 20 Biopods being shot just barely missing the already tagged Survivor that plagues newer Singularities and make them drop the character.
Dredge: Make breaking locks on lockers less punishing (when walking about the map). Maybe give a 5% haste for 5s to make up for the attack CD lost time. Not enough so that you could use this as a chase buff, but enough to break something mid chase and not be punished for it.
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While I haven't had them at the prime cheater hours of the past, that doesn't mean they aren't there. This patch is ultra buggy though, so just be aware some 'cheaters' are just victims of bugs. The largest bug that looks like a 'cheater' move is the Survivor trap perk bug. Randomly sometimes when placing a trap, you leave a ghost at the gen you placed the blast mine/wiretap on. It turns with your character, and when you do an action it teleports you from the gen to your actual location. It seems like tapping a gen fixes this, but typically you place a Blast Mine to wait for the Killer to kick it to touch a gen again. I've had a couple people think someone else is a cheater, but it is just this bug that came with this patch.
Whenever you suspect someone of cheating, record first off. Your new win condition is getting enough evidence for the report. Then in the post-game screen, check if they have a 'trap' perk. It might just be the bug, so it makes them less suspicious. (Some cheaters do bring perks to hide their cheats though, so it isn't foolproof.) If you still think you have blatant cheating on your hands, send the report and include the recorded video as an unlisted Youtube video in the support ticket.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537020#Comment_3537020
That's theory only. In practice all you need is Emergency Helmet or Lambert's Star Map or at least Cereal Rations and turrets are non-issue. Any of those 3 would work (but the brown one is the weakest) - you don't need to take 2 or more. So again - the thing that turrets do is force M2 hit for a tiny slowdown during his M2 CD. Compared to extra healthstate - 2x in a match... That's just... At minimum it should be reverse - weaker killer should get weaker punishment and stronger killer stronger punishment
You don't even need an add-on. Basekit you can reaction M2 any (single) turret as long as you aren't 50% slower than the average human. Personally I'd argue the Brown is the strongest because you can 'spawn-kill' the turrets out of tunnels any never get jumped on by duo-turrets. It also tells you which gens (likely) have Survivors on or near them, so you don't need to check any other ones.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537518#Comment_3537518
So fix camping. This is no reason to leave 1 side with more kills for no good reason at all
While I don't disagree with the notion of fixing camping, they are balancing around 60% killrate with the current state of the game in mind. If they allowed Survivors to rescue a Survivor from any hook or any other anti-camping basekit mechanic, then I'd agree with adjusting the expected kill rates.
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Territorial Imperitive: You can see the auras of ALL Survivors while ANY Survivor is in basement. Includes on hook.
Hex:Ruin: Always spawns a letgo failed skillcheck.
Poised: After anyone completes a generator, no Survivor leaves Scratch Marks within 32m of the completed gen, if you helped pop it, their auras are hidden within the range as well.
Corrective Action: Converts allied good skill checks to Greats as long as tokens remain, tokens are only lost when an ally fails a skill check.
Hoarder: Survivors opening chests, picking up items, and dropping items are injured upon completing the action. If the Survivor was already injured, they enter Deep Wound, if they were Deep Wounded they enter the dying state. This includes limited Killer items.
Predator: Scratch marks are highlighted visible across the map and through walls, and Survivors that are running have their auras revealed within 32m.
No Mither: If you stun the Killer 3 times you kill them. You won the match, good job.
Quick Gambit: Distance limit removed, you gain 2% haste per Survivor that doesn't have this perk that is on a gen.
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@OnryosTapeRentals said:
There should absolutely be some kind of reward for reaching the higher prestiges.
The fact that you get absolutely nothing for dedicating so much time and energy to a character is ludicrous. I don't even know why they bothered to add 100 tiers to the prestige system, when only the first 9 are actually relevant.
It doesn't have to be anything big. Just something, anything -- even if its just a few Bloodpoints or Iridescent Shards -- would be nice to acknowledge the work you've put in. Ideally, a charm or cosmetic, but I'd genuinely be happy with anything.
Currently prestiging actually annoys me -- I hate having to waste 20,000 BPs and then have to wait for the annoying prestige animation to pop up before I can continue levelling.
They added 100 tiers so that people would more often get lower rarity items and add-ons. People complained they saw Syringes and C33s every match, so to artificially add to the rarity, they added more prestiges. Getting to max prestige now is the equivalent of being P3L50 before, and you always get the maxed out bloodwebs with plenty of rarer items.
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The best way to pip has always been to play a 12 hook game while not using an instadown Killer. Wraith is really good with Pop/Eruption/Nowhere to Hide/choice perk and a speed and kick addon.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534426#Comment_3534426
Well, not exactly true. If you are really truly insanely good, you can win vast majority of your (public) matches even without camping or tunneling (or slugging or using your ability). It sure is hefty handicap, but it's still possible.
But the point is little bit elsewhere. Killers need to be strong enough, to get their fair share of kills so it's fun for them, while survivors should get their fair share of escapes (and in my opinion it's 50% kill rate - right in the middle for both sides). But this has several caveats:
a, this percentage should work for strong players (high MMR) and weak players (low MMR)
b, players should feel they have some agency (and for this reason 3-gen locking skull merchant (especially in lower elo) and face camping is problem)
c, most optimal tactics should be engaging fun for both sides (for this reason tunneling is problem - tunneled person until higher MMR with SWF does not get to really play the game, similarly genrush is problem for chasing killer where he does not really get opportunity to chase because gens get completed too quickly).
What's more, the problems are linked together a bit - if you remove genrush, you make camping that much easier (as the only counterplay to camping is sitting on the gen and completing them as soon as possible + trade hooks).
It's truly hard to fix all 3 points. But it does not even look like devs are really trying (very much, they do occasionally tweak something while making other problem bigger - like they removed hook grabs, but DS is still 3s and OTR does not help against hardcore tunneler) to do anything about those
I understand the desire for a 50/50 kill/escape rate, but I believe they balance around 60% kill for a different reason. If a Killer camps correctly, a 0k instead becomes a 1k. It is on the Killer to fail, but essentially it means 1k is the minimum. When 1k is the minimum, that puts us at a different range of numbers. Averaging out 1k with 4k alone puts us at 62.5%. Now to be fair this could be deflated a little bit by hatch escapes back down to the rough estimate of 60%, but I'm not sure hatch counts for the escape rates since MMR counts it as a tie. So we'll assume hatch closed and the Survivor gets the gate is what rounds the 62.5% down to 60%.
This is why personally I'd recommend matchmaking be hook (action) based instead of kill based. Although I would have camped states/left on hook states/tunneled states all count at .51 of a hook action. If we make 2 hook actions the tie count, then 1st hook kills would still count as a win, but you would earn less MMR as a result.
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@FilthyLegionRevival said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537467#Comment_3537467
If you legit can't utilise the speed you get from being hit during endurance to get up to the window, you are legit doing something wrong.
You can't do that against a Bubba immediately sawing you off hook as he can get the double hit within his 3 charges, and Blight and Nurse make anti-tunnel Endurance a joke regardless.
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@Raconteurminator said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537335#Comment_3537335
Now quote the next part of what I said, where I said, "Arbitrary limitations." Now take it in the context of what I was responding to. I was responding to someone saying Killer players shouldn't be allowed to play the same Killer every match ("So if you want that [people no longer playing the game], lets keep allowing the players who play killer to play the same damn killer every match" and, "One idea a bunch of us have had is to put cooldowns on perks and even killers"). They weren't talking about not being matched against a Killer they didn't like (i.e. a ban list, still an appallingly bad idea), they were talking about a need to prevent someone playing a Killer too many times in a row/set period of time (i.e. arbitrary limitations on purchased content).
I used the exact quote I was responding to above the sentence you copy/pasted from my post. There was no confusion to be had. You're not arguing in good faith here, are you?
I totally agree a personal cooldown on perk/Killer use would be silly. So this could be a failure of my reading comprehension, and then that would be on me. I didn't catch the reply content because the forums doesn't include the contents of quoted quotes when you are typing down here in the "leave a comment" box. Just as now I can't see my content you replied to. I skim the forums and put a bunch of replies in the bottom box to read and reply to individually afterward. Combination of user error, (on my part) and a lack of features compared to other forums that include quoted quotes, but mostly my fault.
As far as a personal ban, (as in I would be unable to re-match with a specific player) I would still defend that concept, as that is normal for basic human activities from grade school. If Joey acts like a jerk, everyone stops interacting and engaging with him. It is on Joey to stop being antisocial to the point of scaring people away in order to re-integrate. The level of anti-social behavior someone would have to engage in to be banned by EVERYONE, (when the theoretical personal ban system requires a match played with that individual, and these ban lists being limited to 3-5 people max) would be justified in that person being prevented to play in matches.
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@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536648#Comment_3536648
You don't get it bro if you want the entire chapter in a single purchase you HAVE to spend the extra $5 for a skin you dont possible want.... At least with both the resident evil chapters you got a 2nd survivor. And before I hear anyone saying "you could just buy 1000 auric cells" well yeah but its so inconvenient on how I HAVE to go in game go to their store get the steam page open etc.
Not to mention the Auric shop tends to bug out and disable content you rightfully purchased. At least when you buy the DLC on steam it is verified by a 2nd source, so it gets re-enabled much sooner.
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Pre-Mikaela Hatch was perfectly fine. It was a basekit mechanic to counter intentionally tunneling out early. Also you still needed to complete gens, as hatch would only spawn once the number of deaths was more or equal to gens remaining. Hatch also only counts as a tie, so a 3 hatch 1k counts as a Killer win. It also makes Keys not a useless item (without very specific add-ons currently).