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randonly

randonly

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  • @randonly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906840#Comment_2906840

    With all respect, but your idea of ​​balancing is more utopian and wrong like the author of the topic mainly due to the path the game is taking, which is something competitive (focusing e-sports ).

    Assuming this is the ideal BVHR wants for their game, they have to maximize the algorithm and maintain satisfaction on both sides. And for this, the goal is to balance around 2 scapes and 2 kills.

    What BVHR hasn't realized yet is that there are a lot of mechanics and game design errors in the game that don't allow this algorithm to be maximized/accurate.

    The first mistake is precisely that the algorithm is based only on scapes and kills to match people in the game.

    The rest are many "second chance" mechanics for survivors and killers, which easily generate inaccurate data, such as hooks system, door/hatch system, Squads with comms in asymmetrical game and perk system that allow many combinations for both sides and doesn't take into account the specifics/speed each killer. It's basically a lot of RNG to try to make the game fairer for both sides.

    But going back with the Rank system by disabling MMR is not the solution, it's basically giving up all the advances made so far and releasing content anyway without regard to player satisfaction, accurate game data collection and the esports landscape for the sake of "fun"


    Above why I think the MMR should stay and be improved.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2905030#Comment_2905030

    Why not let people play against bots if they want. Look at League of Legends, there's plenty of people that have fun playing bot games. It's less stressful and you don't have to worry about the game being balanced. You can 4k bots all day long if you want.

    In paladins too, people complete quests against bots (battle pass quests).


    At this point, I agree with everything you said in the post, especially regarding killers versus bot survivors.

  • At the beginning of the game, it may not seem like it, but things were balanced around the highest possible potential expected from the game where many consider "survivor side" and broken/stressful things (for both sides)


    1. At the very beginning there were no groups, you just joined the Solo survivor queue


    2. Infinite, with standard fast vault - on the other hand, the killer had the iri Mori that allowed him to kill as soon as the survivor fell to the ground for the first time regardless of how many times he/she went to the hook (was nerfed 2x)


    3. No bloodlust and no exhaust system (perks used cooldown and could be stacked in the same game)


    What I mean by all this is that "the global balance", as you called it, in fact tends to constantly fluctuate (they don't live only on successes), since one of the big flaws was adding groups in the queues, and has been improving little by little in certain aspects, like adjusting the moris, the keys, and from there decreasing and removing the infinities, etc., but I don't think a simple difficulty adaptation system will solve more serious problems.


    As long as BHVR doesn't have courage to try to change intrinsic mechanics in the game to improve game design issues, (like, for example, changing hook system to an auto-respawn and creating secondary objectives to repair generators), this adaptation system will just be more a band-aid for the game, like the bloodlust mechanic you mentioned.

  • I don't think people commit suicide simply because they want (have fun doing it), but because the lack of communication or synergy with the team vs the killer they are facing. Some killers are quite difficult to deal in SoloQ because their base kit is exclusively geared towards punishing lack of teamwork, and they are easily countered in SWF, like Pinhead, Hag, Ghostface, etc and if people don't feel motivated to continue, mainly because they don't have the minimum tools that the game must offers for them, there's not much to do, these situations will continue to occur.


    Here's my idea for the ping system for those who don't know yet, enabling real support for SoloQ without offering voice communication,helping every survivor level much more than just beginners, decreasing the gap between SoloQ and SWF


    @randonly said:

    Well, I decided to make this suggestion because I know that BHVR must already be working on something similar in the HUD of the characters as they had already announced to improve the experience for solo survivors.

    The idea below is to help devs to increment and improve the work that will be added in the game.

    Guided voice system

    Similar to games like overwatch and paladins, where you don't have to waste time typing some idea or strategy in the match chat, you don't even need to use the voice system (and for obvious reasons, DBD is not made for in-game communication). Just type a predefined keyboard shortcut and the characters on the match automatically sends the idea with text in a small chat and with their own voice too.

    For DbD I thought on 8 predefined strategies useful in guided voice systems that create synergies together using numpad key binds:

    1 - Spread out

    2 - I'm with killer (shows the killers name on the side if survivor is on chase with them)

    3 - I'm on my way

    4 - Need help

    5- Group up

    6 - Cancel that order

    7 - Killer coming

    8 - I'm busy (shows the action that survivor is performing on the side)

    the same system can be activated by holding the G bind on the keyboard and selecting the appropriate option through an in-game communication wheel as illustrated below

    https://us.v-cdn.net/6030815/uploads/KHOU3A5R8CT9/keybindsss.jpg

    https://us.v-cdn.net/6030815/uploads/AMFRS237P024/ex6.jpg

    https://us.v-cdn.net/6030815/uploads/VJS9RO60BY4G/ex11.jpg

    https://us.v-cdn.net/6030815/uploads/MSBPDJP7OJOI/ex2.jpg

    https://us.v-cdn.net/6030815/uploads/S204VMXHHZD8/ex-33.jpg

    About the perks that each survivor uses, this has to be improved in the game lobby yet, allowing everyone to see what is being equipped.

    Well, for now I think that's it, more interactions or suggestions, I'll leave it to BHVR.


  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2902458#Comment_2902458

    More than survivors, map offerings just exacerbate whatever abusable problems might exist in a given map. For example, after the Boil Over buff when RPD and a couple of other maps had literally unhookable areas, that issue wouldn’t have been nearly as frequent except for the fact that players with Boil Over could force the match to go to those maps. And while I can’t think of a similarly abusable situation for killers off-hand I wouldn’t want to see a map where killers could abuse a map flaw for easy wins or infinite stalemates and then be able to force the game into those maps. (It’s certainly possible in principle that already can or has happened, I just can’t think of an example.)

    So yeah, map offerings are pretty problematic. Whatever benefits they offer seem pretty minor compared to that glaring issue with them of forcing games onto maps with broken features.

    Map offers should be disabled or reworked. And I often see killers abusing it too, especially -trapper and sadako- offering indoor maps or maps with multiple floors.I wouldn't say they're broken things, but they make certain "strategies" very viable that otherwise would be very situational, on both sides.

  • @MikaelaWantsYourBoon said:

    Let's see:

    1. Killer is deciding to slug you.
    2. You down in boon area or near them.
    3. Killer is not hearing boon's voice.
    4. Killer is deciding to do not snuff boon.

    And yey you have value from this perk.

    Looks so situational and bad to me.

    Same for me and everyone (i guess, who play solo). Too situational and has some value if played with teams (trio or squads)

  • I always see one from time to time. And if they bring offerings for maps - RPD or Gideon (or Midwich, anyway, indoor maps with multiple floors), it's one of those that knows what they are doing, and it's going to be a very long, tedious and repetitive game.

  • keys don't increase or decrease your MMR, and it doesn't matter if it reappears with 5 generators, only if a single key means a single scape (that is, four survivors must have to bring keys to keep opening the hatch after each one scape, which takes a time to open hatch with the current key system) even if the 4 escape through it, it's a draw for both (killer and survivors).

  • Make a report in the forum session, and try to describe exactly what happened (for devs replicate the bug)

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/2902132#Comment_2902132

    I repeated that already and also had it in my OP. The problem is that the good players become nearly invincible, not that an average player extends the chase by 2 seconds open field or maybe 6 seconds to run an extra loop around a pallet. And being injured is not really that bad of a condition? I mean, #########? You can argue that insta down killers counter DH, but even they can't play power-only.

    PS. they announced it like that but they are the masters and can always rearrange it. for the vanilla experiment you needed to sign up and create a PTB, if they would need stats like that they could use the killswitch to get rid of all the overhead. you could argue that removing dead hard should be a PTB to not affect players who want their DH so bad, but actually they do the same with MMR tests right now without a PTB

    PS. yeah, range addons should be killswitched.

    One of my few ideas that I had already posted on the forum was exactly rework Dead Hard to counterplay unexpected situations (hits ignoring healthy state), that is, killers with one hit powers or with perks/addons that make survivors exposed, turning the chase into a common situation like any other m1 killer. So the perk would lose strength against the overwhelming majority of killers who don't have these one hit powers/perks/addons.


    so i think it will decrease the amount of times DH will be used in matches, as it will be risky to lose a perk slot with something that can't be useful all times, like DH currently is .


    @randonly said:

    well, like developer Q&A said, dead hard will be reworked, so, this is my ideia for the new dead hard:

    https://us.v-cdn.net/6030815/uploads/CV7LRQC9B4A7/dh1.png

    whenever you suffer an basic attack or special attack when in a Healthy State that puts you direct in the Dying State, Dead Hard activates automatically, putting you directly in the Deep Wound state (after the hit you gain 1 second of invincibility/i-frame)

    • Dead Hard causes the Exhausted Status Effect for40/50/60 seconds
    • Dead Hard causes the Broken Status Effect for 40/50/60 seconds
    • Dead Hard cannot be used when Exhausted or Injuried

    The idea here is basically to rework the perk to be useful when we have killers that naturally manage to put the survivor directly in the dying state (bypassing Healthy state) through special attacks (Bubba, Ghost Face, Myers, etc) or through perks/a-ddons (Iridescent Head, Iridescent Blight Tag, Starstruck, NOED, etc.)

    So Killers that are essentially m1 would not be affected and as they are still the majority in the game, many survivors would waste a slot for nothing with this perk that may not even be used in the game, and at the same time, only activates if the survivor is fully healed and not exhausted

    Ps:One second of invincibility is necessary because assassins like buba do multiple hits and before you even gain speed you would already dying

    edit: Add broken status effect


  • Dead hard will be reworked, this is already a fact, but what bothers me is that people think that dead hard automatically guarantees 1 extra life health without any requirement or downside


    First, it's not pressing a button whenever you want, you need to be injueried. And second, if you are not in the right place nor even knowing what you're doing, it's literally the worst of all exhaustion perks.


    ps: Killswitch is only for things not working properly and harming the game.


    ps: It reminded me nurse with range addons, which at this point also speed up her blinks since 2 patchs ago.

  • Her real power is revealed on large maps with multiple floors and because that, for me she's already great (like some killers who benefit in open maps and other killers in closed maps). On regular maps, yes, you will almost never see the survivor full condemned, but the pressure she exerts on other specific multiple-floors maps is absurd, even without the addon that increases the condemned gain. If devs decide to change something in her power one day (to be more consistent), they have to take it very seriously (RPD and especially Gideon because there's a lot of tvs between floors that she can teleport and usually the tv you need to interact with is quite far away).

  • My ideas for already bad perks that will be used even less with the new hemorrhage meta:


    - Solidarity: I liked your idea, but I wouldn't put it to automatically heal. Once the survivor heals someone's equivalent of 2 health states, they gain 2 tokens and activate the perk. When injuried, press a button to heal the equivalent of one health state. Can't be used on deep wound, only injuried.


    -Resurgence: Well it makes you have half the healing bar full once you are removed from the hook. The simplest idea is to have the TOTAL healing bar once off the hook reduced to 50% until the survivor is full healed. That is, now is necessary 16 ticks to fully heal, so, with perk activated, it would only take 8 to full. Once the healing is complete or the survivor is put into the dying state, the total healing bar progress returns to 100% (16 ticks).


    -Pharmarcy + Built to Last (together in a niche meme build - 2 spaces slot):  Once the time you stay in the locker with the green med kit to taking advantage of a few ticks from the previous use, it will make you lose the healing gained while in the locker (recover item depleted is more than 10 seconds) to recover 99 % of the med kit that will be useless, because 99% of the green or bronze with 0 heal bar doesn't give a full heal (ps: pharmarcy always give you a green med kit).

    To not make the pharmarcy + Built to Last combo more situational and less used than it already is, give immunity to survivors inside lockers, that is, as soon as you enter a locker with some healing progress, in exact frame you open locker to enter, you will no longer lose your healing bar percentage until you leave the locker for up to 1 second later.

    So, you still use 2 perk slots which can still be useful if used in the right spot. Now it's up to devs if its to be the effect of the pharmarcy perk (with this effect, it would be 4 effects -open chest more faster/ reduces the noise from open chest/ give a green med-kit plus this-, which I think is a bit too much for a one perk) or base kit for survivors.


    So the changes will affect more those who use medkits while in SWF with meta builds and who take advantage of the 99% healing with the resilience perk, and not those who play Solo and use combo ou individual perks that are already too situational to be even worse

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2890273#Comment_2890273

    Partial progress from solidarity and resurgence should be made immune to hemorrhage.

    another idea I had to not make the pharmarcy + Built to Last combo more situational and less used than it already is, was to give immunity to survivors inside lockers, that is, as soon as you enter a locker with some healing progress, in exact frame you open locker to enter, you will no longer lose your healing bar percentage until you leave the locker for up to 1 second later.


    You still use 2 perk slots which can still be useful if used in the right spot. Now it's up to devs if its to be the effect of the pharmarcy perk (with this effect, it would be 4 effects -open chest more faster/ reduces the noise from open chest/ give a green med-kit plus this-, which I think is a bit too much for a one perk) or base kit for survivors.

  • Other perks that will be weakened by the hemorrhage buff that hurts a lot more SoloQ (because they benefit from co-op healing and knows how to keep up to date on the killer's position):


    - solidarity + resurgence (together or alone)


    - pharmarcy + Built to Last (together in a niche meme build - 2 spaces slot), once the time you stay in the locker with the green med kit to taking advantage of a few ticks from the previous use, it will make you lose the healing gained while in the locker (recover item depleted is more than 10 seconds) to recover 99 % of the med kit that will be useless, because 99% of the green or bronze with 0 heal bar doesn't give a full heal.

  • some ways to play (unhealthy game strategies) were born due to grotesque game design mistakes by the devs.


    - from killers:


    1. Face-camp: It was born due to a very notable mistake ideia to have fixed points on the map (called hooks), where the survivor are temporarily banned from the match. If the devs really want to resolve the issue in the right way, there could be other mechanics other than hook, like survivors being respawned on the map.

    Ps: Currently managed through band-aids with perks like Borrowed Time or strategizing through groups with communication. Terrible for SoloQ to have to deal with it (especially if it's someone with Insidious)


    2. Slug: born due being the counterplay to prevent hook sabotage, but it only made sense at the time that hooks took 2 minutes to return to normal. Currently with hooks taking seconds to respawn, it only makes sense on specific maps and with specific survivor builds (like boil-over).It's also a horrible game-design , as the devs may have put other mechanics into the game, like survivors in the dying state automatically being grabbed by the entity and placed somewhere else on the map.

    Ps: Currently managed through band-aids again with perks like Unbreakable, No Mither, etc, or strategizing through groups with communication where a one survivors must have at last one of those perks. Terrible for SoloQ to have to deal with, as some killers have enormous power and potential to play this way like Nurse, Oni, Blight, etc.


    - from survivors:


    1. Direct communication between survivors: It was something that the devs could easily predict because with no doubt in an asymmetrical comms create a big gap between squads and Solo Survivors. and could be fixed from beginning of the game with a useful and functional ping system for SoloQ and balance from there.


    2. Infinite loops: They were already much more in the game, and little by little fixed through band-aids like the blood-lust system and the breakable doors. But the point is, those band-aids wouldn't be necessary if the maps were really balanced.


    Addressing what's behind the game design mistakes that allow those unhealthy strategies, the game would improve a lot, especially for SoloQ and create more attractive to play as killer.


    The problem is the game already very old and it is necessary courage from devs to change such ingrained mechanics to see people's feed-back

  • @randonly said:

    well, like developer Q&A said, dead hard will be reworked, so, this is my ideia for the new dead hard:

    https://us.v-cdn.net/6030815/uploads/CV7LRQC9B4A7/dh1.png

    whenever you suffer an basic attack or special attack when in a Healthy State that puts you direct in the Dying State, Dead Hard activates automatically, putting you directly in the Deep Wound state (after the hit you gain 1 second of invincibility/i-frame)

    • Dead Hard causes the Exhausted Status Effect
    • Dead Hard causes the Broken Status Effect
    • Dead Hard cannot be used when Exhausted or Injuried

    The idea here is basically to rework the perk to be useful when we have killers that naturally manage to put the survivor directly in the dying state (bypassing Healthy state) through special attacks (Bubba, Ghost Face, Myers, etc) or through perks/a-ddons (Iridescent Head, Iridescent Blight Tag, Starstruck, NOED, etc.)

    So Killers that are essentially m1 would not be affected and as they are still the majority in the game, many survivors would waste a slot for nothing with this perk that may not even be used in the game, and at the same time, only activates if the survivor is fully healed and not exhausted

    Ps:One second of invincibility is necessary because assassins like buba do multiple hits and before you even gain speed you would already dying

    edit: Add broken status effect


    My ideia ^above^


  • @randonly said:

    I just hope the system that devs are working on (HUD) is not just basic that only helps beginners, but that it distributes relevant information to the whole team. A ping system would also be welcome, allowing survivors are able to share relevant information with each other and set up pre-defined strategies.

    https://forum.deadbydaylight.com/en/discussion/314431/guided-voice-system-communication-wheel-system-for-solo-survivors

    ^above^


    https://forum.deadbydaylight.com/en/discussion/314431/guided-voice-system-communication-wheel-system-for-solo-survivors

  • just a change in aura color, i don't see why not, it would work better with other perks like surveillance

  • I just hope the system that devs are working on (HUD) is not just basic that only helps beginners, but that it distributes relevant information to the whole team. A ping system would also be welcome, allowing survivors are able to share relevant information with each other and set up pre-defined strategies.

    https://forum.deadbydaylight.com/en/discussion/314431/guided-voice-system-communication-wheel-system-for-solo-survivors

  • I think this new hemorrhage effect is going to be absurdly strong, so a choice would have to be made to keep the old one or use the new one, unless they create a new stat and put it to be the effect of a new perk

  • @Nathan13 said:

    Game voice chat

    The ideal would be a very complete ping system where survivors can interact and give relevant information about the match, not just basic stuff that would only be useful for beginners.

  • yes, with balance focus high SWF from devs, it's getting harder and harder to have even reasonable matches in SoloQ.


    I had already made a similar suggestion, if you want to support:


    https://forum.deadbydaylight.com/en/discussion/314431/guided-voice-system-communication-wheel-system-for-solo-survivors

  • @GoshJosh said:

    While I like perks that reward trying to go for unique survivors, perks that require hooking all four for any effect are a very bad design. Look at Grim Embrace, how many times have you seen it run (outside of Adept Artist attempts)? I can guarantee you can count on one hand the number of times you’ve seen it. Terrible reward for strenuous effort. Sometimes you just have that one immersed survivor, who you never come across while going for others and patrolling gens. This is why BBQ and No Way Out are good design: they encourage going for all survivors without demanding it.

    So as much as I hate NOED in its current form and want change, this isn’t it.

    I also agree, I don't think the topic author's changes are ideal for NOED and for the same reason (where you have to reach the goal of hooking all 4 survivors at least once), unless killer gain a token and keep increasing the time that noed is activated by each hook.

  • March 31 - Day 4

    balanced matchs in both sides, and even with a lose, i felt the matches were fun.


    Ps: The first day had almost instant matchs, but their quality was the worst of all the test days.

  • March 31 - Day 4


    Was the best for me. SA server (steam - pc)

  • I'll just copy and paste, because I've actually posted my ideas several times on the forum. CoH just has to work as a self-care without stacking with anything else nor increase coop heal by allies to affect high swf mmr where it's still a strong perk. So, devs can keep the 21 seconds to self-heal.


    @randonly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2880153#Comment_2880153

    too bad thing, because the devs don't know what's wrong with the perk that still strong on high MMR SWF, and will keep nerfing the wrong aspects until it's deleted.

    What problematic aspects are these? All involving high MMR SWF, i will list:

    - heal stacks with med kit (both solo and swf are benefited)

    - increased healing by co-op actions (heal allies)

    - bless the totems infinitely (with coordinated group)

    solution?

    COH would now be a perk that unlocks the self healing action. Does not stack with effect from other perks or items. It also wouldn't decrease the time it takes to heal allies on totem radius.

    Now CoH would be entirely self-healing and with a token/CD system. That way devs can keep the current 21 seconds.

    So, on this way, the nerfs affect purely SWF and not hurt the already horrendous SoloQ any more, solving the problems with quick heals.

    Ps: The other aspects you mentioned, that's what I've already explained, I can't force anyone to follow me to the radius of the totem, and I can't follow others all the time on SoloQ, leaving more important things, unless I have specific challenge and have to troll the match


  • @Veinslay said:

    The game seems to be in a really good spot for killers right now. I don't know why you're having trouble. My friend mains Trapper at high MMR and he 4ks all the time. You've probably seen him he goes by The_Trapper00. It's not that hard to win as killer, just git gud

    fear of this trapper with all the perks in the game. If I already see coldwind I already know it's the bot hacker.


    @topic


    Yes, and what else happens on the forum besides complaining are the flame posts "us vs them". You could even have good intentions when creating the topic, but unfortunately with that kind of attitude, it only created more flame.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2880124#Comment_2880124

    But is that a bad thing? It's still a very good perk in SoloQ if you want to be a team player, but if your intent is to heal yourself first and foremost, you have more reliable options. That's a good thing, it encourages perk variety depending on how you want to play and what specific value you want to achieve.

    Since it's still going to be a good perk in both SWF and SoloQ, I think that it being less of an obviously correct choice for any healing-related role in a loadout is a good thing. You bring Circle of Healing when you want the thing that Circle of Healing does, not just when you want an all-rounder healing perk.

    too bad thing, because the devs don't know what's wrong with the perk that still strong on high MMR SWF, and will keep nerfing the wrong aspects until it's deleted.


    What problematic aspects are these? All involving high MMR SWF, i will list:


    - heal stacks with med kit (both solo and swf are benefited)


    - increased healing by co-op actions (heal allies)


    - bless the totems infinitely (with coordinated group)


    solution?


    COH would now be a perk that unlocks the self healing action. Does not stack with effect from other perks or items. It also wouldn't decrease the time it takes to heal allies on totem radius.

    Now CoH would be entirely self-healing and with a token/CD system. That way devs can keep the current 21 seconds.


    So, on this way, the nerfs affect purely SWF and not hurt the already horrendous SoloQ any more, solving the problems with quick heals.


    Ps: The other aspects you mentioned, that's what I've already explained, I can't force anyone to follow me to the radius of the totem, and I can't follow others all the time on SoloQ, leaving more important things, unless I have specific challenge and have to troll the match

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2880037#Comment_2880037

    I'm not sure I agree with that take. It was always a perk that was more valuable in SWF than solo, and I don't see that ratio changing in favour of SWF any more than it already was- the perk is still an infinite free better Self-Care for your whole team, and the random teammates that you group with know that the glowing blue beacon on the map is a place they can run to go heal without a medkit. That time save is still pretty good.

    Assuming you're not placing it willy-nilly and make sure to bless away from the action, it's still a pretty solid perk. The only thing that's changed is that you can't use it to heal up absurdly fast, meaning you have to make sure the killer isn't directly on you when you start to heal. That's a good change, and one that won't be different between SWF and SoloQ.

    What it has done is stopped CoH from being a selfish SoloQ perk, and I say that without judgement. Before, you could use it on yourself to cover for teammates not healing you and still come out ahead in terms of time saved, whereas now it's still good and still better than Self-Care, but a downgrade from getting an altruistic heal. That's also a good change, though, because if the whole team uses it the time-save still breaks in your favour.

    yes, the perk in SFW has always been more valuable than in SoloQ.


    But in SoloQ, the damage will be much higher. Of course, it will still be a self-care slot for the entire survivors (and that's the point of boons, generating something valuable for everyone in exchange for time spent), but before thinking about the team, you have to think about yourself, since you can't communicate with anyone, and that's precisely why you have more robust options than CoH now.


    And precisely because the nerf is targeting the wrong aspects, the perk will remain strong in the high MMR, since the people can communicate, use med-kit that stacks to heal each other on totem radius and continue making generators and blessing totems. It's actually a very subtle perk that involves healing, and if it's precious in SWF where you have your allies on your side, imagine in a SoloQ.

  • At the time that Boil Over was buffed, I urgently agreed to the nerf, it was quite easy to not get hooked, even on Solo, the change was positive, because the devs solved the problematic aspect that was gaining a flat 1/4 of the progress when the killer falls from heights, keeping the aura distance increased..


    @randonly said:

    well, i'll have to agree, the aura distance buff is not the problem, but the percentage when falling from high places has to be reduced, or at least activate 1x


    But the nerf that removed 3 seconds in parental guidance still on PTB was a lot for a perk that is already extremely situational, meaningless change and without taking any relevant stats, since the perk did not arrive intact for the official server with 10 seconds.


    @randonly said:

    please BHVR, at least wait for the game to be in the live version to apply Nerfs on survivors perk with more accurate data.

    Don't make a situational perk unusable even on closed maps where the perk was excellent to give the killer time to lose sight of you after the stun. The nerf even weakened the perk's combo with others, like DS and Quick and Quiet, which was a good combo on closed maps only.

    And look, there were topics in the ptb feedback asking to buff the perk, to work with blindness or at least increase the stun duration, but if you didn't even read that, leave the 10 seconds of the advantage intact, please, 3 seconds less will make a lot of difference, and it's not like the killers will fall into all the game's connected stuns and loops and lose sight of the survivor to justify the nerf, especially on open maps.


    Now CoH that had already been nerfed in healing percentage, receiving another nerf in the same aspect and not in controlling the amount of times it is placed on the map that as suggested by several people (token or Cd system).


    And yes, CoH is still useful, but only for -- SWF--. The nerf killed the perk for SoloQ, because there's no way you can get the best of the perk all times that would be an ally to heal you on totem radius, otherwise the time you'll search for the totem + bless + heal yourself (and the killer can still snuff the boom, even if you bless the totem before taking damage), will make the situational perk less valuable than more robust options like Self-care or Inner Strength or Pharmarcy.


    What do these two changes indicate? A balance aimed at High SWF, without taking into account any >> value of the perks in SoloQ <<

  • I've seen what this is about, the bots use all the killer perks and have superhuman detection sensors (not even because of the AI ​​improvement itself, as they bug on certain walls and can hold the game hostage infinitely).


    Yeah, if I see coldwind I'll probably be alert. But imagining the amount of targeted attacks these bots are doing in the game, since the hacks that created them can replacing killer in the survivors (streamers) queue, and still generate an incredible amount of false statistics in the game.

  • In fact, jill is barely a year in the game and her perk will be totally destroyed with the new effect.


    I believe this "Hemorrhage effect" should be a new perk from some new killer with some new name given to the effect to make it less frequent in matches (and I believe it will be a very powerful effect, probably deserving being a hex perk) or at least rework the two perks you mentioned that work with % heal saved to another effect (ex: ressurgence prevents you from being affected by hemorrhage, etc.)

  • I don't think it's healthy for the game this quest too, but if you want to play more "clean", use Rancor as @TeabaggingGhostface said and if your obsession is still alive until the end game, you will be able to kill them quickly.

  • @Huge_Bush said:

    Nah, they're fine. Survivors don't have much to do other than gens, take protection hits or try and blind for rescues. They're hard enough to use already and if they get nerfed, they'd become useless. I will concede that they should make it to where the survivor has to be in the field of vision of the killer in order for it to work, but God knows how long that will take the devs to code it.

    Besides, you get the added bonus of two people off gens if someone is following you around trying for flashlight saves, just have to be more aware of whats going on around you.


    I agree, flashlights don't need more nerfs (too situational and high risk). But devs don't even need to do all this coding. Just remove some translucent windows and walls would already help the killers.

  • @ElleGreen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2878199#Comment_2878199

    exactly Im gonna start swf all these slowdown perks and mmr changes its impossible In solo q rip COH

    And my post ended up going to limbo, glad you managed to read it. It would probably only be released later by moderation.

  • @ItsJesseFFS said:

    Honestly yes it does. And most will harass you for having a different opinion and consider you "baiting" even if you're being completely serious. Honestly this entire forum and it's policies should be completely and totally revamped so feedback is taken more seriously, from BOTH sides. I really feel like there's too much entitlement and ESPECIALLY a lot of hypocrisy on this forum.

    I've been here before, about 2 years ago. It was very much in the same state. At that point I had requested my account (at the time) be completely removed because I wanted no part of conversation here. And even now, I'm considering that option yet again.

    yes, I feel the same, even when you opine to benefit both sides, anything minimal against killers, instead of generating a conversation around people's feedback, a lot of them only appear to do flame and intrigue, and more "us vs them" posts are created calling people by pejorative terms like baby, troll, or simply calling it "skill issue". But there's not much to do, the devs have the final word. Let's see how the game will behave and if there will be variation in the number of players, especially in the number of solo survivors, because what these changes will do is increase the number of players in a group with comms.

  • very sad to see that several alternative suggestions were given on the forum to change the CoH, but devs decided to change the perk % again to the point where self-healing + blessing time is worse than self-care.


    Yeah, after parental guidance was nerfed without any justification yet on PTB, I'm not surprised anymore. Now it's time to see SoloQ get even worse with the new hemorrhagic status that's coming, as the game is clearly being balanced around high SWF.

  • I already finished mine, but playing regularly it took me 1 month or so to finish. But I agree that 70+ levels is a lot, especially for those who can't play every day.

    Another negative point is the fourth page of the tome which is always released very late. The pages should all be released as soon as the rift is released or at least release the pages sooner

  • @Lord_Xylum said:

    https://forum.deadbydaylight.com/en/discussion/comment/2874495#Comment_2874495

    There's a lot of ideas here that I like, but I'd just like to reiterate that it isn't necessarily a hide-n-seek mode. That would get quite boring, as I've simulated hide and seek in customs before. It just doesn't translate well into gameplay.

    I also tried to offer ideas that required the minimal amount of coding, because we all know DBD's spaghetti code is a hassle.

    The extra periodical objectives is a good idea that I totally vibe with, though.

    Other ideas for the new event game mode

    To make it difficult for the survivors and create a second chance for the killer, when there is 1 minute left for the game to end, two randomly closed hatches would appear on the map (like extraction zones) with their aura revealed to the killer. In that 1 minute countdown, the survivors would gain exposed status and if survivors are put into dying status during the countdown, they are automatically sacrificed by the entity on the ground, even if they haven't fallen once before. At 30 seconds both hatches would open and now with their auras revealed to the survivors.


    If the killer quickly closes both of them without anyone escaping, the survivors lose. If there is at least one scape the game is over and the survivors win. If time runs out even with hatches open and no one escapes, the killer wins.


    The key would still work to open closed hatches, but it would be a race against time, because if the killer closes the second one before survivors manage to open the first one without having scapes, the game ends with the survivors defeated.


    ps: keys could only be used In that 30 seconds countdown (to prevent opening them before that)


    ps2: remembering that it's a kind of second chance, if the 4 survivors are still alive with 1 minute left, even if minimally, you can win as a killer, which otherwise would be practically impossible.


    ps3: maybe killers like nurse would be op, but the idea is to work with game knowledge. If you can see that in the 1 minute countdown the killer is going to position x on the map, then surely the second hatch is on the opposite side and will be revealed in the final 30 seconds for both (survivors and killers)

  • @POOH said:

    https://us.v-cdn.net/6030815/uploads/GVJGA47UF6QX/1.png

    "When the Killer performs a break action, the Killer's Aura is revealed to you for 3 seconds."

    -> "When the Killer performs a relax action, the Killer's Aura is revealed to you for 3 seconds."

    Maybe you just put the script to google translator. It translates 'break' to '휴식하다(take a break)'.

    https://us.v-cdn.net/6030815/uploads/HF03GUCW7G35/2.png

    "Tremendously increases the chance to be sent to Midwich Elementary School when burnt"

    -> "When you burn yourself, (this offering) tremendously increases the chance to be sent to Midwich Elementary School."

    okay...?

    From the amount of stuff you've listed, it's quite frustrating from a big company like BHVR not pay for an official translator, and it's not like the amount of text lines in the game are big enough.


    Ps: thinking here what kind of relaxing action that would be to have the aura revealed. ͡( ͡° ͜ʖ ͡°)

  • I think it's because in the future maybe you can interact with the walls using a perk to destroy or rebuild it. For me, whatever, it doesn't hinder or help

  • some objections and notes


    1 Rancor will become more situational than it currently is, this will make it even less valued and used, losing the chance to kill the obsession once the generators are done to change it when "gates are opened".

    2 perks that have the effect inside the killer's terror radius are good and not useless. Terror radius is not the same thing as red stain. The terror radius is felt when you hear the approach chase music that ranges from 32-24 meters, and can be increased with perks like Agitation. So it's quite common for survivors to heal or use items inside the killer's terror radius.

    3. Hex: Thrill of the Hunt - it was "nerfed" (better reworked) because the artist would easily interrupt any action on the totem with birds, and since every cleanse action on totem restarts from zero, it would be impossible. I would only agree to any changes if the cleanse action progress could be save


    As for the others, I have nothing to object to.

  • I liked it, but I would make some adjustments


    if it's supposed to be a hide and seek mode, maybe it's better to remove all addons and perks that reveal aura of survivors. It would also have to disable the doctor's shock therapy, leaving only the short-range shock that causes stun.


    In place of generators, there could be more lockers across the map and chests.


    From time to time, some important event could appear on the map, like some special ability that both survivors and the killer could interact with, to give more action in the game, like: gain invisibility power, be able to reveal the nearest survivor's aura, camouflage in object of the map, etc.


    I also think it could remove the hooks. Survivors placed in dying state would be banned from the map for a few seconds (the killer doesn't need to grab), being grabbed by the entity on the ground and spawn somewhere else on the map (inside a locker, or camouflaged as some object, or the most as far as possible, etc) and if the person falls 2x, in the third, person automatically dies.


    Ps: I think 20 minutes is a lot. 10 minutes is enough time.


    ps2: As it would be an event mode and for fun, it is not necessary a double queue for survivor and killer, everyone is placed in a single qeue and as soon as the match starts, one of the five is chosen for be the killer. Even if there are groups on queue (squads, duo, trio), one of them can be chosen to be the killer and not necessarily the solo person.


    Ps3: Dead survivors stay in the ghost state until the end of the game, they can only walk, but can't interact with anything and anyone (and cannot be seen by anyone alive). If at the end of the time one survivor remains alive, the whole team wins (which would decrease the survivors' chances of sabotaging themselves (taking the killer to where each one is).

  • @Mandy said:

    I think we do pass that information on somewhat - with the survivor portraits showing that there's players needing assistance. How would you suggest communicating that in another way for example if you feel it's not clear as it is?

    please if you can send it to the dev team, it can help a lot in the current drastic situation of SoloQ survivors. The simple solution is a Communication wheel


    https://forum.deadbydaylight.com/en/discussion/314431/guided-voice-system-communication-wheel-system-for-solo-survivors

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2872098#Comment_2872098

    it... wouldn't be? It would just be a downside to using the perk to heal for free, similar to how everything on the killer side is "gives x, but has Y downside when used." CoH needs a fitting downside since reworking boons entirely would basically kill the other ones in the process.

    The downside of CoH just like any other boom is that it makes you waste time that you could be investing in generators. The specific problem with CoH is, unlike the others, it is much more consistent and less situational, which could be solved with an increase in the totem's blessing time (or some token or cooldown system)

  • I don't think it's a good idea to make Nurse's Calling base kit for all killers, especially since the reading radius would affect the whole map

  • I'm afraid that he will become the new nurse for SoloQ = as soon as they see him, people will kill themselves on hook or quit.

  • @MissBehavingX said:

    Also, where is everyone seeing these changes (or in the case of this thread, they didnt change it)? did i miss some update in the forum? am I blind? I don't see patch notes

    https://forum.deadbydaylight.com/en/discussion/315701/

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