Best Of
Re: Giving up seems to be so common now, why?
It's not a popular opinon (for some reason) but I agree. I loathe the abandon feature. I basically never use it and don't understand how people are so apt to leap at the chance to leave mid-match. To me, it's the laziest possible way to not deal with issues or have in-game solutions, and just have people delete the match from their record instead. It's truly embarassing that this is where we're at.
I had this one match with a pair of flashlight users that refused to stop going for saves even when injured. I slugged them a couple times because I was actively trying not to tunnel them. The abandon came up and they both left with 5 gens up and only a couple hook stats across the team. The game essentially let them leave at the beginning.
And people are actually asking for more abandon options.
Re: Giving up seems to be so common now, why?
Im still of the opinion, that the massive amount of quitters is related to the abandonment system.
BHVR gave in and allowed people to not play out a match to it's conclusion. Yes, the match is over in some situations, but people could still watch it end.
If you don't have the 20sec to watch the killer mori you, you might not have the time to play the game in the first place.
This however isn't the big issue. It's that they endorsed quitter mentality. What we are experiencing now are the later stages of this. The second someone encounters a scenario they don't like, they quit.
For a pve game, thats more or less fine, as your the only one experiencing it. For a pvp game however, it's not as your actions have an impact on other people's experience.
Re: Pallet Density OVERLOAD
According to bhvr, it's not a bug. This was said because survivors shared their feedback on the pallet density subsection. Especially these maps were an issue so this is their solution to the problem.
Re: Dear DbD
"Costs time and money" They have enough money. For all the DLC's that they have put out, and all the rifts. Not to mention all the paid outfits. Theres no reason that they couldn't do 1 or 2 a year. Instead we get BP that we get EVERY SINGLE GAME. We get banners and badges, honestly I forgot about them, I dont even change mine, because I hate going into it. Event after event has been nothing but let downs for at least the past 4 years. AT LEAST.
Re: Which Killer to buy (Iridescent Shards)
id say neither tbh, but I'll vote krasue just because you never see her. I haven't seen her since before I took a dbd break
Suggesting some QoL changes for Killers
Remember, it's an attempt and please try to be civil if you disagree with it.
The Pig
Increased the multiplier during Missed Ambush Cool-down from x0.08218551 to x0.125 (from
0.378053346 m/s to 0.575 m/s).
It's surprising how this attack has such a low movement speed during its' duration. It's still going to be slower than normal Missed Attack Cool-down (1.15 m/s) but it should feel a bit less punishing for the Killer player.
The Legion
Replaced the Fatigue with fifth Feral Slash attack with slowed down version of Successful Slash Cool-down one.
In order to make that 5th hit feel satisfying, I'm suggesting this as a change. It would additionally, probably, fix the issue where hitting a Survivor that was not the one from 4th hit would make Legion have normal Successful Cool-down and then Fatigue.
Fun fact: The slowed down version of animation did exist on Legion's first PTB when Feral Slash hit a Survivor who had Deep Wound.
Allowed Legion to see Scratch Marks and Blood Pools during Feral Frenzy.
It literally just doesn't make sense anymore given we have multitude of Killers who can move quickly and see those things. The only reasoning that was made was because of release Legion being able to basically spam Feral Frenzy and just deplete Deep Wound timer from repeated Feral Slashes. It just doesn't make sense with current design of The Legion.
The Oni
When the Power Gauge gets depleted during Successful or Missed Demon Strike cool-down, it will be interrupted by the transition out of Blood Fury.
Just attempting to reduce the cases of "double cool-down" when those situations happen.
The Twins
Allowed the ability to Switch when near Hooked Survivors.
When Switching to Victor, there will be a multiplier of x0.1 (resulting the time of Switch being 2.5s instead of usual 0.25s).
When Switching to Charlotte, it will take 3s to do so (see the comment).
Both will apply in and out of the restriction.
During that fateful 7.7.0 PTB where Twins had this massive rework, there was an ability to Switch near Hooked Survivors at slower rate. This has been removed all-together when the whole rework got scrapped.
Given that Victor now applies the anti-camp meter as well, it just doesn't make much sense to completely disable Switching near Hooked Survivors, especially when the Killer players try to interrupt Crushing Victor who's far away after Hooking Survivor.
The reasoning for this comment is because there is an Add-on called Bloody Black Hood which does reduce transition to Charlotte by 0.5s. It's possible that if normally applying x0.5 multiplier, this Add-on could reduce the intended 3s time to 2s which is a pretty huge difference. So, when this happens, the restriction Switch time should be unaffected by Add-on by either changing Add-on or making that Switch be unaffected by Add-on or whatever else feels like would do the job.
The Artist
Allowed the ability to spawn Dire Crows near Hooked Survivors.
These Dire Crows will not instantly damage Survivor on their Flight Path but will still be able to do damage Swarmed Survivors.
This effect will linger for 5s after Unhook.
The Artist being unable to use her Power at all around Hooks feels very annoying for the player to chase a Survivor who's running around the Hooked one. It's also additionally annoying when she's planning to do a precise hit on a Survivor far away but is unable to do that due to restriction.
The reasoning for the linger time is to make Artist unable to set up the Crow and right after Unhook, instantly damage either Survivor.
The Skull Merchant
Removed the restriction of placing Drones near Hooked Survivors.
Let's break this down because there is a pretty good chunk of reasons as to why this should happen.
First of all, it just doesn't make sense given it takes 3 Scans in order to Claw Trap a Survivor. There's just a lot of prevention from "free Injury" in terms of Scan Line immunity and Crouching.
It's also very likely that Unhook interaction would count as Repairing a Generator, Healing and etc. so it would give immunity to Scanning and good amount of time to stand still, avoid Scanning and then run.
Second of all, it's just very buggy.
It's supposed to have maximum 2.5m range vertically from a Hooked Survivor, so it should be able to exist on a floor above or below Hooked Survivor. That's not the case.
For pre-existing Drone, if that situation happens, the Drone will automatically get Recalled and if the Killer comes to the exact spot, they will have the prompt to place a Drone.
Moreover, this has a secondary issue where there's a chance for Drone to automatically get Recalled when placing it during that moment, WITH a spot having 100% chance to happen.
It's a very complex issue that could be resolved instantly without the restriction around Hooked Survivor.
Removed the vertical requirement needed to place Drone with environment.
It's really awkward being unable to place Drone to awkward geomtery of certain Maps. No Killer has this specific issue either.
There already exists "wind" VFX when the Drone rises above Skull Merchant and stops Scanning while being Unhackable. It would make sense for it to also show that the Drone temporarily ignores environment during that time in my opinion.
It certainly seems more feasible than changing some Maps for 1 Killer specifically due to this awkward restriction.
That's it for now but feel free to suggest more QoL changes, reasonings as to why those things should happen and opinions on the pre-existing suggestions.
Re: Damn playing a low tier killer is Horrible right now.
I'm not reading all these comments.
Anyway, why? Because survivors have to be highly efficient to win games now. I blame bhvr for enabling this though. High tier killers do the same thing so the cycle continues to the point where efficiency is maxed and now it's all about RNG and luck.
Re: Damn playing a low tier killer is Horrible right now.
So I guess the answer on whether you can defend any of your first four posts is no then?
Showing where the discussion started is not the same as showing what the argument was.
It is when you repeatedly tell others to 'read lol' and then try to pretend you didn't write the things you did.
Because later posts clarified the claim more precisely. Arguments evolve as their refined, quoting the clarification doesnt change what the argument is, it explains it more directly.
Your two sentences here say different things. Did you clarify your claim, or did you evolve?
Also, if it takes that long to clarify what you are saying, it is horrible writing.
The reason is mechanical-
coordination increases simultaneous repair uptimecoordination reduces wasted survivor timerepair speed multipliers apply directly to that increased uptimestacking those multipliers therefore accelerates total objective completion
Thats a direct interaction between uptime efficiency and repair multipliers, not a rhetorical claim.
You're back to direct interaction as if the direct is relevant.
Let's go through these
Simultaneous repair - minimally, finding gens is not really a problem for a high MMR soloq.
Reduces wasted survivor time - again, sure, minimal effect but its there.
Repair speed multipliers - no more relevant than anything else in the game. Survivors being able to coordinate heals, chases, protections, etc. are still going to be stronger in a SWF than a soloq (and for some of these, not a minimal change)
Stacking those multipliers - again, no more relevant than anything else and opens up the same dangers of trade offs.
That would only be true if repair speed bonuses did not scale with increased uptime and splitting efficiency, but they do, because percentage based repair bonuses apply directly to the amount of time survivors are actively repairing. More coordinated repair time means more value extracted from those bonuses.
Okay, how?
Let's say a survivor is running hyperfocus + built to last + a toolbox. Whether they are in soloq or SWF, they are going to move to a gen, and do it. They are going to get the value out of those perks in either situation.
Now, can I imagine situations where the SWF might help here? Sure its possible, but this build is very easy to get the same amount of value out of in a soloq. If this build is too strong, its too strong in both scenarios.
Then we get into what else could be run, so onto:
If anything, gen increase perks and items have less of an advantage for SWFs than they do a comparatively skilled soloq
That would only be true if repair speed bonuses did not scale with increased uptime and splitting efficiency, but they do, because percentage based repair bonuses apply directly to the amount of time survivors are actively repairing. More coordinated repair time means more value extracted from those bonuses.
We've already discussed trade offs - the more gen perks a survivor brings the less ability they will have to do other things. That remains true whether soloq or SWF, so the SWF with the gen perks is taking the same risks.
As for the scaling - let's take something like deja vu. So let's say via call outs a survivor is on gens for three extra seconds than they would be in an equivalent soloq - the perk itself is netting 0.18 charges. Minimal benefit, sure, but again, we're right back to trade offs. What would they have gotten from any other perk that coordination also would have benefitted from?
If we talk about perks like deliverance, reassurance, aura reading, we're seeing a much greater discrepancy in what SWF and soloq can do with them.
Hypothetical - let's say BHVR removes every gen increase perk and item in the game, how large is the gap between SWF and soloq? I suspect it wouldn't move much, but would likely be a higher gap.
The argument has been consistent.coordination increases generator efficiency, and repair-speed multipliers amplify that coordinated efficiency, which is why generators can feel disproportionately fast in coordinated high MMR SWFs.
I mentioned this to @FerrousFacade, but frequently good is confused with SWFs. Gens fly? Must be a SWF.
The common strategy for survivors, SWF or soloq, is to spread out and get on gens. Eventually one survivor will get in a chase and the other survivors will keep doing gens. What is going to determine how fast those gens go is how long that chase is. If the gens are flying this has nothing to it being a SWF - it has to do with what the build is and how long the chase is going.
