Why don't we make bond basekit?
Hello guys,I have around 1k+ hours in dbd and most of my hours are solo q survivor,I have hard times communicating,what is my team doing,where are they? etc.What are your opinions?
Best Answers
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I support this
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Bond can be both good and bad depending on the intentions of the user. I'd rather have Kindred (minus killer aura read). Knowing where everyone is when someone is on the hook is more valuable than knowing who is right nearby.
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I feel your pain. It's why I always bring kindred. As for why no basekit bond, honestly, I think it's too good to be free.
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I would love bond base kit honestly, I love the perk so much for my solo q play
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bhvr enforcement would need to make it easier to ban people because bond users can be rats.
bond is honestly such a good value perk that's impossible to not get value from I don't think it deserves to be basekit.
even in swf nothing can beat live data.
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that'd be really, really nice
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Bond is a little too strong, and open to abuse for my liking. I'd rather not see it be made basekit. Kindred on the other hand? That would be peak, as others have said remove the killer aura, and buff kindred with something else to make it still worth something . It would really help stop the solo q issues of people accidentally being left on hook to stage and killer snowballing because everybody mobbed hook at the same time going for the save.
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Bond would be to strong however Kindred minus Killer Aura will help close the gap of Solo Q to Swf
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So you think winning half of your matches (of a small sample) makes survivors too strong? I certainly expect to escape a minimum of 50% of my survivor matches, just like I expect to win more killer matches than I lose. Should people with experience plan on consistently losing more than they win? Why would anyone keep playing if they never advanced in numbers?
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Only good part is you would also have Bond, so you'd see it coming, but running away also leaves scratch marks so... yeah.
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Answers
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I agree with this too.
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i would agree with basekit kindred minus killer aura which would solve the most kamikaze of survivor plays.
i think bond doesnt need to be basekit since it does provide you indirect tracking of the killer if hes in chase which i think should require a perk
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what about kindred (without killer aura)
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no more basekits, kiddo. Just play the game! Or do you need a babysitter?
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I think they should scrap ALL Basekits…. This games has become a joke with basekits for survivors
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Why so aggressive? It was just an opinion,I also play killer too
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What is basekit other than borrowed time?
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how about self unhook- that wasn’t there in the beginning when camped
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if you want perks then offer one perkslot for it… hell I’m fine with basekits but then give the survivors one less perk slot
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"Why don't we make the game plays itself"
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I would be fine with this as long as killers also get something strong as basekit to compensate. The game is already balanced at 60% kill/40% escape as the devs intended, so giving one side more perks will throw that balance off.
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I mean it doesn't really make game unfair for killers,it is just a buff for solo q
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Yeah, I think this is the main downside of making Bond fully basekit.
Live teammate information is extremely strong, especially in solo queue, but it can also be abused by players who want to rat, hide, sandbag, or avoid taking pressure.
That said, maybe there is a healthier middle ground: 10-meter basekit Bond.
Not full Bond at 36 meters. Just a small nearby-aura version that helps solo queue players avoid accidental sandbags, know when someone is very close, find nearby heals, or avoid running the killer directly into a teammate.
The HUD already gives survivors a lot of information now, so I do not think solo queue needs constant full-range live teammate tracking. But the HUD still does not really solve immediate nearby awareness.
At 10 meters, it would not let players track teammates across the map or constantly rat around their team. It would mostly help with close-range coordination and prevent dumb solo queue mistakes.
Full permanent Bond might be too much, but a 10-meter basekit version could improve solo queue without creating as many abuse problems.3 -
Honestly, I think basekit Kindred without the killer aura might be healthier than full Bond basekit. Thats an awesome idea @cogsturning
When someone is hooked, survivors seeing each other’s auras would help solo queue answer the basic question: “Is someone going for the save, or do I need to?”
That would help with coordination during hook states without giving survivors constant live teammate tracking all match.
And like you said earlier, I would leave the killer aura out of it as well. Full Kindred basekit might be too much, but teammate-only Kindred during hook states seems like a reasonable solo queue information buff.
That said, even now the HUD gives survivors a lot more information than it used to, and people still misplay basic situations. The anti-camp meter can be visible and some players still do not understand what to do.
So better information helps, but it does not magically fix game sense. A lot of the solo queue problem is not just lack of info. It is that many players do not understand game flow, pressure, hook timing, trading, or when to commit to gens versus saves.
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Personally I don't think this is a good idea sense it would render the channel key action obsolete
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Okay killers should get deadlock basekit then. Im sick and tired of survivors getting powerful effects basekit. You don't need them. You already get borrowed time basekit which works at egc and anticamp. I remember when this game took skill and coordination to escape, now the game just plays itself for survivor
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Yeah that last part is an issue. It's hard to teach gamesense, particularly in a game that teaches you very little itself. As it is now, there's a certain logic to who will go for unhooks based on what's happening on the HUD. The issue I see the most is if the most logical person to go is on the opposite side of a large map. That's where the info would be useful, as killers will often return to the hook when they see the person is close to second so they can secure that transition. You also have people who have no activity on the HUD and don't show as being in chase, so you assume they're going—and then they don't.
No amount of gamesense can save you from inexplicable behavior from teammates, or from bad matchmaking.
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So if survivor plays itself, then everyone should have ERs way beyond the target 40% then, right? Can you show me all these drastically high ERs that are well past the range? Or maybe it's that survivors have just enough to maintain a (losing) average against increasingly strong and complex killers. Because even high MMR players average below 50% in the official number.
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oh it’s that easy to escape, most games are just lost because the 3 guys try to save the one that is hook-camped during endgame and then they sometimes get a backlash…. I escape more than I die and most likely not alone… - it’s that easy when you play with a brain and a little skill… not every match for sure but enough to say survivor is a joke right now …
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End game saves are pretty easy against most killers if the whole team is alive and the hook isn't on the opposite side of the map from the gate. Can't say I see many survivor teams losing in end game against a camping killer.
Please do share your stats if they're that high.
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slightly over 51% but more than dead
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Yeah, weaker Kindred would be my choice too. I don't really trust people enough to give them free Bond. I've been sold out to the Killer by bad team mates to many times.
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you said - escape should be by 40% and even high MMR are under 50% normally … I said I escape more than I die… (and I’m not even great in running Parcours … - imagine the numbers of good survivors … )
following the normal dbd stats that should be the escape should be by give or take 40%0 -
because of the easy survivor life I’m open to tunnel one out every second match to secure a 3 kill in the long run sometimes even 4K if I slug the last one to not give them the escape-hole - that wouldn’t be necessary if survivors wouldn’t get every possible buff while killers get just nerfs …
but since it’s what it is I tunnel if I feel like it’s necessary0 -
I mean you guys tunnel anyways(somehow still manage to lose)
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The average goal for the game is 40%. An average means some will be higher and some will be lower. I didn't say escapes should be 40% (I dont think they should be) I said everyone should have an ER way above it if survivor "plays itself". I'm assuming you also use the abandon option, as most people do? That raises your personal escape rate by removing the matches you used it in.
My 30 day is significantly higher than yours but I'm not everyone. Most people don't maintain numbers like that. Whenever people post their overall ERs in the forum, they're usually around 35-40%. I would not keep playing survivor if my ER was 40% after thousands and thousands of matches. The lower end of the 40% is probably maintained by the lower portion of the playerbase, as killer is much easier to win as amongst lesser-skilled players. People who have developed gamesense and have spent time in the game should have higher ERs. Same for killers with KRs.
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Bro you can give survivors basekit kindred and bond and they still wont use it properly. We're talking about people who dont even look at the HUD right now lol. This will only buff swf. Survivors don't need more handholding in this game
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Matter of fact I use abandon not that often, sometimes I try to hide from the killer to bleed out. Or try to crawl to find the hatch anywhere… I just abandon when I have to do something else in RL. But are you sure it changes the escape rate? It shouldn’t when you abandon it should count as not escaped because you didn’t „escape“ if that’s like you said behavior should fix it because it wouldn’t representative right stats
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Yes I'm sure. It's been discussed many times here, and tested by forum members as well. It doesn't count as an escape though, it nullifies the match. So if you play 100 matches and abandon 10, it will be like you only played 90 matches, even though the killer still gets the kill on their end. Track your numbers and you'll see it. There have been multiple efforts to ask why this is (and why it hasn't been changed) but no explanation has been given.
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What's your solution to briging the gap between SoloQ and SWF and the impossibilty that causes in balancing perks then?
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Thinking killer doesn't have any handholdings or basekits lol
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yes they haven‘t, everything just for survivors… there is nothing for killers - or in planning for them….
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Why stop at bond? Let's do kindred, hyperfocus, (improved) borrowed time, alert, object of obsession, botany knowledge, self-care, etc. What exactly makes bond so special?
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My team would use Bond to lure the killer to me and use me as bait because they dont want to be chased. No thank you.
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Having bond as basekit won't make killer harder to play,It is just a little buff for solo q
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Sorry but Low mmr
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Sorry it really isnt.
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