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AnonymousPigeon

AnonymousPigeon

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AnonymousPigeon
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  • @TicTac said:

    Solution Problem 1 & 2: Chase as a condition can be abused by the killer (example old bt, old legion)

    Its a huge buff for ds. Its shorter but you can still abuse it. The problem with DS is not the time, its that you can do things to win the game while being invincible.

    Solution Problem 3: A gen is 80 sec and needs 360 sec to regress fully. 50% of that 720 sec. This effect is really weak, it wouldnt change much.

    Solution Problem 6: could work, but should disable after all gens are powered. It would need new animations for struggle phase.

    Rather than having the chase be the condition, maybe it should be about proximity instead then? Survivors further than 10 or 15 metres of the killer for 30 seconds total lose their DS?


    @Katana314 said:

    I generally agree with a lot of these being issues; in many cases not "strategically overall" (eg, tournament rules, people won't bother running Borrowed Time because camping the hook isn't a good strategy), but for the sake of player fun. When I was low ranks, I would always run BT because killers would just wander around and the unhook would be their next clue.

    I think on solution 1 and 2, you run into complexity issues. Even if the propositions are balanced, it's hard to identify them to players, since they would mainly affect newer ones.

    I kind of like your ideas on 4 and 5; although one thing to consider is that generally speaking, I don't think anyone should ever feel this game is "perfectly balanced". Keys and moris do feel a tiny bit cheap, but can also be fun to successfully counter in some way. I at first wasn't sure about giving hatches an unlocking process, but if there's still 2+ survivors around then theoretically someone could distract. The only time I'd disagree with that is if it's only one person and they're reopening the hatch after the killer has closed it.

    1/2/6 all seem to touch on a very core issue to the game's design; that much as the game wants the killer to leave the hook, there's plenty of reason not to. I've been playing a little bit of Resident Evil: Resistance (I don't know why people compared that game to Dead by Daylight) and their solution for things like one person being isolated/tunneled (a fair strategy there) is that that person respawns from death, only reducing the overall Lose Timer by about 1:30. That's a lot of time, but the survivors can make it back if the three others are doing objectives. It basically means one survivor functions as Tank, successfully drawing the Mastermind's time. The teams both succeed/fail as one.

    I could potentially see a weird gamemode to DBD where the survivors are all on a single timer of some sort, like the Endgame Collapse - and hook states simply cause the whole team to collectively lose progress on that timer. To keep it close, it could add time when generators complete or an exit gate opens. In that situation, being camped on the hook so long would be uninteresting for that survivor, but basically guarantee a survivor win.

    That's probably not gonna happen, but I'm trying to think of ideas to overall reduce hook camping that aren't complicated for newbies. A simpler one could be: When the killer is within 20 meters of the hook, and no survivors are in that area, that survivor does not lose "hook health" - meaning survivors could do all 5 gens while a bubba is camping and the hookee would still be on first hook. The game's UI intentionally stutters the normal progress of hook health so that it's difficult for killers to use this as a proximity hint. This, unfortunately, doesn't resolve the overall issue for Deathslinger in particular unless survivors get very good at blocking the chain.

    Oh wow, I really like your idea for preventing camping, with the progress of the hook stopping if the killer is too close.


    Thank you for the feedback so far everyone ๐Ÿ˜€