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Babatom

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  • When survivors ask for another objective they don't mean one that requires voice coms to be provided with any information about how close to finishing it they are. As someone who doesn't play in 4 stacks, Ruin Undying is horrible to go against. 4 survivors separately checking all the hidden crooks in an entire map with no knowledge of where others have destroyed totems or how many are left isn't just boring but miserable.

    Also as someone who doesn't use second chance perks because I've listened to killers explain how horrible they are, it's sad to see how the tone suddenly changes when second, third and sometimes fourth chance Ruin is added to their toolkit.

  • This is simply about not rewarding killers for face camping. If the survivor sits through both struggle stages, the others can do 3 gens and it's likely some will escape. Unhooking the survivor for bloodpoints is likely to reward the killer with more hooks (if they have built/selected a killer that excels at camping), which makes face camping a viable strat.

    So long as survivors feed themselves to face campers, killers will continue to do it. Some face camp just to try and get a reaction, in which case it's still best to just not reward it and let them have a boring game stood next to a hook.

  • Survivor Perk

    Easy does it - Your assistance is reassuring and calms others, even those in pain. Unhooking a survivor does not alert the killer until 3/4/5 seconds after the action.

  • I mostly play survivor (killer just for challenges) with a couple friends. I have a lot of fun, but this is because I've recently changed my mentality.

    Actually trying to win/survive or whatever the win conditions might be (I know people have different opinions) was a black hole of misery for me. I was typically at rank 1, and every single killer had pretty much the exact same meta perk build, along with all the survivors I got paired with having the same survivor perk build. I found that the game is balanced around these top tier killers and survivors, and it felt punishing to try and have fun running other builds.

    Equally, the game far too easily rewards pips, so even while inevitably reaching my demise every match after being trounced, I was still gaining pips or at least the "congrats for participating" black pip, keeping me in that pool or hardcore players.

    Now, I go into every match expecting to die, and have fun playing random builds and made-up roles like one I've called the Janitor (I hand out items to the other survivors and pick up their dropped pallets). Which is kinda sad now to think it's the only way I can have fun in this game. But the best part is - I stay in red rank doing this, and I'd love to claim it's because I'm an amazing runner, but that's definitely not the case xD

  • You're obviously under no obligation to go for unhooks, but 9 times out of 10, leaving someone to die on first hook will heavily shift the game to the killer's advantage. You have more chance of winning 4 against 1 than 3 against 1.

    This game has a plethora of killer perks and killer powers that show it is designed to prevent you from staying stealthed and evasive: Killer instinct, aura reading, noise notifications, volume increase perks, scream perks, etc. It also has perks and powers to prevent long chases once the survivor has been found. The game is designed for you to get caught, so I find the implication that anyone who gets hooked just needs to work on their stealth and evasion kinda dumb.

    If you're getting flamed for leaving people on hook when you could safely rescue them, they're likely flaming you for a poor team decision. Survivors do better when they look out for each other and work as a team, hence the huge issue people have with SWF 4-stack groups. Though if someone gets hooked later into the game when people are already dead, dying on first hook is pretty common and that person probably should have actually been less stealthy to take some heat off their teammates.

  • Ah makes sense, the killer was wraith, he didn't slug. Does hitting straight out of stealth count as a killer power that would hide devour? Though I'm also pretty sure they hadn't hooked 5 times at this point.

  • I have no issue with Noed, BUT I do think the number of standing totems should be added as a UI element alongside the gens, even if just added as a buff to Small Game. It's all good saying 'just get the totems', but getting them is often a case of wandering around the map, lost and unaware of how many have already been cleansed/ are still standing.

    Maps are rare.

    Detective's Hunch has a range limit and a very specific requirement, often met only once per game.

    Small game lacks information.

    At present, the only reliable counter to noed is luck, or a SWF 4-stack in a discord server, and we know how the community feels about those. Solo queuing survivors can't do much more than simply get the totems they see and cross their fingers that others are doing the same, which they often aren't.

    Does noed have counters? Yes. Are they reliable? No. Are they biased towards 4-stacks? Yes.

    I think this is where the frustration comes from.

  • I think this is a good idea and I don't really understand why you've received such a strong backlash.

    The idea that SC is an unbalanced perk is crazy to me since it's horrendously inefficient compared to other healing options in the game, especially in the sloppy butcher meta. I don't even run it anymore but it makes no sense to me that a survivor can heal someone else, but not themselves.

    Ruin is a complete gamble and the source of a lot of frustration. I've been in matches where I spawn next to it, roll my eyes and debate leaving it for a while to avoid a killer dc or facecamp. Your rework would help slow the game down without the terrible RNG, and the team could focus on interesting and fun killer abilities rather than game-slowing annoyances like the legion.

    I'd describe the current state of both of these perks as frustrating but necessary as a patch over lacking game mechanics.

  • It astounds me that nobody at Behaviour thought about this. I feel like all of the design time was put into making glowing models and cosmetics and no thought was put into the mechanics at all. That, or the new events team don't understand this game in the slightest.

  • This isn't the only event in dbd. If people don't complain, they will think 'great job' and give us the same at xmas. The devs need to know this event is awful.

  • Thank you for this honest post :) About as unbiased as they get on here haha

  • I mean, it does suck that there is a cap on how much of the currency you can get during the event. Let people grind if they want to grind. But equally, the dbd team has grown a lot since the store opened, they are always introducing new employees in dev streams these days, so I'm pretty confident they are using that money to improve the game rather than sitting on it greedily.

  • I've thought about this a lot, but I think many ideas to make survivors more unique would be too drastic of a change. You would have to 'add' something unique to each survivor, which most of the community would never agree with because survivors are considered the OP side and the game's current outlook is to take things away from them.

    The issue is, the devs have allowed every survivor to do everything optimally, use every item and every perk, rather than have soft 'roles' that suit their bios (Only Claudette can use purple medkits, Jake the sabo toolbox, DS for Laurie only etc) They would never change this because it would always involve removing something from everybody's beloved main and facing the uproar.

    It's a shame because the survivors are really just cosmetics.

    The only thing I think they could do is change how often certain items, addons or offerings appear in different survivor's bloodwebs. Or give a very small buff/4th tier to one of each of the survivor's teachables when used on that survivor.

  • I told my friend that the Spirit was really cool and creepy while testing the PTB, but when she faced her for the first time on live she just laughed, repeatedly shouting 'HAAAAA' in mockery. The new sounds really kill her eerie vibe. I don't think they need complete reworks, just pitching up a bit with more gargle and less groan.

  • Once all teachables are unlocked, survivors have no gameplay differences, whereas killers have unique abilities and mechanics. What is the reason for this design choice rather than, for example, giving perks greater efficiency when played on their originating character, or having each survivor posses a unique item? E.g. Claudette has the med-kit, Jake has the sabo toolbox

    Do you have any plans to make the survivors feel more individual in terms of gameplay?