Doing_gens_wbu
Doing_gens_wbu
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Well as an Asian person. I would say I'm offended, but more so disappointed that you would use your western views and stereotype someone on appearance and not character. Overseas these are known as "Beautiful boys" (In Japan it's a stereotype known as bishounen" and these men are usually the MC or have all the people fawn over them) You see in the western view of beauty. We have handsome, and beautiful. Handsome is the masculine form. Think someone like Chris Hemsworth. While beauty is the feminine version. Asians have different views on beauty but most people prefer the beautiful boy. Not necessarily feminine, but "beautiful" or cute. For example cyberpunk 2077 has Goro Takamura. He would be a handsome person in everyone's eyes, but. Most Asian women would want someone "beautiful" like for example Chiba Yudai (Japanese actor) They both are "handsome" but one is more beautiful or cute. A good equivalent in the western world would be Tom Holland. Totally different kind of beauty compared to Hemsworth. Some women may prefer the more youthful and cuter Tom.
Back to the asian scene. Kpop is filled with beautiful boys. Look at them. I have a white stepfather and he saw my sister fawning over BTS when they were big a few years back and he said they looked like women (he's a bit old fashioned) which made my sister upset. Different views on beauty for different cultures. But that's just because asians look a specific way and have specific tastes (partly due to culture) I asked why he liked my mother and well he wanted a cuter younger looking person. Rather than a more mature beauty. I don't have any good examples; Kim Kardashian (mature) while Kirsten Dunst (example spiderman 2002 is a reference to being a more cute beauty) some people prefer Kim over Dunst vice versa. I would prefer Dunst because I like more cute women. Which, Asian people have more of those "cute" features. Same with my sister she didn't just like the handsome men. She liked those more cute looking men as well.
Also, last but not least. Just because someone looks feminine doesn't mean they are gay. That's a bit rude. Just because you are very masculine looking doesn't mean you aren't gay either. Don't judge people on appearance.
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Should be called Trickstar to reflect his pop star theme
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A few things I would like survivor side would be these two new updates to the tutorial. One would be about the terror radius, and the other about safe unhooks. I understand that early on in the game's life it's meant to be played as hide and seek. With pallets being the LoS breaker to allow survivors to disappear and hide. However this evolved into looping which is a totally different mechanic. I would say early on people play too immersed and this in turn ends up hurting the team as the time spent hiding could be spent working on generators. People stay stuck in low ranks because they are too afraid and play too passively. Thus this hurts everyone because people aren't either willing to learn. Or don't learn because they don't know there are alternatives.
The first tutorial update would be braving the terror radius. You would play as an injured Dwight and David will say "I'll distract the killer. Go finish the last generator so we can escape" before heading off.
The David will then go away behind a wall so that there is no line of sight of the killer. Next to the generator is a locker, meaning they need to know what those are first, the idea is that just because you are in the TR doesn't mean you should always hide. Especially if you know if a survivor is being chased.
The generator would have about 30 charges left. As soon as the player touches the generator the killer will spawn 24 meters away. So just barely inside of the TR. When the generator has 70 charges left. The killer gets close to around 10 meters. Now the bait is that you only have 50 seconds to complete the generator. If the player doesn't complete the generator within those 50 seconds then the killer would come and of course sacrifice them. This way it helps reinforce that playing immersed is not always the right call. You can keep your life by escaping, and the only way to escape is doing generators.
The second biggest issue is selfcare and running into the corner of the map that is a dead zone. It's called a safe unhook for a reason. This would be apart of the unhooking tutorial. The exit gate is across the map and you are hooked. Claudette will rescue you and try to heal you. If you try to run away. After 5 seconds or traveling 10 meters or so the killer will appear and will sacrifice you. So letting the Claudette heal you is to help reinforce the idea that it's safe. Thus, safe unhook. While also teaching that the time spent running away to the corner of the map would take the same amount of time to heal, 16 seconds, that would now be doubled, and even quadrupled if they self care. After being healed you now can brave the killer and take a hit allowing you to escape the trail alive.
Edit: I don't recall there being a tutorial on looping a killer. Though I don't know if that's something you want to reinforce, but I think the devs have acknowledge this playstyle and adapted the game to fit this new mechanic. A short minigame would be interesting for both killer and survivor. Where in the tutorial Ace bets how long you'll live with two connecting TL walls with one pallet each. (I don't know how serious you'd take this. I would see this more as a joke. Otherwise just have it as a portion to test your mettle) The longer you live you get a certain amount of BP and shards for the surviving 5 seconds, 15 seconds, 30 seconds, and 40 seconds. (AI killer gets no bloodlust and can only M1) As for the killer you get a reward based on how fast you can down the survivor. You get no bloodlust, but you can use your power. You get a reward for downing survivors in 40 seconds, 25 seconds, 15 seconds, and 10 seconds. Afterwards you can post how long you live/quick you down on the leaderboards and judge your time with the community which would be cool to see.
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Interesting idea, however can't support the games foundation. Both gameplay and lore wise (ofc survivors do fight back with DS. Though that's just the entity giving the survivor a boon for that moment) It's the reason why someone like pig or legion can beat the ######### out of David or Jeff and carry them. I'm sure they've tried fighting back already and well, there's a reason why they don't anymore. I do wish there are more ways to interact with the killer, survivors, and environment. But attacking the killer? Not a good idea.
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@SaintDorks said:
"here I come I am franklin's demise"
That's true, but you'd have to watch that thing like a hawk and make sure it disappears. Otherwise people will pick it up. Seen some funny vids where everyone dies because they tried to retrieve it.
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@scottymo said:
Keys are fine, get gud.
Funny comment. I bet Ebony needs to be reverted too?
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@Freddy96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1873602#Comment_1873602
There's not always a jungle gym available from any point of a map. The narrative that there's always a pallet or a jungle gym reachable from any point of the map was fine in 2018, the game changed, A LOT, you can get outpositioned multiple times in a game and that's not even survivor's fault.
https://us.v-cdn.net/6030815/uploads/H4ESA89DN8LP/20210105185033-1.jpg
There are tons of dead zones like this and dead hard there is the most useless perk you could ever use
Would be survivors fault for being caught out in a dead zone. Even though they might, there is a good possibility that 5 seconds or so saved could be enough to get to a safe area. Or just 5 or so seconds wasted. Never know if it'll come in handy I've seen and gotten lucky DS with 5 or less seconds remaining.
Reason being I brought that portion up is meant to point out that every little second CAN, not that it will, count. Even hitting a survivor with 1 second left of BT can change how the game goes.
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DH is annoying and imo it's the one of the best exhaustion perks out there. I think it's fine where it's at though. Unless you are impatient you can usually read when someone has DH by how they keep looking at you and bait it out. Even if they manage to get to another loop there is a good chance you can whack them as they pull it down. Honestly how would you even nerf DH? Make you vulnerable during the dash? Lol.
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@ALostPuppy said:
Why don't we just double the BP earned by both sides...this is needlessly complicated and doesn't even consider survivors, which is the role where we actually need a BP gain increase, killer BP is fine.
I was thinking about that too where survivors get a bonus as well, but you have to remember as a survivor. You have 3 allies that can support you and with SWFs you can almost guarantee a decent amount of BP (10k-20k) unless the killer is running things like iri huntress, etc. The killer has to play around all 4 of them. The idea is if you do play terribly against SWFs at least it rewards you for not giving up and ensuring people don't farm. At least when things like Double BP and when ghastly gateau was being given, we (survivor) or I (as killer) would sometimes find killers/survivors to farm hits and chases, etc. for points. Hence the CD.
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@hardtimefun said:
https://forum.deadbydaylight.com/en/discussion/comment/1846265#Comment_1846265
from what i had in mind you can only revert like 3-5 seconds in time, so if you want the gen to be incompleted again you'd have to be literally there when it finishes
Seems a little redundant if by 5 or so seconds unless you play mad defensively with the gen regressing. Seems weak though, I'd hop on and take the hit if it means I could repair it even if it would equal a down unless it was last hook. Leaves the killer in a dilemma where if they pick them up it'll be gone. Or they have 2 other possible generators going. Even if it is a close 3 gen survivors can possibly complete them depending on the overall power of the killer if it has enough map pressure like nurse or spirit. However, if it doesn't force the gen into regressing. I take it back being weak if you manage to have pop and instantly kick it. So maybe it has some merit. Still the problem is how consistent and reliable can you do the combo?
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Push Comes to Shove
-Exhaustion perk
-When running into survivors, obstacles. or the killer your movement becomes 90% however you can move past them (Ex: Dwight/the Killer is in the doorway instead of bodyblocking you can move past him with an animation playing of him squeezing through. With terrain instead of being stopped dead in your track you still move in a direction if possible)
-After sprinting for 3 seconds you can activate Shove using the spacebar. When used you gain 200% movespeed and become exposed for 1 second. If you run into the killer during this time stun them and then become exhausted for 60 seconds. If you run into a survivor you can move past them. If you run into an obstacle during shove you are stunned instead. Shove can be used once per trail.
"Get out of the way before I make you"
Note: You not invincible when using Shove. You cannot vault or drop pallets during Shove. Survivors grunt loudly when moving past each other.
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This would be a great idea, however with the state of the game. I don't know if it's doable. Could see janky complaints from both sides in regards to hitboxes. I think making gens regress from repaired to broken is a little too op. Especially if it can regress like from ruin or kicking it. Plus with how they code the game it would be very difficult. But who knows maybe they'll surprise us!
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@EvanSnowWolf said:
It's one of the douchest things a Survivor can do.
It's a free blind, completely uncountered unless you are running Lightborn. I have no other defense. It's lemon juice on the wound of already taking the pallet stun.
Pull this stunt on me and I WILL tunnel you to Oblivion and take you out out of the game as soon as possible. I don't care how many gens it costs me.
No it's not. Points are points and it's safe and helps get away. It's like a killer running NOED and having survivors complain (DO BONES it's a secondary objective!) It's not the worst thing survivors can do and isn't toxic. Plus that's a good 1 or 2 seconds taken away that could've been used to save a survivor or destroy hag traps. And I'd rather be flashlight stunned at a pallet than being stunned when I'm picking up a survivor. Unless this whole comment is sarcastic then r/woosh me.
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@BlackRabies said:
I think it is fixed at 24 meters or w/e it is but using other perks like Distressing can make it a little harder to notice.
It is definitely a fixed distance regardless of Spirit's terror radius. The set distance is always 24 meters as of now, unless they update it
or bugs. Otz talks about in this video during the spirit portion. https://youtu.be/ShD_xVH8DR0 -
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1846033#Comment_1846033
Question is, why the hell is it like that? It's awful to use. I'd rather have the puke shotgun they first thought.
That seems pretty op with things like play with your food or other speedy perks since you no longer need to aim. Yet, probably super weak if the survivors are good at keeping distance and looping tightly around corners.
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Nothings wrong with slugging tbh. It sucks, but survivors, have ways to work around it like unbreakable. For the killer slugging to avoid ds is one THE BEST thing you can do. It forces 2 survivors off objectives for roughly 30-60 seconds depending on your actions. Maybe 3 if you decide to chase someone else. The only problem is that it doesn't guarantee any benefits for the killer. Unbreakable is 28 seconds If I recall and ofc someone can pick them up and heal you before it even deactivates.
Sometimes, if it's super early and I know for a fact that it's a weak survivor (bad at loops) then I'll eat the ds.
Slugging the 3rd survivor so you can catch the 4th one is okay too. It's like the last 3 survivors ganging up to save the final one during the EGC to get the most BP and ofc the best ending for the respective side.
I personally wouldn't recommend slugging everyone though, you don't get much bloodpoints, but do what you think is best.
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What Iowiq said. It slows the game down enough to where you may still benefit from survivors. Whether they are too hasty and catch them off guard, or the secure the last hook. Ie. Imagine getting a gate to 99% completely heathy. You could take 1 hit and still manage to escape, lets say you even have dead hard as well, then boom. You get hit with NOED and now survivors need to make a choice whether to open (risking blood warden) or stick around.
Hook camping is only acceptable if it's the only hook you have endgame, if they loop you around a hook or if you hook them near the objectives. There is no shame hooking next to a three gen patrolling that's the survivors fault for 3 genning themselves and for not running BT or DS. While doing so on the last hook doesn't feel that good you do what you have to do. Face camping when there are objectives to protect and forcing survivors in a unfair position just to tunnel or trade to keep camping. Yeah that's terrible and it's not fun.
Do emblems need fixing? Somewhat. But with my experience if you do good on gen pressure you can still get iri to gold by prolonging the game long enough. The point of the emblem, imo, is to encourage you to play a specific way.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/951061#Comment_951061
Ah well I explain earlier in the thread.
I see. Thanks for pointing it out.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/951057#Comment_951057
Why do we need to choose sides?
As in did you think it was a good or bad thing.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/951039#Comment_951039
I didn't say it was bad
Didn't know what side you stood on; which is why I asked.
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Simply because it isn't optimized for consoles. Though I don't know how bhvr is at fixing bugs I've heard it takes forever for them to get around. At least they put out a decent amount of content and if not. All can be forgiven with double bp!
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/950830#Comment_950830
Top ranked survivors don't even escape more than 50% of the time.
Isn't that a good thing? You want the winrate to be around 50%.
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Wait wait wait... You are telling me that dbd, an asymmetric game. . . Can be competitively balanced? Hmm, that requires constants and with constants predictability. Since survivors don't have unique perks themselves they would run meta perks obviously (though there would be maybe some variety since survivors aren't tied to a specific playstyle) which means top tier players know how to counter them if they can. Killer has to also rely on the mistakes of survivors in order to win. AKA being out positioned or being greedy on a loop. Since the only skill is looping and with loops, mindgames. Plus what counts as "a win". Do the tourney count a win if 3 or more survivors escape or are killed? Because if it's based on kill, well survivor's aren't going to win with an ebony. Unless that's not allowed, but then we get into the issue of balanced since then we would need a unique map that is 50/50 on the fairness each side as well then and no map offerings. Or offerings in general. Same with items, which should be if the killer is using addons. With that being said, are there any asymmetric games that are considered competitive?
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@yoi said:
survivors have god loops with 0 counterplay wich are the most interactive thing in the game, dont you think is enough? btw if u want taht go and play identity V or should i say bully the killer V.
They're good lops but at least their are no more real infinite. And yes, It's been awhile but miner was my guy I ran him with broken windows (lithe but with no exhaustion) brutal strength (don't remember the name but IV version of stun the killer forever with a pallet instead of a bop on the head) lithe but you get it when you run by the generators AND hooks AND no exhaustion and works on finished/broken ones, hope AND adrenaline, and like I said miner. I get 3 get the frack away from me (great for rescues and protection btw) and if you play your cards right you will get them all back by the time you used the original 3. Literally loop them till daylight chasing one survivor. Btw Killer main in that game #RocketClown4dayz and the Ripper. If I really wanted to ruin the game I played spider. It's been awhile but they are probably still broken.
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Just ideas but: Allow demo to vault through windows with his shred ability. Instead of the noise indication when entering, only give him the undetectable when opening, inside, and then have him scream once audible to the whole map as it exits but have zero terror for 8 seconds.
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@Milkasa said:
And isn't your version on Locker Trap just Iron Maiden?
Eh, tried to keep it close to yours that I could. Without being trapped in it. Second hits aren't always guaranteed like the first. AKA legion, Wraith, and ghostface. I'd propably change the hex as well. A little too much like devour hope. But like I said just ideas that you can use and change if you like.
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@Mister_Holdout said:
https://forum.deadbydaylight.com/en/discussion/comment/949166#Comment_949166
Hag's entire power revolves around snowballing off the hook. I'm sorry but that is a very boring way to play.
With every Hag player you know exactly what you're going to get.
Ever been mindgamed by a hag trap in a loop? That being said at least it's mind gameable.
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@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/949273#Comment_949273
A common strategy for survivors is to trigger traps while a hag is busy with another survivor. The situation is not as rare as I'd like it to be.
Ah yes, the only few rare instances I'm not on a generator. . .
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@Milkasa said:
True, but with a single use you'll be chasing a surv within the first 10 seconds and have them downed quick as a fox if you know the map. I guess bringing it down to 60 secs would be fair.
oh wait so it down them in one hit? alright I'll have to reread and see what I missed. However remember that they of course have 3 stages. which takes more than a minute to finish. Here's a rework to make it more fair and fun to play against. Edit however you like.
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@Milkasa said:
The power. I thought that getting right up close to a surv and being guaranteed a hit was deserving of a cooldown like that. And that glory period only happens after using his power so both, I guess.
Remember though 90 seconds is one completed generator (they take 80 seconds). Imagine 2 people doing generators at a time optimally without ruin. By the time you get to use your second power again up to 4 generators could be completed.
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@Milkasa it's alright when you say targeted I thought you meant obsession.
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@Milkasa said:
Crap! I forgot to mention that it's a 90 second cooldown, and its just the person closest to a locker. Not always the obsession.
90 seconds for the power overall or just the glory mechanic?
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The trap teleportation is a little too slow. I'd make it 3.5 at the most. The glory mechanic is alright however revealing the obsessions aura might be a little unfair since there is no cooldown on his power as of now. Also having a 12 ft terror radius is very powerful and depending on how good you are with map awareness for 10 seconds you could get a lot of free hits. 200% movespeed is also way too fast that's faster than a sprint burst meaning there's no counterplay. Especially being if the obsession is greater than 24 feet hell I'd teleport as far away I can from the obssession. Or kill the obsession first to get 200% whenever I exit the locker. Or instead run dying light and save the best for last. Same with reduced vaulting speed and the cripple effect. I'd also move locker trap into his power rather than a perk. As we already have iron maiden, but being unable to escape as a perk is a nightmare and unfair to play against. Crippled effect at random is not fun, any rng status effect is never fun to play against or with. Imagine you are being chased and suffer the cripple right before you are going to vault (since I don't see vaulting as part of the mechanic) and then you get downed by the killer. That would feel very unfair. BBQ and Chili exist and offers 100% bonus bp. That's a bit hard to beat. Remember that playing a killer should just be fun as playing against it.
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This should be in Share your works under creation here's my opinions:
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hag requires a flashlight to destroy her traps, trapper does not. Yet hag's traps are just mud (right?) so why can't I you know. Wipe the mud away? Am I scared I might get an infection? Well of course not I mean we've versed the plague and she's probably is giving us spiritual HIV with her vomit. Just curious why it's like this.
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Work hard is not fair at all. Trust me, difficult isn't difficult. Tremendously is a bit harder, but brand new part exist. And with that wombo combo with 4 teammates running it. Just imagine the killers horror with 4 popping off in less than 60 seconds. (edited since I see it is now in creations)
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DAMMIT I WISH I KNEW THIS
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@laurelstroodle said:
https://forum.deadbydaylight.com/en/discussion/comment/950506#Comment_950506
And like I said it, once again SWF would have the advatange, once again.
What's the point of having a voice comms with restrictions when I can do a whatsaap call or steam call without any kind of restrictions?
Once again. I said there's no guarantee and it's the goodwill of the people. It's just an idea. Do you have any better? Because there really isn't much that would be fair to either side.
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@laurelstroodle said:
https://forum.deadbydaylight.com/en/discussion/comment/950490#Comment_950490
It is, but what's the point when I have no restrict doing a discord call and I dont have to be in X meters to hear something?
Let's say the ban all those comms-apps.
What stops BHVR of me doing a whatsaap call/skype/steam voice chat/being in the same room?
Like I said there's no guarantee and it's out of the goodwill of the players. Tbh though who LAN parties nowadays? If you mean with your phone or something then yes I can see how (of course how willing are they for the extra steps). Still like I said, if anything it could be useful for solos.
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@laurelstroodle said:
https://forum.deadbydaylight.com/en/discussion/comment/950390#Comment_950390
What if I do a whatsaap call or im in the same room with my SWF?
What if Im using steam voice chat, SOMETHING that makes DBD work and BHVR can't do nothing about it?
If anything it's helpful for solos. There's no guarantee unless there's a way to block said apps during play.
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@kcwolf1975 said:
https://forum.deadbydaylight.com/en/discussion/comment/950390#Comment_950390
I like your ideas but i don't think it is possible to eliminate 3rd party communication.
Yes that's the sad part 🤔 however having ingame chat could be helpful for solos though.
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@Runcore said:
https://forum.deadbydaylight.com/en/discussion/comment/950448#Comment_950448
And punishing killers by group of friends is ok? Ingame overhearing of voicechat is useless coz these groups can talk other then english language so how it can help me to listening for example russian voicechat if I dont understand??? And coz voicechatting is huge advantage for these groups there shoud be some counteweight for killers to balance chances. Ok so then these should be some boosts for killers facing SWFs like for example 5% haste...etc.
Well if I'm playing NA servers I should be grouped with people from NA unless they don't have the regional servers but I am sure they do. You should NOT change something ingame, for an issue that is not. Not to mention but if someone is speaking, shouldn't that give you information alone that "hey, there is someone here cool". It also requires people to group up which makes it harder to loop since you know. Only one person can vault something at a time.
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@Runcore said:
Easy fixes to SWFs:
1) 3 perks per member of SWF
2) 1 unique perk per group
3) slower gen repair speed for SWF members by max 10% (with gen-rushing it will be hardly-noticeable but help killer to more pressure)
These options will help counteweight SWFs voice comm (I consider it as non-punishable cheating) and make these teams more cooperate with solo survivors that are beeing abadoned by these groups - weaker SWF groups must cooperate with rest of the survivors to survive which help to solo players and prevent bullying of killers by these ppl.
Punishing people to play with your friends is no fun. Like I said add in game voicechat with the ability for the killer to overhear. These are absurd nerfs to just SWF.
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@Seanzu said:
"We're all in purple ranks, yippee" - 3 Man
-Plays for a few hours
"We're all in red ranks, looks like one of you is going to have to leave"
You have to realise the absurdity of that, right?
I could see this happening during the post game lobby.
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@yoi said:
https://forum.deadbydaylight.com/en/discussion/comment/950401#Comment_950401
the game should be played for fun and when you have to sweat your ass so much that youll need to take a shower and get stressed (you play to release the stress not to be worse than what u were before playing) to deal with that stuff meanwhile they have a lot of fun even if they get killed ( probably they will pip anyway due how easy is playing survivor) i see an issue right there. maybe you dont.
I understand that killer should have the power role but if you are not having fun as killer. Probably play a different killer that you can have fun. Yes, I think the ranking system is ######### as well. Meaning you do have to get a 4-man to rank and if you only find that fun, that is ranking up, there's nothing you can do until they change those conditions. However, you are just saying killers are too weak. Weak how? We can't buff what we don't know. Sure survivor perks are pretty strong, but so are some of the killers perks and addons.
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@yoi said:
you are not the first one and will not be the last one complaining about SWF and yes you are right, SWF are a problem to the balance in the game a group of 4 man with 8 (perks each, Kindred FREE, BOND FREE, EMPHATY FREE, mini or nerfed OBJECT OF OBSESSION BUT without any consecuence FREE) is understandable the complain also they can know were the killer is and what the killer is doing ALL THE TIME, yeah pretty much the definition of unbalance but will never happen that way, their soultion is buffing survivors even more you know thats the solution and then LATER balancing the killer around that, so it will be a very good par of black months for killers those. is gonna be interesting, instead of buffng the killers first the survivors ( who doesnt need any kind of buff) are gonna get buffed first.
SWF is just incredibly hard to balance because it's not ingame. There is no ingame mechanic that buff survivors directly through SWF. What makes it so good is the ability to talk to one another about their situation. Which is why I would like a dedicated voice chat so that it would indirectly buff solo as well. The thing is, killers can win against SWF. Hard yes, but it's not impossible. I don't expect to win as killer 100% or as survivor otherwise why play either role?
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This is what I would suggest. I would say stop 3rd party communication and force people to use their dedicated voice system. It will suck ass-ets, but in all sake for fairness and gameplay quality. Then survivors have the option to talk/text by using the keys. T,Y,U with I opening the text menu. You also have the option to voice to text and mute.
T: this is the default for whisper. You need to be within 5 meters to hear or see the text. For text it will have 40% opacity and last for 3 seconds (for those who are in range).
Y: this is default for talk. You need to be within 15 meters to hear or see the text. For text it will 60% opacity and last for 7 seconds.
U: this is the default for yell: You need to be within 40 meters to hear or see the text. For the text it will be 100% opacity and last for 10 seconds.
Remember, ANYONE even the killer, can hear the conversation if within range. But of course, killer cannot talk to them.
This would help balance out between solo and SWF. You can still communicate and work together while having the negatives of being overheard and being grouped. That, and have chat and voice recordings for reporting purposes.
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@Karaage said:
Overheal
Unlocks the ability be healed while in Healthy State. Any excess healing done by this perk is stored, up to the limit of 100/150/200% (16/24/32 charges). While in an Injured State, repairing a Generator, sabotaging a Hook or cleansing a Totem consumes stored charges and heals You at 50% the normal Healing Speed.
Damn, I wish I could bandage my wounds before I get hurt so when I get shot. I be like "Don't worry Ma! I bandaged myself before bleeding out I'm gucci!" It would be a big time waster to heal when healthy. Make it where you don't have to overheal and just do the objective. Probably add a little more limitations and it should be a fine perk. Such as making you broken during the recovery time.
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This is what I would probably recommend if possible. I would say stop 3rd party communication and force people to use their dedicated voice system. It will suck ass-ets, but in all sake for fairness and gameplay quality. Then survivors have the option to talk/text by using the keys. T,Y,U with I opening the text menu. You also have the option to voice to text and mute.
T: this is the default for whisper. You need to be within 5 meters to hear or see the text. For text it will have 40% opacity and last for 3 seconds (for those who are in range).
Y: this is default for talk. You need to be within 15 meters to hear or see the text. For text it will 60% opacity and last for 7 seconds.
U: this is the default for yell: You need to be within 40 meters to hear or see the text. For the text it will be 100% opacity and last for 10 seconds.
Remember, ANYONE even the killer, can hear the conversation if within range. But of course, killer cannot talk to them. Note killer cannot distinguish who is typing/talking unless they are in sight (as in chase).
This would help balance out the difference between solo and SWF. Allowing some coordination while having the negatives of being overheard and being grouped. That, and foremost have chat and voice recordings after chat. And have BEhavior, be SERIOUS with reporting on negative and toxic speech. Which should definitely weed out toxicity in the community by dropping the ban hammer.
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@NMCKE said:
I was thinking we can start by closing the power gap between solo and SWF because most players who play solo almost always get destroyed by the killer.
Solo Survivors < Killer < SWF
SWF is all buffs and no cons. There's no way to do such a thing without implementing voice chat. However, this is still op to be so coordinated. I would say stop 3rd party communication and force people to use their dedicated voice system. It will suck ass-ets, but in all sake for fairness and gameplay quality. Then survivors have the option to talk/text by using the keys. T,Y,U with I opening the text menu. You also have the option to voice to text and mute.
T: this is the default for whisper. You need to be within 5 meters to hear or see the text. For text it will have 40% opacity and last for 3 seconds (for those who are in range).
Y: this is default for talk. You need to be within 15 meters to hear or see the text. For text it will 60% opacity and last for 7 seconds.
U: this is the default for yell: You need to be within 40 meters to hear or see the text. For the text it will be 100% opacity and last for 10 seconds.
Remember, ANYONE even the killer, can hear the conversation if within range. But of course, killer cannot talk to them. Note killer cannot distinguish who is typing/talking unless they are in sight (as in chase).
This would help balance out between solo and SWF. As it requires people to get together and speak. Of course having the negatives of being overheard and being grouped. That, and foremost have chat and voice recordings after chat. And have BEhavior, be SERIOUS with reporting on negative and toxic speech. Which should definitely weed out toxicity in the community by dropping the ban hammer. I'd say 5 days for negative language is probably overkill, but probably enough to stop people from being toxic.

