JackaloMoss
JackaloMoss
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- JackaloMoss
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Just had a match on Sanctum of Wrath that had no fog (no one burned a reduce fog offering)
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I just had in the main menu the killer that was looking at the bonfire was Michael Myer's but the sound effect was trapper's breathing.
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Yes it blatantly would. Either two things would happen:
1) time to open exit gate stays the same
2) time to open exit gate is reduced
In the case of 1) it would literally be impossible to open the exit gate against high mobility killers like spirit/billy that are just patrolling. They can patrol between any two exit gates faster than a survivor can solo the gate.
So you would have to go with 2 (or remove high mobility killers)... in which case survivors would *always* escape against low mobility killers. There's just no way to possibly keep pressure on two gates with a low mobility killer if the time to open them was lower than it is now.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1145723#Comment_1145723
I wouldn't say they can't tunnel you unless you are invisible. LOS is the key thing that is used when killers actively try to tunnel. And it is not always a straight line. Killers can cut ways. Like Scratched Mirror Myers has to do because he is so slow. And by the way, I simply think such a superman perk simply would look ridiculous in the game. Adding the deactivate conditions to DS is way more in line and equally efficient. A 5 second stun with you moving 100% and the killer 0% even gets you more distance than 10 seconds with 150% and killer 115%. And I don't like the addon "if the killer commits to tunnel you, you deserve it". Meaning if you get facecamped, you deserve the kill?
@ausanimal If you find him again within 20 - 30 seconds, you most likely did not finish a chase on someone else yet. So it would be still tunneling. If it takes longer, it doesn't matter as you should have enough time to find someone else or at least patrol gens, and that survivor did not do anything within 50 seconds. That's good for the killer. If you chase the same guy twice without any other actions in between, you should be aware that DS might be active. And to your Freddy scenario: yes, I think most of the people in that situation would call that tunneling. Just think of it being in that situation. We can debate if this is tunneling or not, but the survivor will first complain about their team how long they need to do the unhook and then complain that the killer is directly returning to you. And I don't get your whispers comparison.
And to the EGC thing: I'm not sure if this is really so dramatic. I mean, fluff wise, this is actually the scene where DS really makes sense. Fluff wise I would even say make DS activate when EGC starts. And technically: If you just got hooked once during the whole game, it may be a reward to get that free escape. And it is not totally free. In many situations you still need the combo with BT, unless the killer hooks you near the gate
"I wouldn't say they can't tunnel you unless you are invisible" I wouldn't say that either, which is why I didn't say anything even vaguely similar to that. Have you read anything I've said?
" And I don't like the addon "if the killer commits to tunnel you, you deserve it". Meaning if you get facecamped, you deserve the kill?"
I don't like that addon either, which again is why I said nothing similar to it and the perk I proposed prevents facecamping where DS does not. Are you making up a random conversation?
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1145694#Comment_1145694
Your suggestion sounds like a combination of a survivor having Iron Will and Sprintburst (just with double length) getting saved by someone with BT and Babysitter. And then you say "if the killer still tries to get you hard enough, he is not tunneling anymore". Lol about the second one. More effective but ridiculous would be "insta heal after being unhooked and turn invisible for 20 seconds".
I think some of the suggestions pinpoint the effect to anti tunnel pretty good
Well yeah, my suggestion sounds like that because that's exactly what my suggestion is, with additional stealth. It makes it impossible for the killer to tunnel as they can't kill you right off the hook thanks to invincibility and if you can't get away without leaving any trail while you've got a speed burst then you're awful. It's not at all if they try hard enough to get you they're still tunnelling. They can't tunnel you. 10 seconds without leaving anything for the killer to follow with a speed boost is enough time to get half way across the map with the killer having nothing to follow. There's no try hard enough about it, unless the survivor is awful it's impossible to tunnel them with that.
But as well as preventing tunnelling, it also doesn't punish the killer for doing well. It simply prevents tunnelling. Something DS doesn't really do. DS pretty much just punishes killers for doing well, rather than preventing tunnelling. If the killer is actually tunnelling, DS in no way stops it. The killer eats DS, then continues to chase the survivor. Nothing about DS prevents tunnelling, it needs to be completely reworked if you want it to be an anti-tunnel perk rather than just an anti-killer doing well perk.
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DS needs to be fixed, but I don't think the problem is really the length of time it lasts. The problem is it really isn't an anti-tunnel perk at all, despite the fact that's what it's meant to be. It's just an anti-killer doing well perk, nothing about it prevents a killer from tunnelling, and I don't think any of the proposed changes really do either, just being able to get a second chance after being caught fundamentally isnt anti-tunnel at all regardless of the conditions you put on it. An anti-tunnel perk should prevent tunnelling, not punish the killer for doing well.
Rather than keep DS more or less the same but trying to give it conditions to make it only work in tunnelling situations, I think the much better idea is to scrap the perk entirely but replace it with something that would actually prevent tunnelling. For instance, remove DS but add a perk that gives you when unhooked ~5 seconds of invincibility, ~10 second speedboost, ~10 seconds of no pain sounds and ~10 seconds of no scratch marks/blood/auras. Any survivor that isn't awful should be able to get away from the killer with this bonus, completely preventing tunnelling, and it also doesn't punish the killer for doing well. If the killer manages to catch you after this, well you deserve it, they aren't tunneling you then, they're just much better than you.
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/1124827#Comment_1124827
What exactly would it take for killer gameplay to be your version of “fun” and “rewarding “?
Allowing killers to properly setup (i.e. "gEn sPEeDs 2 fAst OmG") again so that killers can actively control the flow of the game again would be a good start. The reason you hear "gEn sPEeDs 2 fAst OmG" so often, is for the simple reason that it is true, and one of the main reasons that killer is currently so unfun that many people have quit playing it.
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/1124796#Comment_1124796
That may be true for those killer players who are bad at the game and can’t handle not being spoon fed 3-4 kills per match, but it’s NOT true for actual skilled killers who still enjoy the role.
Let’s get back to the topic. I offered extra BPs as a suggestion, but what else besides balance changes (gEn sPEeDs 2 fAst OmG) would you think is a good idea to have people play killer/fix queue times?
Obviously it isn't true for killers that still enjoy the role. Killers that still enjoy the role still play killer. But the majority of skilled killers don't still play killer, because they don't enjoy the role.
I maintain rank 1 killer easily, but I very rarely play anymore as there is no enjoyable or rewarding gameplay.
There is almost no micro gameplay/mechanics. Baring a very small number of exceptions such as nurse's blink, you have mechanics pretty much perfect after not that long, there is a very low skill ceiling for the mechanics of most killers.
There is now almost no macro play either. Previously a lot of killers could setup and at least attempt to make plays and control the flow of the game (even if it was usually controlled by the survivors), now there is very little opportunity to setup and there is almost no active play making as killer. Almost every move as killer is just reacting to the survivors, which could be fine (many games are largely reactionary and still fun), however there is almost always just 1 correct reaction to every play a survivor makes, and it's usually pretty obvious. By the time you're a high rank killer, you should be making the same, correct, reaction to almost every play a survivor makes, and the game purely comes down to waiting for survivors to make mistakes.
There is no difficulty in maintaining rank 1, at all, but it is incredibly boring as there is almost no gameplay to doing so. You practically follow a checklist.
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@mouse0270 said:
https://forum.deadbydaylight.com/en/discussion/comment/1124796#Comment_1124796
Darn, I didn't realize as a rad rank killer I was having an unfun and unrewarding gaming experience. Thanks for letting me know.
These type of comments need to stop being so general, because there are a lot of highly skilled killer mains out there that have enjoyed and have been asking for the changes BHVR has made over the past few updates. Sadly, we just don't complain as loudly as those who appear to be upset about these changes.
You know if you're still playing killer you haven't quit playing killer right? So that you don't agree with the reason high rank killers has quit says nothing at all about why they have quit?
And there's a lot more high rank killers that haven't enjoyed the changes, than those who have. As is shown pretty clearly by the fact there are extremely few high rank killers left.
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/1124770#Comment_1124770
That’s simply not true. I have fun as killer and it’s rewarding to see 4 skulls in the post game summary after a hard fought game. If I had to guess, I average 3.5 kills each match, so the game is definitely not unrewarding.
https://forum.deadbydaylight.com/en/discussion/comment/1124698#Comment_1124698
Your game - DBD - has an issue of a lack of killer players. We need something to incentivize more people to play killer. Bloodpoints is something everyone likes, so why not give killer even more BPs than before since actual balance changes takes months or even years?
It simply is true. That is the entire reason high ranked killers have almost entirely stopped playing killer. Because it is unfun and unrewarding.
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No-one is not playing killer because they don't get enough BPs.
People aren't playing killer, because killer is unfun and unrewarding, there is no enjoyable gameplay to it, plain and simple.
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Since the title of this is "The First Rift Has Closed - How Did You Find It?", I think a good question that's missing would just be simply.. How did you find it? Since a lot of the reasons people didn't like the rift are missing completely from this survey. The main reason for example that I completely hated the rift was it ruined a huge number of games, even ones were I wasn't trying to do anything for the rift, because other players would be playing stupidly trying to do a challenge, or when I was playing survivor just having to waste my time doing all the gens solo bored out of my mind while the rest of the team is just grinding with the killer.
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@Peanits said:
The worst that comes to mind is combining it with Surveillance. Any time a generator is being worked on, I would know. The instant you get off it, I'd know. Normally cleansing Ruin is the only way to counter that, so removing the hex aspect means that the killer always knows where you are and has no counter.
Have you played your own game?
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@samination said:
We've heard this threat before. Every killer knows ruin is no good for high ranks. There are much better options. The game needs to continuously change to stay fresh and alive. Honestly, I'm a bit sick of seeing ruin every match. It's just meh.
Every killer knows ruin is no good for high ranks... except 80% of high rank killers of course.
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@ppo8820 said:
No. All these people whining and throwing tantrums on this forum show people are still passionate about the game. They all say they’re leaving and boo boo, but they won’t. Simple fact is this is only game out right now of it’s kind, so angry as it makes people, they’ll still play it. The steam charts show game is actually growing last few months.
The games changing to incorporate all the new players.
There's always, always, people saying this exact same ridiculous comment on every previously popular game that's dying "Oh you say you're leaving but you're just not". Do you honestly think games just don't die?
This isn't even a case of people leaving in the future as well. Killers have already pretty much left, have you played the game recently? I find a match as killer in about 10 seconds, I find one as survivor in about 15 minutes. Do you honestly not see how regular 15+ minute queues is a clear sign a game is dying?
And this is right now, do you really think this is going to be solved by making killers even worse to play?
No. The game is clearly already dying and will be dead soon if the problems playing killer aren't addressed... not only are they not addressed but they're made worse.
The game isn't slowly dying, it's essentially already dead and this is just speeding it up.
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@Science_Guy said:
Lol.
Survivor perks have been slaughtered on a regular basis, killers finally get the #1 crutch in the game ("It's not a crutch because we ~NEED~ it) nerfed and the meltdowns begin en masse. Beautiful.
Why do you think queue times for survivor are way more than 10x queue times for killer?
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Ruin shouldn't be any problem for new survivors, at all, because they should almost never see it.
Hardly anyone plays hag at rank 20, and rank 20s haven't unlocked teachables yet. What? Rank 20 survivors are getting matched with rank 1 killers?
Oh. I wonder what the real problem is for new players. (Better make it so you can't see other players' ranks post game, that'll solve the problem huh?)
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@johnmwarner said:
Because they only play survivor and are short sighted, two months from now they’ll wonder why their queue times are an hour long
I play both survivor and killer pretty equally at red ranks, but there's no point playing either now.
Killer is frustrating and annoying to play, and will obviously be even worse after this change.
Survivor is boring, not just because it's stupidly easy but also because I have to wait about 15 minutes for a game.. And obviously again, both will be even worse after this change.
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If nothing changes to make killer better to play, no. I play both survivor and killer pretty equally at red ranks, but there's no point playing either now.
Killer is frustrating and annoying to play, and will obviously be even worse after this change.
Survivor is boring, not just because it's stupidly easy but also because I have to wait about 15 minutes for a game.. And obviously again, both will be even worse after this change.
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@friendlymamabear said:
You all complain about hatch now but what about the camper killers most of the time the reason for no gens done is cause we all busy trying to get the first person off the hook while the killer camps why cant that be fixed so done with killers just camping or super tunneling survivors so much that we cant even try to do a gen
That's.. Not camping, that's just you playing incredibly badly.
If you are all trying to get the first person off the hook.. What do you think the killer should do? Your whole team is around the hook.. You think the killer should leave the hook when he knows there's literally nothing else he can do right now since your whole team is at the hook?
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If I think camping is the best move to do, then I camp, I don't care that I might make some childish survivor cry on the forums. (And if they are crying on the forums, it's pretty obvious it was the best move to do, they wouldn't be crying if they did a bunch of gens while I camped).
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I am absolutely certain that no-one, not a single person, will get the sacrifice 4 people in the basement challenge legitimately (i.e. without the survivors just letting them). I'd love to know the proportion of games were it happens, I'd be amazed if it's even 1 in 1000.
But, on top of that, nearly every game were the killer gets a 4man there's a DC. On top of that, people now DC if you don't help them farm their challenges.
What do BHVR think is going to happen in that incredibly rare game were you've sacrificed 3 survivors legitimately without any farming, and you've downed the final survivor near the basement? Oh yeah, they're going to DC every time, as punishment for you not helping them farm.
