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Jigsawn

Jigsawn

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Jigsawn
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  • I'm all for this. Make it drain the battery a lot. Will help a bit as lets face it, its only really used in that way as an annoyance/bm tactic. Sure people will still do it but make there be a cost.

  • I agree. Especially if the Killer is running Nurses Calling. You may be aware of it but your teammate might not. I've died a number of times from actively trying to run away from a healer when I know the Killer is close with Nurses Calling, yet they manage to get the start of the heal in when I'm hiding.

    You don't have enough time to prevent the heal starting and alerting the Killer, even if you don't want the heal. Maybe there just needs to be a slightly longer delay before you are locked into the healing animation, or alternitavely make Nurses Calling only trigger 1 second into healing or something.

  • I likewise have only missed one or two hooks due to boil over, and that's usually because of intervention from other survivors adding to it.

    I agree with the suggestion that it should remove all hook auras or increase the sway quite a lot more. Problem is that increasing sway is equivalent to speeding up wiggle meter. Whereas complete hook aura removal requires a bit of forethought or luck on the side of the Killer.

    In my games I may have skipped over some nearby hooks due to Boiled Over, but I never usually find it a problem to reach a hook with an aura. I think the perk is probably most effective on mazelike levels like Lerys and The Game, but unless the Kate uses a jigsaw piece that's a big gamble, and even then it's a big investment as the perk isn't really good enough to warrant using a jigsaw.

    I'd look at removing auras and maybe change the wiggle sway behaviour a bit, not to make it too extreme but maybe just make the Killer have to do more inputs to counteract it or something. Right now you don't notice much of a difference in the wiggle.

  • It happens quite frequently when I'm killer, that I will meet survivors in the first few seconds, around the generator that's closest to my spawn. You can say hide but on some maps there isn't the cover around some gens. Take for example a map with generator next to a hill. When I find survivors there in the first 5 seconds of the game its a guaranteed Chase and usually a hook.

    I've also had spawns where I am in direct line of sight of a survivor not too far away, giving me an immediate advantage of where to go first. For example on the Autohaven that has 2 hills across from each other on a pallet field, I have spawned on one hill and a survivor on the other. Needless to say I caught then in 10 seconds.

    Spawns are definitely something that need a bit of tweaking as its a little too close in some circumstances.

  • @Master said:
    Sure, survivor controls the position of the skillcheck while the killer can counteract to wiggling, has to hit through bodyblocking survivors, plan his path around pallets and avoid flashlights.

    Seems like a solid idea.

    I like the idea but this is a fair point.

    Anyway the devs have confirmed changes are coming to Decisive Strike and they already know what they're gonna do with it. I don't know what the proposed changes are though so if anyone could tell me I would appreciate it!

  • @Gibberish said:

    @Peanits said:
    Honestly, I don't think it matters. I have zero issues finding another survivor to heal me. Even back when I did run self care, someone would usually show up mid heal to finish it off faster. Two survivors can heal each other in the same time as they could heal themselves with self care.

    So if anything, it's base heal speed we're talking about. I could go either way on increasing that.

    Its not just the speed thats the factor here, its Survivor grouping and efficentcy.

    Self Care
    -One Survivor not working on gens
    -Can be done anywhere at any time
    -Killer only finds 1 Survivor

    Team Heal
    -Two or more Survivors not working on gens
    -Need to spend time finding and travelling to another Survivor
    -Killer can find 2 or more Survivors simultaneously

    Its a world of difference that SC makes.

    These are some of the key reasons that I think a lot of people overlook with Self Care. Of course Medkits provide a safer self-heal but they are limited in use and require a resource investment from the player.

    This has been a good thread and I've changed my opinion since my original post. After playing more with Self Care myself here is what I feel:

    • Self Care does take a while to complete but I still think it's a bit too quick
    • You should have to start from the beginning if you are interrupted - to stop silly healing in front of killers, and also ensure you are punished for being injured by having to run off somewhere safe for the full duration of the heal. It should work just like team heals in this regard.
    • Like the poster above says, a big issue to me with Self Care is that instead of taking up 2 players time it takes up 1 players time. That's a big reason I think it should take longer.

    Good news is, the devs are already considering changes. Now I have a bit more time, here is what the devs said in the Q&A about their suggestions for healing:

    • In order to slow the game down, time to heal for normal heals will increase by 4 seconds
    • Self Care as a result will increase by 6 seconds (or it may have been 8 seconds I forget)
    • Devs are considering having Self Care healing bar regression over time or uninterrupted heal

    I think the healing changes will be really good for the game as it not only slows the game down but gives the Killer a few more precious seconds to locate healing survivors. It should hopefully promote Survivors having to find safer places to heal. With Self Care taking longer as well, there should be more incentive to find teammates to heal you up. I still think that the bar should also reset if you interrupt the heal.

  • Note that in the latest dev Q&A they talked about healing and self care a bit. I quite like their ideas and think this should be the next step in balancing out Self Care, then more steps can be taken as necessary. You can see the vid on YouTube.

  • I'm not comparing them and I'm not saying it will work because Friday 13th does something similar. In fact I'd never even seen Friday 13th when I came up with the initial idea. It's a natural progression of the generator idea to add other elements to help open the doors, after all its the survivors main goal. Other than just having more generators or things you have to sit in front of, the next logical set is to have players go and fetch something and bring it to a location. It takes survivors time and because killers know where the destination is it gives them a chance to bounce back if they are having problems with far apart generators. It helps to focus the action on a few locations.

  • It really needs to be fixed. 1 out of 3 hatch situations turns into a hostage situation or a hatch standoff. If Exit Gates are open, Hatch should not open. If X amount of time has elapsed since Hatch or Exit gates open, survivors aura is revealed. After X more time, survivor is Exposed. After X more time, survivor is killed automatically. I am sick of having to disconnect or stubbornly remain in the game until the hostage survivor decides to end it, especially if you are playing as a Killer without any tracking perks - finding 1 stealthing survivor in the whole map can be impossible.

    Conceding should not be an option, forced death should be instead. If the Killer can concede, toxic survivors will always force this to happen instead of escaping. They don't care about points, they just want to waste your time as much as possible.

  • We all want more survivor objectives to help fix this.

    However I do like the suggestion that a Ruin-like effect is present at all times (and removing the totem aspect of it of course). Unfortunately it's kinda annoying as a gameplay mechanic for survivors (sitting at 1 gen for ages if you aren't hitting great skill checks is boring). The other problem with Ruin is that good survivors can consistently hit the Great skill checks and therefore counter Ruin that way. So I think you'd need some kind of rework on it.

  • Play with another person if you can, it helps a lot with this sort of thing in the lower ranks. If you see a survivor in your team that's a good team player or you have a laugh with, send them a friend request at the end of the match and ask if they want to team up.

    Another option is to keep levelling up one character and keep an eye out for a perk called Kindred in the Bloodweb. It looks like an eye. This perk shows survivor auras to each other when you are on the hook, and at max level all survivors can see each other when you're on the hook. That means you are far more likely to get saved because they can see when noone is attempting a save, it's also great for co-ordinating saves against camping killers because one person can distract whilst the other goes in for the save.

  • On PS4 I don't get many salty messages, but some of that is due to me being on EU servers so there are a lot of different languages. I actually get quite a lot of GG or nice messages which is why I don't disable messaging, I have made quite a few DBD buddies through messages.

    Yes on PS4 people can send messages via a Friend Request even if you have public messages blocked. I think though that there is a way to disable Friend Requests, but that sucks because you have to turn it on again every time you meet someone you actually want to be friends with.

  • I find that finding other people to heal me can be hard or very time consuming on certain maps which is one of the reasons I think Self Care is so valuable. Especially if there is only one other survivor left or on big maps with lots of cover like Swamp.

    I'd be fine with a longer healing duration for Self-Care or just in general to see how that would affect the game flow. When two people are healing you it's almost instant which can make SWF groups very strong if Killers aren't very good at chasing.

    Interesting point about Bond/Empathy meta that fcc2014 raised. I played as Killer vs an SWF group running mostly Empathy/Bond and honestly it was one of the better games I'd had, because it slowed the game down as they kept meeting up to heal each other, and if I caught them doing it I could often get a down and a hit on the medic survivor.

  • I only have medium Red/Green color blindness and I find it a massive issue in this game.

    The biggest offenders which could be easily fixed are the red auras of generators and hex totems, which blend in too easily with the environment when you have red/green colorblindness. Hex totems in particular are incredibly difficult to see on greener maps.

    Tracking blood is very difficult as well on any map outside of Gideon Meat Plant/Lerys/inside buildings. However for me, the blood tracking perks do make it bright enough to see, and non color-blind players have told me blood is hard to track normally so I don't think you should make it easier, it's just something we'll have to live with.

    In general the game can be punishing for red/green colorblind people because of the tones of the environments and characters, making it very hard on the browner/greener environments to pick players with green/brown/dark clothing out. However, having any kind of assistance for this could be abused by non-affected players.

    Personally I'd love to see a scaler for adjusting aura vibrancy/brightness. As full on colorblind modes are often way too extreme for people who only have minor color blindness like me. For example Overwatch's color blind modes do help me but they look absolutely terrible and are more for people with extreme colorblindness.

    I realise it is extra work but I think a lot of players would appreciate this, after all 1/10 guys I believe suffer from red/green colorblindness in some form. With hundreds of thousands of players, that's a lot of people!