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Teebus

Teebus

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Teebus
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  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/418507/update-pallet-stuns-on-killers-picking-up-survivors

    Honestly it is fine that there are certain things that require some form of timing and training for that... Flashlight saves already got quite a big window and you don't need much timing anymore... I would rather say that window should be smaller instead of making the on for pallet saves bigger.

    I agree with your statement about timing and training, I've given some examples as well.

    My point comes back around to how intuitive the interaction is, which is to say it's not intuitive at all. Some more examples:

    New friend: "I stunned him with a pallet, but it broke? What happened?"
    Experienced player: "Ah, that's Singularity's ability/a perk called Spirit Fury."

    New friend: "I tried to flashlight save, but he never got blinded, why is that?"
    Experienced player: "That's the perk Lightborne."

    New friend: "I dropped the pallet to save someone, but it just moved the killer?"
    Experienced player: "Yeah, that's just how the game works, you can't stun him while he's picking them up, you have to wait."

    Some people might think that all three of those things are and should just be part of learning the game. My suggestion is that it should not be a part of the game.

    As an extra note for the people who are focused on the balance of this, despite mentioning the idea of compensation changes, what if it worked like this:

    Changed: Killers can now be stunned during the pick animation, and blinds will cause the animation to stop and drop the survivor.
    Changed: Killers are now stunned for 1 second when carrying a survivor (Was 2 seconds)

    I'm not an expert at the game, I can't tell you if that maths out to be too overpowered for killers. But there's your compensation buff—solely for the sake of making this quality of life/intuitive mechanics change.

  • @MrT1412 said:

    Pallet saves are already uncounterable in many situations, they don't need to be made easier to do.

    I mentioned that there could be compensation buff (for killer) or nerf (for survivor). It's not about the balance of the game, it's about how intuitive the design is. There are things that make sense but take time to master or even realize (I.E. hugging walls because 3rd person), but this isn't one that makes sense.

    @TragicSolitude said:

    Animation locks are a pain in the ass. Picking survivors up, breaking pallets, vaulting windows, you're stuck in an animation lock, and as killer you can't do anything until after it's finished and it often feels like you should be able to react before the game actually gives you the option, so you can't turn your camera or swing your weapon even though it feels like you should be able to. You're really screwed if you're on controller, I have to run Lightborn because I can't move the camera fast enough.

    The more that's able to happen to the killer while they're animation locked, the worse it feels for the player. But when things can't happen during the animation lock, the survivor is confused because it is unintuitive. What's the answer? Well, without heavily altering how the game works, the answer is to give the benefit to the killer. They're stuck in animation lock, and the more vulnerable they are in animation lock, the less likely they are to put themselves in that situation… that means slugging everyone before risking picking anyone up.

    Survivors have their own problems with animation locks. I get off the hook, and there's this gap of time where my friend and I are standing there with our thumbs up our asses waiting for the option to heal to pop up. The failed skill check animation sucks, too. Love when I try to let go of healing someone but it decides to have a skill check pop up at the same time, and then not only is there a penalty but I'm also stuck in the animation. Thanks, game!

    Can BHVR alter their code so players aren't locked out of doing anything while in an animation? If this were any other developer, I'd say that were at least a possibility. However, BHVR said they can't immediately add perk loadouts to the lobby screens because of the way the lobby screens are coded and it'd be years before they could. So… yeah.

    I mentioned as well that there are other buggy or broken things in the game. I'm glad you brought others up. I do understand some animation locks, so I don't agree with all of your examples. But the concept of not being able to stun the killer—and hence simply pushing him to one side instead because he has to exist outside the space of the pallet—simply doesn't make sense from any angle. Again I'd say that my suggestion isn't about balance of the game, it's only about the animation/skill not making sense. I'd point back to what a new player would think. "Stun the killer to make them drop my friend, just as I've been taught." Is there a point in the tutorial that teaches you to wait until the perfect moment to stun them? Not that I recall, and I wouldn't expect them to add one, I'd rather remove the interaction and compensate in other ways, if needed.

  • @DrKetchup said:

    I've had countless games where destroying 1 hook leaves a whole quarter of the map barren in which a survivor can go down without any fear they will be hooked. Especially when the gates are open this becomes a free escape. This is a nightmare scenario and we aren't even talking about body blocks yet.

    Do pallets and windows magically disappear when a survivor completes a generator? Killers shouldn't be punished for doing their objective.

    No, it's the generators that disappear, meaning they're forced into a new section of the map by doing their objective. I do enjoy the game of cat-and-mouse that revolves around survivors running into dead zones (leading you away from gens being worked on), but I'd agree with you that some maps are worse than others.

    Part of the issue stems from only seeing auras when a survivor is being carried, which can't really be fixed, because if you highlight them when a survivor is down it might be too much clutter for slug-type killers. Boil Over can make this pretty difficult, too. It could just be some work on RNG hook placement to help insure that losing one hook doesn't make a corner of the map completely dead.