XolfRiggler
XolfRiggler
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4079082#Comment_4079082
So they don't get hit, they don't take damage, so they can't take a hit for othersMaybe that's not practical code wiseCode wise, that shouldn't be an issue at all.
You're calling it Elusive, which is a term they use for other things, which makes it a tad confusing, but fully intangible survivors shouldn't be hard to do.
Maybe there is another issue I'm not seeingWell, BHVR doesn't want to do it is the main sticking point. This idea has been around for a long time and I don't think they've ever entertained it. Even with the anti-tunnel ideas at their most extreme they seem to think that it is an absolute necessity that a killer could tunnel, even if they make it really, really unappealing.
A few reasons why potentially:
1: Worry that survivors would just taunt the killer, chasing them around while being untouchable, ruining game feel
2: The above, but done by a SWF to call out the killer spots (I don't think a huge worry with a reasonable time frame).
3: A belief that tunneling has to remain a core concept of game design.
Me, I don't have a problem with body blocking, but I'd also be fine with them going to this, but this seems to be a no go design for them.
they brought in elusive in for the antitunnel but then cancelled/postponed the antitunnell changes then used it on a couple perks, i'd say to keep it away from perks and ONLY use it for antitunnel purposes
with these changes tunnelling would be still possible but it wouldn't be the clearly best choice like it is currently
and the no collision/interaction is meant to disincentivise the survivor to play aggressive
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@TropesDaMan said:
OP Hag? count me in gang. also the change to Spirit without power just makes her broken, and i would delete the game
https://forums.bhvr.com/dead-by-daylight/discussion/467320/9-9-2-fake-patch-notes
if she has 4.6 without charge she could phase to near you and even if she miss she would be 4.6 right near you, atleast it punishes her for missing if she still 4.4
and thankyou for feedback! -
@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4079043#Comment_4079043
i don't think quadruple mending sounds good at all, i don't understand this point?Sorry, I've been in a bunch of these so I'm trying to summarize arguments in relation to not being able to body block. Basically, making it bodyblocking less viable but still can be hit, requires putting some type of condition or mechanism into the game that makes it less viable. Concrete ideas on how to do that though usually end up sounding silly or have implementation problems (see below).
also what you said about anti tunnel vs body block, i don't think is relevant if the killer swing literally goes through the elusive survivor it cant do damage to tunnel target and and it cant body block for aggressive playCan the killer hit the survivor or not? I'm not sure what you mean by No Collision, but when BHVR has used that term they mean the survivor and killer can run through each other, but the killer can still hit the survivor.
If its the killer can hit the survivor, you still have survivors timing body blocks or one just running on top of the other (because no collision) that cause issues with how DbD (or potentially any game) detects hits, which was one of the things that caused issues in the PTB. Beyond that, for any killer with a range attack the survivor can still, relatively easily, serve as a body block.
The intention is for killer and elusive survivors to not interact at all.
So they don't get hit, they don't take damage, so they can't take a hit for others
Maybe that's not practical code wise
Maybe there is another issue I'm not seeing
But I think it should work
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@ays032 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078876#Comment_4078876
Leatherface never was beginner Killer. Years ago before his Rework (5-6 years ago) he was known as a beginner Killer just because of his Perks (BBQ for BPS) and back then he was easy, because all what you could do was just back rev Survivor.
I'm pretty sure Epidemy said that removing skill from pressing Tokens is the worst thing you can possibly do.
About Bubba Buffs - maybe massive buffs was a big word, but there are my suggestions for a TWEAK (so, not addons changes, not major changes): (I main this Killer since Summer 2019)
The Cannibal | KILLER TWEAK- Decreased time required to recharge a Chainsaw Charge from 4 seconds to 3.5 seconds.
- Adjusted time required to accelerate Chainsaw Sweep movement speed to constant 0.6 seconds.
- Increased movement speed during the recovery time after using the Chainsaw from 1.38 m/s to 1.84 m/s.
- Decreased the extra penalty for recovery time given for each consecutive Chainsaw Charge spent from 1 second to 0.5 seconds.
- Spark Plug now decreases time required to charge a Chainsaw by 10%.
I think that leatherface has been known as a beginner killer as it is attractive to new players to one shot players without the dificulty of billy
i still think he is considered new player firendly and part of that is what has made the sterotype of "baby bubba"
epidemy might say my idea is terrible
thats okay we can disagree (it wouldnt effect him in the slightest cause it should be complete second nature to him)
i was bringing up epidemy thoughts to show that he doesnt need "massive buffs"your buff idea might be great, im not sure if it would be over the top or not, honestly i don't know well enough how much it would effect him
i think even if you buff idea is perfect, there is no reason not to remove the token use timing for new players, there is still other ways for skill expression from hugging loops tight or threatening a saw by keeping your saw a 99% or 1% to fake out players one way or the other
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078869#Comment_4078869
I would like to make it so the anti tunnelling can't be used aggressively to bodyblock etcIt's not easy to do.
Generally, from a game design perspective, you don't want to just direct players on how to play ('you've been unhooked, now you run away'). Ideally, you create a series of pros and cons that are always in flux so that the right decision is never perfectly clear (DbD, again generally, does this really well outside tunneling and is part of the reason for the game's long lifespan).
On top of that, for the sake of new players, adding in new conditions is never great. So putting something like quadruple length mending off a body block basekit BT hit would probably be very confusing.
Additionally (cause there are lots of issues), you have to figure out a way to get the game to determine when a hit is done for anti-tunnel vs bodyblocking. We've seen this with other mechanics (AFK quick detection) that determining player intent can be difficult (or, at a minimum, BHVR isn't great at it).
That's why I think it is has to be a decision that leaves agency to the players. If players have protection after being unhooked (and its silly that there was a time they didn't), well then its up to them how to use it. Alternatively, if you don't want them to body block, take tunneling off the table entirely. I think the 'semi-spirit' state they went with was about the worst way they could address it, but they really wanted to maintain the illusion of killer agency (while making tunneling so unattractive that no one would do it) while getting rid of survivor body blocking off hook.
I agree, its not easy to do
yes, you don't want to force players to play a certain way, but i think guiding them is good especially for new players
i don't think quadruple mending sounds good at all, i don't understand this point?
also what you said about anti tunnel vs body block, i don't think is relevant if the killer swing literally goes through the elusive survivor it cant do damage to tunnel target and and it cant body block for aggressive play
i think after looking at feedback i would keep something similar to what I said but reduce the length, i'm writing some new patch notes soon to see if i can strike a good balance.
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@ays032 said:
Do not make The Cannibal braindead to play. It feels so good when you hit someone with the last sweep and you know that you pressed Tokens really accurate. He needs massive buffs, but do not touch Chainsaw Charges mechanic.
I don't think it makes Cannibal braindead
Bubba has always been a great beginner killer and it really seems unnecessary to watch the tiny red bar to time it perfect
I agree he is on the weaker side but disagree about massive buffs,
atleast according to epidemy the small buff to sweep movement speed, buffed him more than he should've beenI appreciate the feedback either way
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@Mrpugalug916 said:
How Much anti tunnel and anti camp do you need? Its already 15 seconds of haste and endurance off hook even before perks that further increase this. Good survivors abuse this and bad survivors still dont use it effectively but they balance the game off of survivors who dont even look at the HUD during a match. Like bro when they buff survivor they nerf killers at the same time. Just stop
this isn't just trying to improve antitunnel but more make it less necessary by providing unique hook rewards that are actually worth it
my intentions to stop it being used aggressively by making it so they cant interact with lockers, pallets, flashlights etc
and make sure they cannot "tank hits" for other players, I'll have to make this more clear next time I do something like thisand honestly I don't know if this would help killers more or survivors, because it fundamentally changes the macro gameplay
this is why I make sure to mention that numbers would have to be adjusted until its balanced or even change hook times or gen times -
@MechWarrior3 said:
I like that you laid out all of these ideas out. It’s always nice to have feedback so detailed. Even if everything doesn’t get used, they can pick out what works and what doesn’t ☺️
thankyou!
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thankyou!
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/467182/9-9-1-fake-patch-notes
It's been awhile since I've seen the 'fake patch' notes format.
If I was in charge of BHVR, I'd take the path of making more frequent, but smaller changes. That's not how they work, where they seem to like to do things and then just let it go for years, but being we're in the realm of the hypothetical anyway, here goes.
Anti-tunnel: I think the idea of anti-tunnel was one of the most necessary things to do, that they went way overboard on.
My preferred choice would be hiding the unhooks and let that run for awhile.
If that isn't enough, we do the gen progression bonus on losing a survivor. I think this should be more tied to killer progress than survivors, how many hooks have been achieved vs how many gens have been done.
I think on things like Elusive on unhook they should either leave it the way it is, and we accept the possibility of tunneling AND the survivor body blocking, or we go in the opposite direction and make the unhooked survivor a spirit who can neither body block or be tunneled. I think the only way to do it is go all the way on that.
Anti-slug: That would be fine.
I don't remember who I saw suggest it, maybe multiple people, but I like the idea of downed survivors being able to do something like repair gens/cleanse totems at a slower rate. Something that makes the state of being downed have more choices than it does now (make being slugged more interesting and engaging instead of just less frequent, as its very hard to define the game around it not existing).
Nurse: I'd just do the aura remove and then reevaluate (well, I'd rework her entirely, but presuming that's off the table).
Huntress: I don't think she needs a default speed boost at zero hatchets as it reduces the decision making of when to go for a reload. The audio cue, yeah, being we've been getting rid of tedious counting mechanics (i.e. displaying the hook count per survivor) I think that's fine.
Trapper - the 3 default traps, and the idea of some addons reducing the number of carried traps is a good one. I think evening out addonless Trapper and best addon Trapper is a good starting place.
Clarity on the trap zone is also good.
I don't think the area the Trap impact needs to be expanded. If you look at things like Basement Trapper expanding the area could create a huge problem.
-Basement Trapper shows one of the inherent issues with buffing Trapper, once Trapper sets up in a strong position (right now really only possible in the basement) its very hard for anything but a coordinated SWF to do anything about it. If you make creating such zones too easy (larger trap zones, ranged pick ups, etc.) he could be way too strong. I know it seems strange to say that about one of the weakest killers in the game, but if his power was overtuned we're right back in Skull Merchant territory.
I think the picking up of traps is part of his character and just think there should be a basekit way that traps which have never been interacted with will arm themselves (not my idea, but again forget who I saw suggest this). But if it had to be done, lockers over what feels like adding some sort of mystical element to his character.
No opinion on the other killers.
Offerings: Four offerings per killer? I get where this is coming from, but we'd need to rework the offering idea entirely for this to make sense (which I'd be supportive of, but is probably never going to happen).
Multiple killer que: I'd need to know more about how their matchmaking works under the hood. My presumption is that I don't think this would make much of a difference.
UI: no strong feelings, but I like the current more than the proposed, but I liked tomes more than either.
thanks for all the feedback, also appreciate the compliments
I agree I like smaller changes with tweaks more often
I think they were really onto something with some of the changes they suggested but didn't try tweaking things when it wasn't right, it honestly might not be viable to have any more anti tunnel, but i think we might of known that for sure if they tried some different values on the PTB
I would like to make it so the anti tunnelling can't be used aggressively to bodyblock etc
thanks for all the other notes too, thanks for reading it so thoroughly, i love discussing this stuff
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Hope you make haste/hinder not stack with PERKS and not change how it effects killer powers/addons
Abandon for killer after 10 mins not complete feels like it would just be a draw
(let's face it if nothing happens for 10 minutes everyone still in the match loses anyway)
And 4 slugs counting as a draw is confusing, so if we get over altruistic and all get downed we just disconnect and we didn't lose?