agony_deluxe
agony_deluxe
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- agony_deluxe
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Want to fix the trapper?
Easy one. Get rid of all the trap's spawn parameters.
The trapper is in dire need of game lenght.
No one respect him because when the game start traps are not set.
When game begin all trap are set. Trap spawn in random but predifined positions, just like totems.
Yeah, maybe not just like totems but you got me.
They spawn:
- at palets
- along walls in grass
- near generator in grass.
-wall angles
- at vaults
- near chest
- on the exit switch
And so on.
Addon for more traps on the map.
As a trapper you still have some work if you plan to protect a specific part of the map.
On the other hand your taps are set in good spots and survivors should take care of them.
You can presure fromt the start and i think like this the trapper is realy dreadfull without a core rework.
The only drawback: there is a bunch of work for dbd team in order to script all the traps spawn location.
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In fact amanda's secret is ace at loops or pallets.
You can monitor where is going the survivor.
If he leaves the loop you lose less time. If he stays , as soon as he makes a mistake you can catch him because you know where he is going.
Take control of the pallet and etheir they leave or it's a free stab.
But still the cost for amanda's letter is too high. -
Honestly pig's addons suffers from the the exact same thing than trapper's addons.
Linked to useless statuses.
Seriously who give a *#€& about haemorrhage ?
Skillchecks:
Meh at best , penalize new players ( ok players don't care, good ones don't even realise you're actualy using addons)
On the other hand pig is a bit paradoxal.
M1 killer who cries for map control and speed.
Ok reversal bear trap for time management.
Ambush power:
Slow movment with stealth and reduced vision
Initiate a dash with loud roar at the start warning everyone you're coming.
Hard countered by dead hard, sprint burst, vault and even lockers.
What's in for us to compensate?
High speed short dash with usual stab at the end.
Few bloodpoints and the satisfaction to use the full kit.
Good piggy never crouch.
they often ambush at pallet for mind game but that's it.
If you spot someone, 90% of the time you'd better uncrouch and m1, on top off that you have a chance to directly pick a survivor on a gen.
Actualy if they gave legion's deep wound to the pig's ambush that would have made sens, rewarding ambush. You can follow the the surv while crouching with speed penalty but the mend's clock is ticking, or start a normal chase.
Another proper rework:
105% speed => 120% while crouching.
Fast crouching, 3s for uncrouching with slow to prevent chase abuse.
When you charges the dash you must stay still 3s and you roars at the dash's start.
Like this you have a proper tool for map control and even then it's just a poor wraith's mechanism.
But you can imagine addons:
No roar
Fewer slow when uncrouching
Longer dash
Shorter charge/longer charge
Bonus/penalty to speed while crouching
You have plenty to play arround
In fact, without proper rework, good luck to balance pig's addons.
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Same as for the trapper's addons :
Either bad design or linked to an useless status .
Seriously, who cares about haemorrhage ?
Pig is a bit paradoxal.
Reverse trap are ok.
Everthing behind skillcheck is meh at best and very punitive for new players ( even casual player dont give a *"€#).
On the other hand:
Pig is a m1 slasher, so pig is starving for speed and map control.
When you crouch you're slower and have reduced fov.
Ok...
So whay's in for us in compensation ?
Stealth: ok
A dash, with a big scream to warn everyone. Hard countered by dead hard and sprint burst, lockers, and vaults.
Shall i mention that you stop moving when you are charging the dash?
If you land: few bloodpoints and the deep satisfaction of using the base kit, houra!
90% of the time you'd beter just uncrouch and try surprising someone at gen or just m1.
In fact the deep wound effect from legion actualy make sense for the pig.
Rewarding succesfull ambush and you can slowly tracking your prey in crouch mod (shieldwall incoming) .
Good piggy never uses ambush, or just on certain pallet for mind games and that's just few of them.
If ambush was:
Fast crouching, 3s to uncrouch with very slow movment preventing use in chase.
105% normal speed => 120% crouch speed.
Cannot move when charging the dash, 3s to charge, roar at the end of charge time (not when you start charging it)
Now you have a tool for map control.
Even then this look like a poor wraith's mechanism.
Good luck balancing addons without a rework -
Hello.
First, i like your idea of secondary objectives.
I personaly think this is the way to go to extend the game lenght and i made a post about this very similar to yours.Now about the method i'll have to disagree and i will explain and demonstrate why.
First and most importantly you propose mendatory objectives.
If doable it's quite difficult to modify the game lenght by touching to the core mechanics without messing with the entire game equilibrium.Being mendatory this change will drag survivors into frustration and frustration is the exact feeling you want to avoid at any cost in any game.
to be honest this isn't exactly true. If the frustration make you eager to launch another game or to master the game it's "positive frustration".
But here we speak of a feeling that will mostly make you throw the game away because you can blame the mechanic and it's unfairness.look at the pig's boxes. they share the same logic and are not by any means people friendly.
Concerning the "gas tank" thing it's fairly simple comparing to your proposal.
gas tank are needed to start a generator. you have to pick one and bring it to the generator.
Any gas tank will do.If it take your item slot it improves strategy overhaul. Should i take a toolbox if i am going for gas first? maybe i ll bring one, drop it, and come back later.
You can tweak the number of gas tank on the map. Generators number +2, offering for one or 2 more on survivor's side and 1 or 2 less on killer's side.
You can have a perk to carry more than one gas tank, to see gas tank's aura and so on.Now franklin's demise become to look very good, a bit too good maybe.
It's simple, not very elaborated, but it will achieve it's purpose.
Now if you wan't an elegant solution .
Just make secondary objectives with bloodpoints attached to it.
You can still rush the game but it's now harder to pip since many bloodpoints are left on the ground.
So will you exit with few or test your skill/luck against the killer by staying a bit more ?People are greedy indeed, they will stay.
if they mess up: no one can blame a game mechanic they will blame themselves and this is "positive frustration". they ll be eager to prove themselves and will start a new game right away.
On the contrary if they perform greatly there is many bloodpoints for them and they'll feel rewarded.
By the way you are also solving the issue with "too few bloodpoints for survivors".By having secondary objectives now there is more attractive locations on the map increasing survivors movment flow with new paterns.
If they are mobile they are either slow and stealthy improving game lenght or moving out in the open with more occasions for the killer to catch them.From the killer's perspective nothing changed, except the survivors staying in game longer, changing position more frequently, core mechanics untouched.
for the exact implementation i let you to your own imagination.
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On the other side what to do for people who get caught willingly and don't even try to struggle.
Sure, they are not ragequitters, but still.
Hence, if you adress the problem of ragequitters they ll be more of them, so you have a new problem. How do you adress the new one?
My two cents. Apologies for the pessimism.
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better toxic players than no players.
They can't talk ingame and that's merciful. They still participate to the game normaly, with a bit of teabaging here and here of course. they represent a fair amount of the dbd population.
i am glad for the game until they start being toxic on a more literal way.anyway except for calling the gg thing i usually don't stay on the chat. Most of the time i am already spending bloodpoints.
If the post match chat is a relieve for the toxic population: fair enought.
No one forces you to read all the trash they are throwing.
It's a litle price to pay to grow the players pool considering they can't talk ingame. -
i understand the request, but like it was stated, it will be very difficult to give any bonuses without messing with survivors variety in matches.
Even for very low bonuses people will stay with the most optimised survivor.So lets say that your bonus is so marginal that it doesn't affect the gameplay anymore: what's the point?