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canakavian

canakavian

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canakavian
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  • I think it should be slightly different.


    Breaking a wall takes 6 seconds. (killers take long, survivors should take longer)

    It makes an explosion noise when broken for the killer (like missed skill checks)

    After breaking the wall you suffer the broken status effect for 90/75/60 seconds. (killers need several hits to break it with kicks, so survivors would exert them even more and thus suffer from the brokem effect)

  • Easy. Just make the key work for the one who brought it. Only he can use the hatch, the others have to take the door (well the last person could still take the hatch just as now)

  • @Sypdrae said:

    https://forum.deadbydaylight.com/en/discussion/comment/1988285#Comment_1988285

    Me, I am tired of this kind of comment. Why should killers improve, surpass themselves, sweat, while SWFs play in assisted mode? It's always one way. Survivor fun first, the killer to adjust and stop complaining. 

    What so be it. I will continue to dodge SWF lobbies. I only have to wait 30 seconds to find another group after all.

    Exactly. I also think that having that information will make the queue healthier. What do I mean with that?

    Sometimes I had a really rough game and want a more chill games. If the next game I get into is against 3 players having matching names (and being an SWF) I will dodge. How makes that the queue healthier in the long run? If I get several rough games in a row, I will either switch to survivor to take of pressure and basically adding another survivor in the queue and taking out a killer, making queue times worse. It is just me, but I am sure I am not the only one who does that.

    Killer is more tiring and draining than survivor and rough games in row will make me switch to survivor or even stop to play. Both reduces the number of killers in the queue. I am also self aware enough to know when I need a more chill game. Statistically speaking games against SWF have a much higher chance to be rough. So giving me the info that there is a SWF and let me dodge improves the chances of me staying in the queue as killer.

    @SamuraiDragon27 said:

    Yk I'm getting real sick and tired of the whole swf debate. Yes the survivors get an advantage. Yes, the survivors get a advantage being able to communicate. However, if you are a good killer, swf shouldn't matter too much. They get a bit of extra info. So? doesn't help if you know how to play the game and can get fast downs. Oh but they can be toxic. so can a solo que. And even after all that if they manage to beat you? Move. On. It's one game. just load into another and put it behind you. yes it's frustrating if you brought something good just to be bullied but I don't see how they can nerf having friends play the game with you. In the words of Cote, If you don't like it play something else.

    And yet I see so many posts that complain about killer... do you use that logic of yours as well in those discussions? Someone complaining about slugging and tunneling... well do you tell them as well to be either good or get over it? Also you literally say that survivors have an advantage... but yet you refuse any suggestion here that would counteract that advantage a bit? Feels very biased to me. And saying just be a good killer is basically saying nothing when running into SWF that have 10k+ hours. Ran into SWFs that had 15k+ hours combined. Even very good killers would struggle against that group of 15k+ hours that used object and communicated about my position at all time.

  • I think SWF should be shown to Killers in lobby, but only 3 or 4 man SWF groups, 2 players premade groups are fine.

    There should be no bonus to killers for playing against SWF, except maybe bonus BP like 3 player SWF you get +25% BP and against 4 player SWF you get +50% BP, that would actually motivate people to play against SWF in case this would be implemented.

  • Option C can become very annoying in certain situations. What if only 2 remain and you hook someone. Het gets rescued, but the unhooker trades himself. Then the other comes in to unhook and trades himself in. Suddenly he will be not taking any hook damage for 2 minutes while on hook, regardless if he is camped or not. The issue is that it would draw out some of the more draw out so much longer certain situations. The slowdown of some games would be horrendeous.

    Option B could be problematic on some maps, especially 2 level indoor maps. When someone is hooked on level one and you are chasing someone on level 2, you would be often considered close vertically. Also getting hooked close to a generator or jungle gym could be abused by good survivors by doing gens close to hooked survivors and then loop the killer close to him thus buying everyone more time. What if all gens are on the same side of the map and you hook someone close to them, then they would be so often in terror radius just by the situation the game went into.

    Option B would also not address killers that run just far enough so the hooked person is out of terror radius and then runs ins when someone approaches the hook to either tunnel someone or to force trades when unhooking.

    If you really want to hurt campers, attack them where it hurts more. Proximity to hooked survivors is a thing and reduces chance to pip. Just make that loss of points more significant like this:

    After hooking no loss of points for proximity during 5-10 seconds. Afterwards you lose points for proximity but the loss of points is exponential. The longer you stay too close (not terror radius, for some killers that would be too much distance) the more you lose and faster. And it only partially resets with the next survivor hooked. No proximity loss of points during endgame collapse.

    Proximity to hooked survivors loss of points should then apply to chance of getting a pip and incur a loss of BP. That would probably have a bigger impact.

  • OK, killer main here. A few thoughts on what you wrote.

    I think either killers need to be at the same pace or just slightly faster than the survivor, not 20% faster. Or if you won't change the killer's speed then you should take away bloodlust. Good killers don't need bloodlust or don't even make it to bloodlust when they catch the survivor.

    Reducing Killers speed needs balancing on survivors side as well. Lithe, sprint burst and balanced landing need to go then or they would be getting too strong. Removing fast vaulting as well. Fast vaulting generally is in the advantage of the survivor in strong loops and gyms. About bloodlust: It is true good killers do not need bloodlust to hit you, but then again not every killer has the same ressources. Removing bloodlust would impact some killers more than others.

    I'm sure this can't be implemented into the core game but the killer should not be able to see survivor items in the pregame lobby. This gives the killer an unfair advantage to see what the survivor is bringing and can make adjustments (like if they can see a key they can switch to franklins to make them lose the key or if survivors have med kits they can switch to nurses calling). Or survivors should see who the killer is so they can make changes.

    The more medpacks I see, the less incited I am to actually bring Nurses, fast heal speeds mean lower chances of me getting reliable Nurses value, but that is another discussion. First thing would be to remove keys since they alter how the game is played. No keys, less variance and less need to know the items. Lore wise it would make sense that he sees what survivor is in game, what cosmetics they have and what items. Basically the entity shows the victims to the killer. The only item that really makes me alter my gameplay is keys. No item makes me change my perks in lobby, it only might make me change an addon. Seeing a lot of medpacks as example does not make me bring sloppy suddenly, especially when I am playing a non M1 reliant killer. Knowing the items has just small impact. Example seeing several toolboxes gives me knowledge that a 3-gen setup can be less effective, but that only comes into play if there is a 3-gen setup, but by then I will have seen the items on the survivors anyways.

    There should be a barebones playlist. No perks/items/addons. Just survivors and a killer. That could make the game a bit more challenging for both sides and no one can complain about items or iridescent add ons.

    Nice idea. I actually like that one.

    Struggling on the killer's shoulder. Seriously who thinks that this is fair? A killer main? It should be reduced severely. I shouldn't be carried halfway across the map (without Iron Grasp) to be hooked. We have all had so many close calls or times where that bar was filled up but still got hooked. If you won't decrease the time of struggling then reduce the amount of hooks or increase the distance. There should be a fighting chance for a survivor to wiggle free. Unless you are an idiot killer or teammates take hits then there is no wiggling free. I'm not saying it should be one sided like it is now but it should be fair. There is no instance where I've been downed and was able to wiggle free because the closes hook was far away.

    Firstly it is an exaggeration that it is across half the map without agitation/iron grasp. If you bring that argument, you need correct data, example how much you actually can transport someone across the map. First thing that comes to mind when I hear people suggesting to reduce the wiggle timer to break free: remove sabotage. If you significantly reduce the distance you can carry a survivor, then sabotage gets so much stronger. At the moment you already have an issue when survivors sabotage a hook just in front of your face and generally it is more often impossible to get to another hook in that instance before the survivor wiggles free. This would also impact some maps more. Some maps have bad hook placements, example Hawkins, where you see a hook close by and it is behind several walls and turns and dead ends. This would require extreme rebalancing on every hook in basement challenge. Next point here is that there is slowdown like attempted flashlight saves and bodyblocking. They can easily cost several seconds when transporting a downed survivor. Reducing the wiggle timer a lot, then those slowdowns would need to be addressed.

    So while I have being hit by a killer on my mind I don't think a killer should be able to hit you on the other side of a window. You're telling me Pyramid Head can swing that blade through a window?

    He can stab it through. Lore wise he was able to stab it through walls as well and that was not implemented. This argument uses realism to vent, despite a lot of things not being realistic. Why not mention as well that survivors jumping all the time out of the second floor and never twist their ankle? Also getting hit by a chainsaw and not die and be healed in seconds. Hitting through a window at arms length is realistic. You also used Pyramid head with an oversized weapon. You think Clown would not be able to slash through a window and arms length with his knife?