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casonius

casonius

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casonius
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  • Cut coin is not worth it tbh. Especially at higher ranks. For the most part, the time used by survivors to search chests is time they're not on gens. Higher rank survivors practically never search chests and tryhard survivors bring good items with them. So really the only people searching chests are bad / new / doing a challenge / having fun. And well, that's fine for you. Sure they might find a toolbox or medkit that saves them 10s on gens or healing. But it costs them 30s while you were chasing somebody else down. Let them have their fun, it gives you more time.

    You could much better use an offering that actually helps you instead of just annoying survivors that wanted to search some chests, especially since you're not hurting them. It's not like they search the chest and it's just empty or smt. Instead they're just gonna be on a gen instead.

  • @Papayarng said:

    I think you might be high, or just completely biased from playing silent hill.

    As an actual map, this is garbage. It punishes you for not knowing rooms, you can only get upstars in 2 places making it sometimes impossible to get to hooked survivors at times. There is only 3 possible drop places making perks like balanced landing redundant. Almost all of the pallets are unsafe, it's incredibly easy to get lost and generators are incredibly hard to locate, even for an indoor map.

    So from a survivors standpoint, this map is increibly hard to play on and i dread getting this e vry time I queue for a game.

    I agree on everything except the pallets lol. I feel like it's the exact opposite. I've played this map twice and both times there were so many godloops. Literal pallets that block of the entire path, pallets' that have ample space on both sides, so you can run em forever if you play them well. To me it felt like the overdid it on this one because they realized that they really messed up on Hawkins. Literally the least safe pallet I saw was safer than the average Hawkins pallet.

    The one thing I thought was especially bad was the exit gates. They're always just opposite each other on the same floor, so a killer like spirit can always just power from one door to the other in one go.

  • I think you're viewing this the wrong way. rarity shouldn't necessarily be about strength but more about how much it changes gameplay. Iri head and trappers iri stone completely change the way their power works and are therefore ultra rare, and admittedly, the rarity is a safeguard so people don't run them as often. Perma tier 3 and instakill are also insane, but theyre also the most unique. That's also how the worse ultra rare's work: they aren't the greatest but they add unique mechanisms, like iri coin or w/e that deathslinger one is called. Generally purple's are purple because theyre strong enough to really change gameplay but not change the underlying mechanics. The add-ons that change the mechanics are ultra-rare, it isnt really about raw power.

  • The problem is that (especially at high ranks) playing immersed wastes way too much time. Killers usually customize their settings as least somewhat so they see people easier, whether brightness, gamma, or genuine cheating, they're all incredibly common sadly.

    It sounds real nice to say that immersed player simply hide when the killer is on them, but they consistently waste time crouching prematurely or getting off gens before they're done. The only reason you get so much ######### done being immersed is BECAUSE other people arent. so you crouch, killer checks near you, you crouch some more, you get nothing done, meanwhile a teammate is actually on a gen and then when they get chased you do the gen. You didn't win because of your immersed gameplay, your teammate won for you, and you live at their expense.

    Crouching and hiding all the time just costs way too much time anyway, and there's no reason for it unless you're on death hook. There's a reason good players only start playing immersed on death hook, because only then is getting caught bad for the team, before that you just gotta push objectives and hope the killer doesn't go to you. If everybody / everybody except one person plays immersed, it's a matter of time til the killer picks everybody off.

    At rank one there are plenty of people, myself included that just aren't very good at looping. but if you just get on the gens you will generally win. And if the killer does come near you, you run him for a bit and even if you go down after only 20s of chase, that's gonna cost the killer like 35s total, during which your team is pushing gens cus they're not immersed. What's the issue with getting caught like that? 1-2 gens get done and you get unhooked. compare that to you crouching away, the killer catching a teammate, and you and the gang are all still crouching around.

    You're entitled to your opinion, but I'm telling you; at rank 1 there's a lot of terrible loopers, but very few immersed players.

    Besides, the only way you get better at looping is by doing it.


    P.S. immersed gamers also tend to do all the safe gens first and then at the end everybody dies because now the killer just runs around the same 3 unsafe gens.


  • @5thPerkSlot said:

    you guys dont wanna innovate/change anything... the separated game mode of "Traitor" proposed by @Raptorrotas is amazing

    "If you don't want to add mechanism that completely destroy the game, it means you don't want to innovate."

    This is seriously the most head-ass idea I've ever seen on this site. You aren't hurting your opponent in a race or something like that. You're tearing down your teammate and thereby screwing over the entire team, including yourself. It's like saying that in CoD you should be able to have a perk that turns on friendly fire. It doesn't make sense, it has no benefit whatsoever, it's just a waste of a perk, and most importantly, it's literally a mechanic designed to be a reportable offense.

    This idea in no way fits in dbd, both gameplay-wise and mechanically. And you pretending like it makes any sense so you can intentionally screw over your team for a little power trip isn't fooling anyone lol.

    Btw, i think there should be a mechanic that people who post ######### like this get auto-banned from the forum since they're clearly grievers and if you disagree it means you dont wanna innovate anything.

  • @Schmierbach said:

    Pyramid head actually will counter this a bit with his m2, but for a perk we could have something like

    Nothing is Free

    "Every time a Generator is completed gain a stack, the next time a survivor takes a protection hit for another survivor, that survivor is instantly put into the dying state and you lose a stack."

    This would be pretty ridiculously strong though, that's five protection hits resulting in insta-downs. Besides, the definition of a protection hit can be really clunky at times, so somebody could just run the killer to you (accidentally or intentionally) , you get smacked and all of a sudden you're insta-downed with no way of knowing that was gonna happen. More importantly, this would really, really discourage survivors trying to help each other. Sure it feels awful as killer when this happens but its kinda insane to just have a perk that outright removes survivors ability to protect each other like this, especially since in the end game, you can just get trapped on a loop, waiting to get bloodlusted with literally no way to avoid or escape it. I agree that there should be a better solve for conga-lines, but this would be kinda crazy.

  • definitely a fun concept, but might be hard to actually do right. You dont want complete randomization cus then you might get a no add on killer with awful perks vs god tier survivor perks and all purple items. So you need to ascribe a certain value to things and atleast make killers and survivors land in the same range. This would be kinda hard though, especially since some things combo really well / poorly, but that's okay since its supposed to be random. Still I cant help but feel like completely random would lead to too many unplayably unbalanced games while implementing some regulations would be surprisingly hard. If they get it right though, by making sure killers and survivors are usually fairly matched, this could be incredibly fun.

  • sounds like you didnt really play the game.

  • @Mat_Sella said:

    why are people still talking about this? If you spend MONEY on a person, perk, ability, literally anything in **any** game KNOWING it was overpowered, then thats on YOU.

    Live Games get balanced, you knew it was unbalanced, it was your fault that you spent money on something that would not remain in the same state for the entirety of its existence.

    Dude, this is a pretty non-nonsensical response. If you're gonna bring out a new character with the intention of releasing them in a broken state so that they get purchased more, just to nerf them after sales drop, you're being borderline unethical. Hell, if they planned that, it's damn close to false advertising, since you're promoting a product with the INTENTION of altering the product without advertising the change. Of course, bhvr can balance whatever they want but its ridiculous to intentionally make characters overpowered to boost sales. And if you're just gonna nerf them into oblivion afterwards its just a slap in the face to all players that bought the character. It isn't smart, it isn't fair, and it just isn't sustainable; players get tired of that sorta stuff real fast.

  • @LetsPlayTogether said:

    Was pretty easy and I also escaped. The Grab challenge is far more of an issue, cause grabs are ridiculous and noone gets grabed off a gen twice in a match despite some newbies.

    You can literally just make it clear to the survivors that you intend to farm and they'll let you grab them in no time. It may be "cheating" but honestly its a victimless crime, hell it just helps all players. That's exactly the issue with survivor challenge: You're not the one with agency, the killer is. So you just have to keep playing games with a useless challenge in the hope that the killer is an idiot or afk.

    Also saying it was pretty easy just literally doesn't make sense if the entire community agrees it's insanely hard. Just say you got lucky with a braindead killer / you're rank 15, but don't pretend like a grab challenge is harder than a challenge that has 0 clarity as to what you're doing whatsoever.

  • @Seiko300 said:

    No one Left Behind is a completely obsolete perk and its function is more or less completely useless because of how niche it is. Even as a BP bonus perk it only activates at the very tail end of a match which tops is three minutes.

    If you're looking for a similar perk to run We'll Make It is 10x better, more reliable, more consistent, and it helps you throughout the entirety of a match.

    This is one of those old perks from 2016 that has not aged well at all (especially with the EGC) and needs a complete rework. Buffing stats doesn't change the fact it doesn't help you for 90% of the match and is woefully ineffective for the other 10%. However, I'm not a fan of mixing and matching perks together, which it appears is something OP tried to push forward through the poll options, that just doesn't seem like a good idea for the sake of perk diversity. I don't want actual good or somewhat decent perks like Hope, or Borrowed Time to be thrown under the bus because of the perk that hasn't been updated for almost four years now.

    I dont understand how combining NOLB with Hope would throw Hope under the bus. Its literally a buff for both. Also it wouldnt throw BT under the bus, it would just add BT once the gates are open. You get a far better version of BT but only once the gates are open.

    And as for saying its obsolete, that's exactly my point. What do you do with an obsolete perk? you change it so it becomes viable. That's the point of this poll: to find out what people think would be good ways to make NOLB viable.

  • survivors should be able to flashlight blind the killer in lobby. This will grant the regular blind bloodpoints which is directly drained from the killers bloodpoints. If the killer is blinded while on 0 bloodpoints, its considered point farming and the killer is automatically banned for a week.

  • Honestly, they just need to add an Outfit for Ace that makes him look like one of the Migos.

  • I mean, if we're being honest. Without SWF, Self-care is effectively so broken that it's just become standard build so people forgot how essential it is.

  • The thing that annoys me the most is that a lot of base perks are just crappy. Some are exactly right, like Plunderer's, Small game, and Iron Grasp (and slippery meat if it wasn't so bad). They allow you to change your play style instead of being clear "Advantages" such as DS, Balanced Landing, or Prove Thyself. But perks like Resilience, This Is Not Happening, and No One Left Behind just fill up your bloodweb with clutter that you don't want while you're just desperately trying to get actually useful stuff. The last thing you should give a new player is perks that buff you while injured, this just falsely convinces them to that they just should stay injured.

    If i'm being honest I don't really know how to fix it. The only way it could work is by making them David's personals to go alongside No Mither, but then No Mither needs a massive buff. Plus David should somehow retroactively become a DLC character so new players don't get baited into playing him and getting plastered.

    In short, general perks should be useful by encouraging new play-styles, not simply be "general" because they can technically be used on any character, even if they're generally awful on any character. Either that or have "niche" perks like No One Left Behind only show up later in your web.

  • @Orion said:

    Some people are into it, so it can't be that painful...

    So.... New Survivor reveal, coming up?

    I can see it now.

    Jessica's 3 personal perks consist of Yes Daddy, Whipped Into Shape, and Submission.

  • @casonius said:

    I always hate it when you're playing with swf and you power up a gen or are just crossmap. final gen pops, and bam, they open the gate. And now you're in a race against time vs somebody like bubba, ghostface, Shape, or any noed. You cant risk opening the other gate cus if you get caught you're dead, you can't go for the gate cus what if they use their power or have noed. So its either get lucky with the hatch or get lucky finding the noed. And its really just a matter of getting lucky with not running into the killer. And then there's always the issue of the hatch / noed spawning right by the gates. It's one of those issues that only occurs one in 10 times the gates even get powered, but when it does, you just kinda instinctively know that the game is lacking here. You can't help but feel like you should be able to do something but, haha the hatch / noed spawned near the killer / gate. So you're dead.

    I realize now that I am addressing two different things here but my main issue is definitely the second part.

  • I always hate it when you're playing with swf and you power up a gen or are just crossmap. final gen pops, and bam, they open the gate. And now you're in a race against time vs somebody like bubba, ghostface, Shape, or any noed. You cant risk opening the other gate cus if you get caught you're dead, you can't go for the gate cus what if they use their power or have noed. So its either get lucky with the hatch or get lucky finding the noed. And its really just a matter of getting lucky with not running into the killer. And then there's always the issue of the hatch / noed spawning right by the gates. It's one of those issues that only occurs one in 10 times the gates even get powered, but when it does, you just kinda instinctively know that the game is lacking here. You can't help but feel like you should be able to do something but, haha the hatch / noed spawned near the killer / gate. So you're dead.

  • The number one issue is just that you don't feel incentivized to play. I had fun playing with a friend almost non-stop for a week or so. then he got rank one and pretty much just told me he didnt wanna play anymore. I thought it was weird, but now I kinda get it. Were used to competitive games being about getting the highest rank possible. Think MOBAs or games like Hearthstone. But with DBD the goal is fairly achievable, and then going on feels pointless. The game really needs to copy Hearthstone's mechanic where, once you reach rank one, you're rank one for the whole season, but within rank one you can get a numbered rank. This way you can start playing for fun again, without feeling like you're throwing away your rank or, more importantly, you can keep grinding for that higher rank.

  • Honestly the need to update so many mori's anyway. "oh haha what if he just hits the survivor a few times?" GROUNDBREAKING STUFF! Seriously, half the reason people watch horror movies is for the crazy kills. Why doesn't trapper shove people's head in a bear trap? Why doesn't pig just blow people's head up on the spot? Why doesn't Clown break a poison bottle over someone's head? Why doesn't legion have a gun?

    Seriously, some mori's, like Doctor, Shape, Nurse, Plague, and Deathslinger feel really inspired and cool and you kinda wanna watch them. But Wraith literally just does his m1 animation 3 times. Every killer should have an mori that fits their power or atleast their gimmick.

  • Ace is the only "fun character" in the game. It's just nice that they actually made this bombastic dude that you cant help but love. I honestly just enjoy the game more when playing ace because it's like an inside joke where everybody just goes like "hell yeah, look at that f-ing legend right there". Plus Ace In The Hole is the most fun perk to play low-rank games with imho. Every other character is just kinda there. Dwight is kinda lovable, Meg is kinda cool. David is a little edgy, but also cool. Bill is a badass, and I can't help but want to root for Nancies and Ashes even though they always seem to suck. But legitimately everytime I load into a lobby and see Ace, I kinda go like "hell yeah".

  • Its genuinely only really a problem cus swf is ridiculous. I remember just plainly not enjoying my first 20 ish games of killer because I'd get obvious swf. Work my ass of to down the guy taking aggro, just to get DS'd. DS isn't really a problem, except that it allows better survivors to bully killers even more. And that only encourages swf where the only decent player pulls aggro and the rest just spam gens.

  • @Freesham said:

    I never liked the idea of using skill checks for remove RBTs, it doesn't feel as unique. Also it's funny how the survivor is literally putting their hands into the box, getting cut up and bleeding, but nothing actually happens to them and it's all visual.

    Yeah, I dont mean to say that they couldn't do anything cooler at all. But the bigger the change, the less likely they go for it, unless really necessary. That's why i recommended something simply that could be done almost instantly. They could always go for a bigger change later.

  • Honestly, it might be because it's doctor. Now this is just an assumption but if they don't have the best computers / internet, the game becomes incredibly [bad word] when playing against doctor. I have a friend that just doesn't have the money for a good laptop, but he genuinely enjoys the game, yet everytime he plays against doctor he lags the hell out and its just missed skill-check after missed skill-check. It's just that doctor simultaneously has mechanics that make skill checks difficult, AND causes the game to become insanely laggy, which makes skill checks difficult. So it just feels unfair and unfun. And it can very quickly start feeling like the doctor is just a [ bad word ] for picking doctor since most people know how laggy he makes games. I don't mean to say that flaming is okay, cus its not, its just cringy. But playing against doctor without a good set-up would make anybody mad.

  • I've never experienced this specifically, but I agree the system is wonky as hell.

    It's the same with getting kicked because of cache files or something. It happens completely randomly to everybody and it always happens a few minutes into a game. So you get kicked, lose your item, add-ons, and offering. And you team gets a nice 3 man game. just so you can click on update cache or whatever it is on steam. And then you can just play again. I genuinely don't understand how it's still an issue and why the devs don't simply auto-scan on start-up or something.

    A 3-man game is already borderline unwinnable, that's why they restart games that have a dc in loading, so why the hell would you kick people a minute into the game?

    But honestly I don't think this is getting fixed anytime soon. DBD has a reputation for being clunky so it won't matter much profit-wise if they fix it. Whereas cool new killers, mechanics, and maps bring in the big bucks.

  • I honestly think that it should be reduced for pallet breaks but increased massively for gen breaks. This way its not so strong in chases but its better for all-round pressure. It needs to actually contest Pop Goes The Weasel without being op in chases, so why not make it 25% vs pallets and 40% vs gens or something like that. Or just give it a smaller version of Pop, like an instant 5% decrease because of how "brutal" your hits on the gen are.