Abyssionknight
Abyssionknight
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- Abyssionknight
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I'd try to disassociate the power with vomit if I was in your shoes. Convince myself it's actually toxic sludge, or acid, or something and keep telling myself that's what it actually is, until either I stop thinking of the power as vomit, or until I've seen it in game enough that I'm desensitized to it.
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If they want to make Legion a killer that toys with his prey and gives them time to run and hide, just give Legion, or the survivors, stacks when Legion hits someone while his ability is active.
Killer gets stacks version: At x stacks your autos now normally injure survivors during your ability. At max stacks the next time you use your ability, survivors are exposed. Hitting an exposed survivor immediately ends the power, and you lose one stack.
**Survivor gets stacks version: ** Every time Legion hits you, you gain a cut. At x cuts you reach tier 2 and are permanently broken. At Max cuts you're in tier 3 and are now also permanently exhausted. When hooked you lose all cuts toward the next tier.
Both versions have some counter play, both versions reward Legion for using his ability, both version make him a legitimate threat over time, and both version have add a bunch of extra ways they can tweak and balance it so he's not OP or UP.
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Holy #########, there's so many people in this thread with no self awareness.
You claim someone who deranks in a game is a terrible person, so you decide they deserve no respect, shouldn't be allowed to speak, and deserve to be personally attacked and insulted outside of the game. Yeah no, you guys are way more toxic and detrimental to the community than anyone who DC's.
You got to remember that's another human you're talking to. Imagine if you were in their shoes and groups of people talked down to you every time you spoke out about a game you enjoyed. I don't care if you agree or disagree with someone, but do it with a little respect and civility. If you dislike someone then be the better person, don't behave worse than them.
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If you want to depip you just disconnect at the very end. Right when you're getting death hooked, or right before you'd leave the map. Disconnecting at the start is incredibly toxic and ruins the game for everyone involved, and so I say that deserves a ban. Doing it at the end, especially if you do it in a fun way, doesn't result in you sandbagging your team or making the match too easy for the killer, so there's no reason anyone would report you for it.
If you know you're going to disconnect at the end of the match, it also means you don't have to take the match as seriously and can have a lot more fun practicing techniques, running unique builds, or even just practicing the fundamentals of the game. I'm not saying play like an idiot and feed yourself to the killer, just that you should have a little compassion and try to make your depip an experience that's useful and fun for you, as well as for everyone else involved.
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Oh I know! How about a perk where the person who saves someone from the hook is an instant down! Then you could recover with a single m1!
Hmm, that sounds good, but what if I can't down anyone? How about a perk that at the end of the match lets you insta down everyone in one hit! That would definitely have the potential to turn a no win match into one you get some kills on!
...but what if that takes too long? We'd really need a way to keep them in the match, even if a gate opens. I know, how about a perk that will prevent them from leaving once we hook someone? That'd give us more chances to catch people who would have otherwise escaped! Let's even have the game show their auras to us while they're by the exit gate, so we can easily find them.
Hmm that could work, but those damn survivors just love to pallet loop and always hit me with the pallet, right when I think I'm about to get them! What I really need is a perk that will instantly break the pallet for me, so I can quickly continue the chase! I could even have a perk that reduces the stun time, so if I keep running into pallets I'm not really punished for it!
....Yeah, I'd say that while Killer second chance perks don't feel quite as impactful, they definitely exist.
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If you remove body blocking that means survivors can run through the killer. That means the killer can no longer body block windows, or trap survivors while revving chainsaw, or anything else like that. This also means that survivors have less incentive to help one another, meaning that they're going to be on generators instead, which is worse for you.
Most of the time body blocking is also to the killer's advantage, since usually there's hooks close enough that you can get a hook. If you have someone downed, and the rest of them are flocking about trying to body block, then they aren't doing gens. If you hit them, they'll run off to heal, which is also them not doing gens.If they're not doing gens, then you are controlling the pace of the game and that's what you want as the killer.
If you really struggle with it, keep in mind you can take agitation or iron grasp. With Iron Grasp you can handle even three body blocks at a hook, while with agitation you can out run the survivors. Fake as though you're heading to one hook, then change course and go to another. They won't be able to get there in time to stop you.
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The changes I'd focus on first would be making generators more interesting / dangerous, fixing / adding map tiles, and also giving both the killer and survivor more options of things to do on the map.
When working on a generator your sight radius gets reduced. Whether that's first person, or it just zooms in on the generator to give you less peripheral vision, I don't know, but I've always found it crazy that while repairing something, you're able to constantly look around and behind you. Smaller los while working on a gen means it's a lot more dangerous, making it more tense for players, and giving killers more chances to surprise people.
The other change I'd make to gens is more variety in the types of skill checks that happen. For example, what if instead of the standard skill check we have now, some gens had a more guitar hero style skill check? Letters (probably just wasd) fall down your screen, and you have to hit the key at the right time to pass the skill check, or else you fail. You could even take a page out of friday the 13th and have the standard kill check, just with multiple skill checks on the circle. Again, it's designed to make survivors focus more on the generator, and giving killers more chances to actually surprise and scare survivors. I'm sure there's tons of potential skill check variants that could be made, and once you have the game designed so variant skill checks are possible, it's easy to add more later down the line.
I would also work on creating more map tiles. I like the idea of more tiles more focused towards hiding, and tiles that are instead focused more on mindgames. I also like the idea of tiles the killer can manipulate. For example breakable walls (maybe requires two hits, so someone like billy or leatherface can just suddenly burst through), or objects that when hit rotate, changing the safety of some loops.
I'd also enjoy if there was more to do on maps in general. For example, rework sabotage so instead of breaking the hook, it rigs the hook to fail a set time after someone is hooked on it. If there's some aspect that shows a hook is sabo'd (slight discolouration, sparks, etc) then survivors and killers can play around those hooks. Survivors can use it to get saves from campers by distracting a killer, while a killer who notices it could intentionally place a survivor on that hook to try and double hook a survivor. So it'd be high risk high reward. Possibly give an extra second or two of immunity to the survivor saved from a sabo'd hook, so if you are on a sabo'd hook and the killer camps it, you at least have a few seconds to try and outplay the killer and make some distance.
The idea of survivors being able to set little snares or traps for the killer sounds fun too. If there was an item that could be brought into the map that could set up little tripwires, that could have a lot of potential. When a killer (possibly even survivors)walks over it they stumble, dropping a carried survivor and suffering a brief ds style stun. Sounds brutal for killers, but if the item has a charge, and if it has a decent length setting time (with cancelling it midway through removing all progress similar to how breaking a totem works), then it makes the item risky to use while the killer is near by, since if you are interrupted you just wasted a bunch of time and charges. It would extend game length meaningfully, and provides big moments of triumph when used correctly. Could cause griefing if it was allowed to harm other survivors, but at the same time it'd feel pretty great as the killer if you could manipulate a survivor to walk into a trip wire, breaking it for you, and letting you probably get a free hit / down.
In a similar vein, I wouldn't be opposed to killers being able to temporarily sabo a set number of pallets(2-3 max). For example, the killer locks a pallet in place, so the next time someone tries to throw it down, it fails or requires a skill check to drop. That would let the killer feel more in control of the map, by letting them see areas that have bad rng, and manipulate it so that the next time a chase happens in that area, they have an unexpected advantage. Probably would give survivors a way to fix a sabo'd pallet, but it would probably require a skill check, which if you, fail you still disarm the sabotaged pallet -- but the failure causes the pallet to drop.
That's the kind of changes I want to see. Make games a bit more interactive, give people more options to get creative and extend game length, and does it without just making killers faster, survivors gen speed slower, or any of that nonsense the devs have done a thousands times already.
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People can't know your intent. All they know is that tunneling is oppressive and not fun (and people play games for fun).
So when they're tunneled they get upset because their time is being wasted. They don't know if you're intentionally tunneling or not, or if you saw anyone else or not. All they know is that they're being tunneled, it's unfun, and a waste of their time. So they get upset and complain about it.
It's no different than killers complaining about pallet loops or time wasters or anything else. People don't want to experience unfun things, and so they complain. Unlike pallets or time wasters though, tunneling isn't always done intentionally.
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I couldn't disagree more. They don't need to give you free stuff to try their new game. They're already giving you a week to try the game for free, just to figure out if you want it or not. The masks are a reward for supporters of both games, and that's how it should be. If you don't like Death Garden, then I don't even know why you'd want Death Garden cosmetics.
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Makes sense to me that Killer pips faster.
Killer has 4 people to chase, catch, and hook. The Killer also only has to rely on their own abilities to get points.
Meanwhile Survivors have 1 killer to chase, are competing with other people for heals, unhooks and generators. That makes their point gain a lot less reliable and a lot more dependent on how their team performs.
So of course the Killer pips easier; he isn't competing with others for his points.
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I don't think new game modes makes sense.
I could get behind maps existing where instead of working on 5 gens you have to do 5 of something else with a different mechanic than the basic gen skill check, maybe even a new obstacle maps could generate with, but I wouldn't go more extreme than that.
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So I down someone, trap them, hook them, and now if they get unhooked, and a gen procs before they get a key, they're death hook. If two gens pop at once, or one after another, they instantly are death hook, because they can only hold one key. Once they're death hook, they ignore the trap the rest of the match.
Does pig get entity progress and points when it partially opens? If not then this power is utter garbage, since it costs the pig BP and emblem progress. If it does give them free bp and emblem progress then it might be a little too powerful.
If traps can't be removed until all the gens are done, it seems as though a pig with noed and blood warden would be insane. No one would have time to look for your noed totem, no one would want to spend time opening a gate, and you'd know where everyone is going to be, since everyone is guaranteed to be going for the boxes. Having that delay, plus noed, plus bloodwarden as a fall back seems like you'd have to be really bad to not get a 3k or 4k.
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Haven't played with or against it yet. Anyone know if Lightweight makes a reasonable difference against new predator?
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Seems kind of early to consider trapper buffs before the current trapper buffs have been released and have real playtime.
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Surprised the mods on here (assuming there are any) let people make threads trying to encourage mob mentality against a single person. It's fine if you disagree with her, but why post it here, especially if you don't want to discuss it?
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Personally I don't enjoy going against doc because it feels like he's a killer that helps bad killers.
Can't find survivors? How about an aoe that reveals them for you? Can't handle looping well? How about we let you stop them from interacting so you can catch up? Still not enough? We can give you fake pallets to bait them with! Still struggling to catch people? Don't worry bro, we'll randomize skill check placement to make it more likely for them to fail a check, and we'll even give you an entire state where they can't do anything!
I don't think he's OP or anything like that, I just find it annoying his kit is meant to compensate bad killers for their mistakes. For a survivor it feels good to outplay a killer, so a killer that negates a significant portion of your outplays doesn't feel good. That's not even taking into account how good killer players are on him.
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@Asssthetic said:
In the video, they said that it would go up to 20 meters (correct me if I am wrong).At rank 1 it's 16 per teammate killed. Rank 2 18, and at rank 3 20. So your sole survivor aura blocking range is 0m, 20m, 40m, 60m respectively with t3 sole survivor.
As for why it's slightly nerfed, I think it's just because they wanted nice clean numbers, while not wanting t1 sole survivor to completely negate t3 nurses.
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The whole point of a dev run forum is to give your opinion about the game you're playing.
Usually when people are happy with a game they don't have much to say. Maybe a 'keep up the good work!' every so often, and then they continue playing and enjoying themselves.
It's people that find issues with the game that have the most reason to post continuously. They have their initial post, posted out of anger, concern for the game's future, frustration, or a general desire to make the game better. Then people respond to these posts, prompting further responses from these people to justify or clarify their positions.
There's also the serious fans of the game who come on here, whether it's to "Defend" their game, or to post ideas or disagree with what they think is a bad suggestion. That ultimately means you see a lot of threads with a lot of differing opinions and a lot of complaints.
I can't think of a single competitive game where the community isn't like that. There's always someone who feels cheated, who feels their preferred set up isn't strong enough, or that someone else's set up is too strong, etc. It's normal, and I actually find it rather ironic that you're making a thread complaining about people complaining. You even criticise them for complaining about game balance, and use that criticism as an opportunity for you to complain about game balance. Well done.
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They're already changing Bloodlust though. Shouldn't you wait until you experience the changes before asking for more changes?
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I encountered one yesterday too. It was a myers. Loaded into the match, on swamp, and by the time I took three steps, he was already in front of me stalking. I thought the game just screwed me with horrific spawns, but then the entire match he was moving around as if he was in bl3 permanently. Not sure how anyone finds that ######### fun or satisfying to use.
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@Asssthetic said:
The devs proposed idea is to use the perk to combat nurse's calling but I would prefer running it with object of obsession.You can still use it with object of obsession. The only thing that's changed is now when everyone is dead, there's still some risk to you when you look towards the killer. You can be up to 60m away from the killer, and look at him without him seeing you. All this change does is add counter play to the combo. The killer can now move on the map to try and force you to reveal yourself to him. If you see him backing away from the remaining gens, you can then look away from him to prevent him from seeing you -- but then you run the risk of him approaching you and you not knowing, meaning it's a mind game. He can take a risk, stay out of range until you reveal yourself to him by glancing in his direction, which gives you more time to go gens, or he can back up, force you to look away, and then continue to search the gens for you. If he's a stealthy killer then that means he could find you and catch you off guard.
NOED used to be the killer version of this (except it was one perk instead of two). Once it's "win" condition activated, there was zero counterplay for survivors. All they could do was hope the killer made a mistake and they didn't get found before they could escape. Old SS and OoO worked exactly the same. No counterplay for a killer, they just have to hope that the survivor makes a mistake.
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While I think Sole Survivor might still be a little weak as a perk, I think this version of the perk is much, much healthier for the game overall.
The old version of the perk was only useful with OoO, and it encouraged you to stay out of the action. That meant a lot of people that used it just camped the edges of the map, basically doing nothing, until their teammates died. So it made the game less fun for the killer, and the other survivors, witrh only the one running the perk enjoying themselves.
The new version now encourages proactive play and punishes people who afk in a corner. You now want to be in the heart of the action, making saves, doing gens etc. The perk now at least has potential to be useful when not run alongside OoO. While it's interaction with OoO is nerfed, once three teammates are dead you can still be about half a map away from the killer and see him without him seeing you; that's definitely a nerf, but it also at least gives the killer some counterplay to the combo, which was previously lacking.
I think it's still going to be a situational perk, and probably not used by the vast majority of the community, but it's a step in the right direction. I think if it had some other passive effect, or even just a small aura shroud while no one is dead, that might help make the perk more viable.
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@Luigifan64 said:
Abyssionknight said:
I feel like 1 second is too short, most of the time it takes more than a second to get someone else to heal me. I was thinking more of a naturally degrading Self Care nerf. It’d degrade the slowest if you’re standing still, it’d degrade a little faster if you’re walking or crouching, and faster (like significantly faster) if a survivor runs.Yeah in a follow up message in this thread I revised my idea, so in theory there's no time limit at all. Wish I could update my original post.
Basically after you stop self caring the game would perform a check. If there is another survivor within a set distance from you, and if you haven't moved since you stopped self caring, then your self care progress won't be removed. If you start moving, or if there's no one around, then once you stop your self care you're going to lose all your progress.
The game already checks distances between players, so that wouldn't be too hard to add in, and the moving parameter is included because the whole point of this self care nerf is so that you're immobile while healing and killer's are more of a threat.
I think this is the simplest way to retain the intent of the nerf, without preventing teammates from helping you.
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I like the nerf personally. The only change I'd make is when you stop self caring the game makes a basic check. Have you moved since you stopped healing? Is there another survivor next to you? If you haven't moved, and another survivor is beside you, you don't lose your self care progress (allowing other survivors to heal you). If you move, or another survivor isn't nearby when you stop, you lose all your self care progress.
Seems silly that if you've self cared beyond 50% it'll take longer for someone else to heal you than it would for you to heal yourself. Not a fan of a perk encouraging people to not work together when they're on a team.
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@Veritaseraph said:
One problem with this is that what if someone you're playing with decides to stop healing you? It'd introduce another way to troll. Having a sort of grace period, or even slow regression instead a complete reset would be better in this case.That's a good point! I didn't even consider the trolling applications.
Having thought about it, I don't think a grace period, or a decay are the right solutions. Both of those allow you to still potentially heal while the killer is after you, at least somewhat, which is contrary to what they want.
I think the easiest solution would be a simple check. You just stopped self caring. If you haven't moved, and there's another survivor within 3m of you, your self care value doesn't reset to 0. If you move, or if there are no survivors around, your self care value resets to 0.
With this simple check, someone couldn't heal you slightly as a troll move, and they couldn't walk up, as if to heal you, but then do nothing so that your self care vanishes. A 3m range (maybe even 2m) would be large enough that if they walked up, didn't fully heal you, and then started to walk or run off, you'd have a brief window to resume the heal yourself without losing progress.
I think that's probably the best solution that doesn't compromise at all the intent of these changes.
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I'd agree that it wasn't handled well.
Their 'hatch stand off' rule was probably the biggest offender in my mind, since in multiple games I saw people in chat confused about what was defined as a hatch standoff. Even in the finals, Marth88 seemed to not even know the tourney's definition of a stand off. Most people would have considered them in a stand off when he hit that survivor, but because of the tourney's unclear rule, it resulted in controversy that ultimately further discredited the entire thing in a lot of the community's eyes.
There was also the massive times between matches which was an issue. Between match ups I could understand at most a 5 minute break for someone to grab snacks or go to the washroom, but when you're in the middle of a match up and just need to swap teams, that should take 1-2 minutes tops. Everything was just way too drawn out, and a tournament that should have taken maybe 5 or 6 hours, took almost 11 and a half.
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They just mentioned in the Q&A that they're changing her add on's in the next patch, so it makes sense they're going to wait and see how all of that effects the hag before they make major changes to her.
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Improbable escapes from the Killer when you're captured is part of the horror genre. Escaping from the hook, or using the hatch, represents those frantic escapes from a seemingly hopeless situation. This is supposed to be a horror themed game after all, so I think it makes sense for such a mechanic to exist for survivors.
Also keep in mind that the 4% chance to kobe from the hook, comes with a 96% chance that you'll not only cut your time on the hook at least in half, but that your next time hooks is guaranteed to kill you. So I think that's a pretty good deal for the killer, considering using your time efficiently is crucial against gen rushing survivors.
They're also actively working on hatch changes, so I don't see the need for an end game rng chance for the killer. Once you're able to close the hatch it'll already be a match stacked in your favour.
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I Get What You're Saying About People Who Are Toxic After The Match Being Annoying, But I Think You're Letting It Get To You A Little Too Much. It Can Definitely Sting To Deal With A Game Full Of Survivors Who Behave In A Toxic Fashion, With You Trying Your Best All Game, Only To Have Them Berate You After The Match, Whether You Win Or Lose.
My Suggestion To You Would Be To Just Leave The Match Right Away. Maybe Type A Quick GG And Leave, But Don't Stick Around To Read What People Say. It's Not An Ideal Solution, But You Should Be Playing To Have Fun, And If Something In The Game Is Ruining Your Fun, Then I Think It's Fair To Avoid It; Especially When It's Something As Minor As An End Game Chat Screen.
Also To Ease Your Discomfort With EpicFailTryHard's Lack Of Upper Case Letters, I've Made Every Single Word In My Message Capitalised.

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An old blood web would always be full, and cost 174k. I just looked at the current web of my P3 50 meg, and her web costs 108k.
Obviously you have to factor in the entity as well (and to be fair, the old bloodwebs sometimes were set up so the entity could take more than half a blood web on its own), but the point is they've significantly reduced the cost of ranking up.
Also you need to consider how you're using the blood web. Ultimately it's a resource management minigame, so you should be considering how cheap can you do a blood web. Don't just grab items you want, plot out a path that minimises the amount of bp you spend on a character. Ideally you'd also focus on getting all your characters to level 40 before you even consider going to 50.
Also keep in mind that if you get a character to 50, you have to immediately decide if you want to prestige or not. If you do, don't go over 50. Every point you go over is ultimately wasted if you're someone who has limited time to play the game.
You can even prioritise the order that you rank characters up, to increase the chances of those characters teachables appearing at low levels for your other characters. It's all just a big game, and once you understand how to play it, you'll find the grind isn't as bad as you think it is.
Yeah it still takes a lot of time to level everyone up, but it's not that bad of a grind, all things considered. You also have the benefit of the Shrine of Secrets now, letting you basically skip putting bp into a character you don't want to play, in order to get their teachables (or just get more BP).
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Dead hard requires more skill to use effectively. I see a ton of people who use it poorly, running into objects, failing to avoid the killer etc. In contrast a chimp could figure out how to use SB correctly.
So personally I'd say SB is the better crutch. Creates a larger gap, very straight forward to use, and doesn't require anything risk to use.
Dead hard is definitely better if you want a challenge / know how to use it though. Used well it can turn an unsafe pallet loop into a safe one, which might be the difference between you living or dying.
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I honestly can't tell if you added someone of those things to your lists just to make the salty survivors even saltier, or if you legitimately think things like looping and using pallets are face camp worthy. Both of those things are definitely your mistake for continuing the chase, not theirs.
I hope you included ######### like that just to be an ass and piss people off, and don't actually face camp for those things, but it's the DBD community, so I wouldn't be shocked if you do.
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Considering the game is balanced around survivors having a third person perspective, changing that would require gigantic changes to the current system; particularly survivors trying to escape the killer.
The only way I could see this being implemented that's reasonable (but still somewhat broken) would be if while cleansing a toten, working on a gen, opening a chest, or hiding in a locker, you were locked into first person. It would make all of those events more tense, while not completely destroying your ability to run around the map and evade the killer.
Though against someone like Wraith, or especially MM, even that small change might be a significant buff to those two.
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Double post~
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@FoxWolfFrostFire said:
It should feel oppressive to the survivors. That is mostly the point of the game as a whole. There needs to be a big change and this would be it. The keys to my second part would also help fix the hatch issue. Because rather than doing a gen to pop the hatch open again you can snag a key.Some issues with the system:
- requires a significant update to the game tutorial they just added ($$$)
- requires new assets to be created in the form of new key chests, and locks on the generators ($$$)
- system does not seem particularly new player friendly, as it takes a game they already struggle with and makes it substantially harder (needing to get keys, and deal with constant regression)
- completely ruins the key economy. Now everyone can leave every match with a key, stripping the item of it's rareness.
- The hatch changes are negated. I find the hatch during the match, I place a key next to the hatch. The killer can't move the key, so the hatch is now permanently open.
- Matches are easier / end faster. You can use a key before the match ends, so people can literally spot the hatch, grab a key and leave instantly. This feels massively worse for players left behind, and for the killer.
- What's the point of bringing items into a match? If you have to pick up a key that means either you A ) have to abandon your item for someone else to potential steal / for it to be unavailable to you when you need it B ) you're going to propose you can carry a key and another item (breaks item economy, allows people to carry two keys / leave with a key and another item), or C ) it encourages players to just not pick up keys at all if they bring in an item, which is detrimental to their teammates.
- DC's aren't addressed. When people DC it already makes the game harder, and your system doesn't address that at all. I know you want a challenge, but again, you have to consider not just what's hard, but what's fun and feels good. DC's already feel bad, so there's no reason to add a system that makes them feel even worse.
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2 v 6 is a cool idea, but I feel as though it would have very long queue times. Would be hard to get duo killers with comms, and if solo players don't enjoy the mode, (and I don't think they would, since you'd probably get flamed by the swf group for extending queue times and weakening their team by not having comms with other people) then the issue would only get worse.
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I don't know if it's changed in the past year, but I know for the longest time you didn't aim the flashlight at the killer's eyes, but kind of aimed for like their chin in order to get the blind.
So unless they changed that in the past year (I haven't used flashlights in ages so I don't know) then you're just aiming at the wrong place.
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Personally I'd like it if they took some inspiration from Death Garden and added more hiding places for survivors. Whether it's tall grass, being able to crawl under things to hide from sight, or even add climbing in (which is something they originally considered but ultimately didn't add to the game).
If they buff your ability to hide from the killer, then they can nerf your ability to run away from the killer without the game becoming significantly more difficult for survivors.
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To be fair, unless you're a really talented killer survivors are going to complain.
If you camp you suck. Patrol in the general area? You suck. Tunnel? You suck. Don't tunnel and as a result only get 1-2 kills? You suck. Kill no one? You suck. Kill everyone but use tactics or add on's they dislike? You suck.
Just play the game how you want to play and try to have fun! I would say to try and keep 'fun' in mind for the other people you're playing with too though. Like if you find a guy at the very start of the match, and he's never gotten a chance to do anything, because you're tunneling him the entire time, maybe don't tunnel him on his death hook? Give him a chance to at least play and have some fun, even if it's a suboptimal move.
You'll never please everyone in this game, but there's definitely a line between playing your way, and playing to ruin other people's enjoyment of the game.
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Personally I just changed sprint and crouch to be buttons on my mouse, and scroll wheel to be hook struggle.
Though I have a Razor Naga, so my mouse has a lot of buttons on it right under my thumb, and I'm used to using them for a lot of things, so it's optimal for me. Changing sprint and crouch to mouse buttons might not work as well for you if you're not used to using those buttons, or if they're in a position that's not easy to touch.
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I honestly don't know what the best solution is.
When I've played killer against good survivors, it feels frustrating and like I have to rely on them to make mistakes, or I have to out smart them, if I want to catch them, rather than them having to out smart me to escape.
At the same time though, playing a very stealthy match isn't really that fun. It can feel satisfying to avoid the killer with LOS, but only for so long. It also feels really bad to know you have no chance at survival.
I personally don't want a world where looping is gone and every killer is at the power level of the Nurse. There's a reason most killer's don't play her, and that's because it's not much of a challenge once you're good at her. If all the killers are like that, then it won't feel satisfying to play Survivor, or Killer.
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Dwight has the best outfits, the best backstory, the best memes and is almost a mascot for the survivor side of this game in my mind. I just can't help but have him as my favourite.
Quentin is probably my next favourite, though he's very far behind Dwight. He lacks everything Dwight is strong in, and I think the only reason I really like him is that he reminds me of an excessively more tired version of my teenage self. Plus you don't see him in matches all that often, so it's a nice change of pace from the Dwights Megs and Claudettes you see every game.
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I like the first idea, but I feel it's too oppressive at the end of the game. If you're the last survivor left, finishing a gen is already very difficult, and adding the regression would just make it worse. If the hatch proposal they mentioned made it live (killer closes hatch, survivor needs to do a gen to reopen it) then your proposal becomes even more oppressive end game.
The way I'd fix that is by making the milestones change based on survivors alive. So 4 survivors would have milestones at 25, 50 and 75 and 100 percent. 3 alive would have 33 and 66, 100 2 alive 50 and 100, and 1 alive only the 100% milestone.
If your gen progression is below the first milestone, the gen doesn't regress (unless hit by the killer of course). So if you have a gen at 25% progression and someone dies, it's not going to regress to zero, since it's below the new 33% milestone. If you had a gen at the 50% milestone when someone died however, it would no longer be at a milestone so it would regress down to 33% (further rewarding the killer for getting a kill).
I think this set up would accomplish your goal of slowing down the game at the start, while not making the game feel impossible or oppressive to survivors at the end of the match, especially if you're the last man standing. As the match gets hard the system is less aggressively harming the survivors, because the killer gets exponentially more dangerous and effective the fewer survivors are alive.
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Sprint Burst,Self Care,Bond,Urban Evasion.Really only have
Urban Evasionthere to supportSprint Burst(don't have to wasteSprint Burstif you just avoid killer) but really thinking about replacingSprint BurstforLithe, and then I can free upUrban Evasion'sslot for something else likeVigilorLeaderorWe're Going To Live Forever. Also thought about toying withWake Up, but I've never used the perk so I'd have to test it out.Oh, and I use
BondoverEmpathybecause I find it more useful. Trying for a save? I know exactly where allies are. Doing gens? Easier to find a partner. Being chased? I can see allies in advance and avoid their area. Hear a heart beat approaching? I can see through objects the person being chased and whether or not they're heading straight for me. Used to useEmpathyfor the range instead, but once I wentBondI just can't go back. -
This is a cool idea. Reminds me a lot of the old hook system, except limited to one area so it's not as obvious to survivors what killer they're facing the instant they join the match.
Not sure they'd do it, but it'd be neat!
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Deja Vu, Hope, Kindred, Dark Sense, Light Weight, No One Left Behind, Plunderer's Instinct, Premonition, Resilience, Slippery Meat, Small Game, Spine Chill, This Is Not Happening and We'll Make it. Those perks, plus their survivor specific perks, are the only perks every single survivor in the game would have under your proposal.
Go ahead, point out to me how many good builds you can create with those perks. Odds are you're going to rely heavily on the survivor specific perks to make a good build, leaving some characters feeling weak.
However if we're removing teachables from the game, what about Killers?
Bitter Murmur, Deer Stalker, Distressing, Insidious, Iron Grasp, NOED, TOTH, Monstrous Shrine, Sloppy Butcher, Spies From the Shadows, Unrelenting and Whispers. Those are the only perks every killer would have, outside of their personal perks. This means only Hag could use Ruin, only Billy would have Tinkerer and only Nurse would have Nurse's Calling.
See the issue? Not only did you gut build diversity for Survivors, but you gutted build diversity for the killer's as well.
The game was simply not built in a way that would make your position viable. Even if you proposed that every survivor and killer had a single 'signature' perk exclusive to them, that would still require an overhaul of the perk system, since for example, what would be Ace's signature perk? Can you honestly tell me Ace in The Hole, Up The Ante, or Open Handed are as strong as Self Care or Sprint Burst?
Maybe if DBD 2 is ever made they could make such an idea work, but as the game is now it would probably just end up killing off a large portion of the playerbase.
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Flick Billy was definitely a terror, and it'd be a nightmare in the current state of the game.
However Billy is already one of the strongest killers in the game, so giving him a flat out buff like that would be too much. So the question is, what about Billy would you be willing to nerf so that you'd have the flick back? The speed he chainsaw runs at? The charge / CD speed? His turning ability? Possibly prevent you from just reving the saw, and force you to use it once you start the process? Lower his base movement? You'd have to do something along those lines to make giving the flick back viable, and I'm not sure that's a good idea.