AdmiralX
AdmiralX
About
- Username
- AdmiralX
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@AdmiralX said:
I got the Wesker Adept, one double pip with a dc and after that a 4k. Thanks for looking into it!
Platform: Steam PC, id: 76561198033668279
Tried to get the knight adept right now, it's still not working for me. Got a 4k with a double pip after a few tries.
Platform: Steam, id: 76561198033668279
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@PewienCzlowiek said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329487#Comment_3329487
Wait, did you get single or double pip?
It was one match with a double pip, 3 players dead and 1 dc. After that, i did another one with just a 4k and a single pip.
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I got the Wesker Adept, one double pip with a dc and after that a 4k. Thanks for looking into it!
Platform: Steam PC, id: 76561198033668279
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@FootMan2893 said:
https://forum.deadbydaylight.com/en/discussion/comment/822718#Comment_822718
Look up "God loops are needed" by truetalent on YT. 3 people did 2 gens in 1:20 which is how long it took the killer to down someone and bring them to a hook. It's not like the killer was even looped for that long either, it was actually a relatively short chase.
Well, this is a problem, I think that this is caused by toolboxes being incredibly strong. Still, I don't see how this has something to do with my post. Do you want to say that my idea is not needed since it doesn't affect games?
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@BearWolf_51 That seems absolutely right. Seeing it like this, I agree with you.
@Venoxxie Yeah, i get the problem - free gen repair speed penalties would be something incredibly strong paired with the other things can take too long if abused. On the other hand you could just reduce the numbers on these to make them less impactful.
@FootMan2893 Tunneling and Camping got both nerfed without question. I didn't really have camping in my mind, camping is really useless against good survivors. The fact that chases take too long is another problem. If there are 2-3 gens done before you have downed a survivor, you have bad cards regardless of what you do. Then tunneling/camping will probably result in only one kill, if the survivors don't go full clown fiesta. If you go for another survivor though, you'll probably get nothing - and that is my actual problem. You don't get rewarded if you go for a different survivor. (Except if you camp and get the one who is unhooking down right after unhooking.)
I feel like the killer should be rewarded for going after different survivors; in the current state he gets nothing except maybe stacks for BBQ. That's what I actually want to tell :D (Edited the title to reflect this)
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@BearWolf_51 said:
I like this idea a lot. There would be an actual incentive in game not to Tunnel and a very good incentive to hook each survivor at least once before thinking about tunneling. Although the percentage of speed sounds a little too much. 15% it's almost a full thanatophobia, this combined with any slowdown perk sounds insane slow. Maybe a 3-5% for Agony and 5-7% for Despair.
Yeah, the numbers are probably quite high. It's still for a single survivor though, not for all 4, so the number could be a little higher than the number on a perk that affects all survivors. I still think that it should be the other way round, if the killer hooks everybody and then sacrifices a survivor, he did his job, so he should not be dealing with survivors repairing faster.