AlwaysInAGoodShape
AlwaysInAGoodShape
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@Master said:
How does that work? Do I throw hatchets at the gen?
Honestly, all they needed to do was eliminate the "safe-zone problem":
https://forum.deadbydaylight.com/en/discussion/39771/bloodwarden-for-free-on-every-killer/p1
Add to:
Whenever a survivor gets hit, the exit-gate gets blocked by bloodwarden for 5 seconds. When the killer walks inside of the exit gate area, bloodwarden will block the exit, until the killer leaves that area.The following:
Whenever a survivor is hit by a killer, a blood-warden like matter blocks the hatch for 5 seconds.Boom. All safe-zone related problems are solved.
People complaining about surviving and escaping being too hard now? Solve Death-Efficiency and we just eliminated nearly half of the complaints regarding general balance.
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Get Even Better -
Step 1: *Flow chart doesn't show any directions *
Step 2: *Are they playing killer? > Yes > Are they playing Dead by Daylight? > No *
Step 3:

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Flashlights are hated because the only time they work is in animation lock.
You are 100% correct. It's "unaccounted for gameplay", similar to how the basic hit system with sprint burst wasn't supposed to create safe-zones.
The reason why flashlights work is because of an inconvenient implementation of animations where your camera gets locked in 1 position, which holds true for Windows, Pallets, Survivor-Pick-Up, Nurse-Stun etc.
It's really ridiculous to me that so many players want to base a whole item on such an awkward mechanic.
Conceptually, what does a survivor trying to blind a killer with a flashlight have to do with "Frozen necks?!".The killer has another counter to an annoying mechanic without having to take up a perk slot.
This is indeed also a wrong approach, just like hangman's trick.
I believe this change is a good one because it both nerfs and buffs flashlights and adds a degree of skill. And it's not forcing the killer to look up but making it a possibility. It's a risk vs reward mechanic.
Your aims are perfect, but I'd argue that;
The survivor can mind game with flashlights! You can see what direction the killers' head is moving and if they look up that's an easy way to break LOS.
This would always have the killer look upwards when a survivor is running with a flashlight, making it mostly useless.
Since your aim is similar to mine and some of your arguments are the same as mine, what would you think of:
https://forum.deadbydaylight.com/en/discussion/37071/flashlight-one-step-away-from-being-great/p1
Chapter 2Making the flashlight no longer useful during animation except the pickup animation, where you have to be flashing for about 90% of the animation, giving the killer the ability to rotate and have the survivor not being able to reposition themselves, while also buffing flashlights and making them blind you exactly SO fast, that if you randomly turn around in a chase and the killer didn't see it coming, you'd be able to book an escape? (With this having an "eye-adjusting to light" mechanic built in to prevent spam?)
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When a Q&A is coming up, they normally create a post for the questions and pin it to the top of the General Discussions page. However, they only take so many questions, so make sure you ask your questions quickly.
Thank you!
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@BigBadPiggy said:
The Perk:
Nail on the Head: “Show them why they should wear their hard hats.”
When the killer hits a survivor that survivors vision will blur and their controls will be negatively affected (Like being drunk in GTA) while maintaining their speed. Effect will last 1/2/3 seconds.Can't agree because your idea promotes alcoholism:
Players who are drunk and move terribly will instead have their controls corrected by Nail on the Head, meaning that the way to counter this perk is to drink alcohol.Otherwise, cool idea.
(;
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How often are you hidden for longer than 60 seconds as a whole team?
How often are you hidden for longer than 300 seconds as a solo survivor?If someone is hidden for that long, then most likely the game is not progressing.
(or the killer isn't receiving any form of stimuli)
If it is, then they still have it within their power to be hidden.They have the ability to leave the area while the killer has a 20 meter approximation of where you are.
Instead of it being a complete hide and seek throughout the map (Which is extremely boring for the killer), it's a hide-and-seek throughout the map with moments of closer approximation information.
The only scenario's in which this mechanic would really hurt when not used in an abusable manner is;
but here the game is also no longer really progressing.
Therefore:
Because Death-Efficiency hasn't been fixed and thus killers regress any progress that can be made, there barely is a point.
When Dead-Efficiency is fixed and generator regression no longer hurts last-living survivors (any or if at all) then you could add 1 thing to the Aggressive Crow Mechanic:
Mechanic:
Working on a generator/healing/opening a chest reduces the Aggressive Crow timer at X amount of the speed for every second of your action.This mechanic cannot be added properly as regression is still a problem for late-game and would thus allow a survivor to reduce the aggressive crow timer while still not making progress.
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@borna_lk said:
So there’s 5 gens left, I’m on a big ass map and the devs couldn’t have been bothered to implement a system where the survivors location is pinged after not touching a generator for 30 minutes and counting now:). Thanks BHVRThere needs to be a system that allows the killer to get an increasingly more accurate clue as to where the survivors are when not having been in a chase of X amount of seconds.
Example:
The aggressive crow mechanic
Survivors have a new animation where they protect their head from bird attacks. (Yes i'm seriously)
When a killer hasn't entered a chase (+ no survivor is hooked) for X amount of seconds, Y amount of crows will attack a random survivor, stunning them in that animation for Z amount of seconds;
They then continue to fly around in a 20 meter radius for B amount of seconds seconds.
Stage 1:
X = 40 + (20 for each survivor dead): Y = 1. Z = 1. B = 0. (Crow can be heard from an 8 meter range)Stage 2:
X = 120 + (20 for each survivor dead): Y = 3. Z = 2. B = 5. (Crows can be heard from a 32 meter range)Stage 3:
X = 220 + (20 for each survivor dead): Y = 10. Z = 3 B = 20. (Crows can be heard globally)Stage 4:
After every 120 +(10 for each survivor dead) seconds, the effects of stage 3 repeats.Once a killer has found a survivor, this mechanic resets to 0 and has to start from stage 1, meaning that it's possible to stealth your way in this game, but it also slowly moves towards a point where the killer will be able to find you, meaning that you need to win a chase before you can start to stealth again.
Because low-count survivor teams need more time for stealth, it's part of the X variable.
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@RoKrueger said:
Good question. Submit it for the weekly Q&A

That actually made me laugh -
I got that far xD
It's just that I can't find the discussion that is being created.I press:
https://forum.deadbydaylight.com/en/categories/weekly-q-a
or
https://forum.deadbydaylight.com/en/categories/forum-q-a-sessionsand just see a bunch of outdated threads for previous Q&A's and recent discussion.
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Yeah true but SC wastes 32 seconds just for a single heal, namely, yourself.
If you're healed by a teammate, it also cost 32 seconds for a single heal, namely yours, but you divide it over 2 people.
That is why it's not "additionaly". The first part is incorrect:
I will always stand by that statement because there are variables that you're not considering.
I was only discussing the variables related to the hex: ruin claim, but to paint the full picture;
Why self-care is worse than teamheal:
1. A teamheal, while costing the same seconds, does not take the same amount of seconds before a heal is complete in raw time, which reduces the window at which you can be interrupted.
2. There are more perks that give faster healing to team heals. (We'll make it and Autodidact. etc.)
Why self-care is better than teamheal:
1. The time that you need to reposition yourself to a safe spot for a heal is divided by 2. This can quickly negate 10 seconds or more (Thus a brown toolbox)
2. Self-care eliminates the time required to FIND a teammate, ranging from 0 seconds to multiple minutes.
3. Self-care although having a higher chance at being interrupted also decreases the chance of being interrupted, as 1 person healing is harder to find (without NC)
4. Self-care although having a higher chance at being interrupted also halves the damage a killer can do FOR interrupted as the killer cannot occupy the time of other survivors while interrupting you.
. Typically when an interruption happens, the chances of you finding another teammate right of the bat is very low, thus interruptions cause increased damage to your ability to find teammates.
6. Self-care due to only requiring you can be used during any point at any moment, allowing you for a multitude of strategies like running resilience and keeping yourself at 99% etc.
7. Self-care is the only way (without items) that allow you to get a free Iron Will to negate injured sounds in the late-game, as teammates have died.
8. Self-care is the only form of healing that can help you heal up a state and grant safety in open-gate scenario's where multiple teammates might be pushed out.
9. In late-game scenario's and 1 survivor is dead and 1 survivor is hooked, even the KNOWLEDGE of where your other teammate is is not enough to negate the 20+ seconds needed to run to them through the map.
If you add such repositioning times up, then you'll see that the cost of a team-heal has a lot of hidden factors that increase the cost of the heal to more than 32+ seconds; sometimes it creates heals that cost 100+ seconds, which are ridiculous amounts.
In such cases, even the superior healing-speed of We'll Make It doesn't make up for it. Only 1 heal opportunity has to go wrong and the net total of 8 seconds that you achieved through healing are completely left in the dust as self-care would have reduces those incredible amounts to a near 0. -
It really is, think of it as a built in Ruin where survivors are constantly shooting themselves in the foot.
Self-care is really strong.
The "built in Ruin" is a fallacy thrown out by players that don't understand that 2 people healing for 16 seconds is just as fast as 1 person healing for double the amount while the other runs free.
The role of self-care is eliminating the time of needing to find a teammate, which can range between 0 seconds to multiple minutes (making healing impossible or actually shooting yourself in the foot in such scenario's/late game where teammates might be unavailable).
Edit: That is why suggestions like:
Self-Care: All healing action speeds are reduced by 85%/75%/65%. This action speed penalty replaces the previous Self-care penalty (-50% speed) and applies a flat penalty to ALL healing actions.
are so ridiculous. If you do the math, then you see that this is a free built in Botany knowledge together with self-sustainability.
As (circa) 24 second of self-care translate to 12 seconds of a teammate heal.
The draw back also matches out for every faster heal and for every extra copy of self-care in the match, the team gets closer to a free botany knowledge.
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Why is the hatch in the game anyways?, What is the point?,
To answer your question
Read Chapter 1 & Chapter 2, Section 1 of:
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You:
HOMOPHOBIC SLURS AREN’T BANNABLE?!!
Me:
Name an example?
You:
*Names an example *
You again:
*Gets banned *
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@KingB said:
@MojoTheFabulous I don't understand why devs dont do this. I've seen multiple people asking for it on multiple threads and I dont see any reason to oppose it.It's never too old for this topic to reappear.
Low-Max sensitivity + frame-rate is the reason why we see such a disparity between a console's player and a PC's player missing hits. -
If this is intended for new players, I'd write out the names of the perks (;
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I watched it, but it's still very weak.
I'm assuming you think it's strong because of the reasons:
1. Knowing Generator locations
2. Knowing Which generators are being worked on. Input used to prevent 3gens
3. Knowing who goes for the unhook
4. Knowing where the killer is being chased to.Add more to the list if you will.
Now here is why those 2 perks are more fun that useful;
- You'll already know where all the generators are if you do basic scouting as a part of your efficient movements.
- Good players know what the "Corner" Generators are and can use pre-established communication (a social contract) that tells them that such corner generators will not be completed. (Since Rank 1 is home to both good and bad players, this point wouldn't result in a 100% true in every case, but will be when DBD's ranking system has been solved) In the cases in which you play with bad players:
- When a generator pops off, you know where that Gen has been completed, letting you know where you should go next. Generally, this knowledge is already enough for you to completely replace the 2 perks you needed to otherwise know this.
- If he's not where you are, you should be doing Gens anyways.
The reason why in SWF's the same type of information becomes so much stronger is because BOTH players are aware of each other , allowing for planning.
Aftercare would be strong, had it not been for the tedious conditions and ability to lose it, together with a ranking system that allowed better players to play with just as good players, this would give life to such perks through the power of pre-established (trust) communication.What the perk did do, is make you very aware of the chase above you at the start and motivated you to wait, while (most likely) you could've just opened the chest and saved the 25 seconds, turning it into generator time.
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Since your post is so similar to mine, I already discovered a flaw with your mechanic:

Because there's a duration a killer needs to catch up to a survivor, the suggestion about the bloodwarden triggering INSIDE the gates only limits the savezone there. Instead if the survivors can't make it to the exit gates, they will wait in the (red) zone (right in front of the gate area), which creates a new type of hatch stand off; "the gate standoff", since the survivor cannot enter the exit gate zone or they'll be hit and bloodwarden prevents them from escaping or the killer can't hit them outside of it since they'll run in and escape.
Also this completely removes being toxic and teabagging at the gates.
I solved that behaviour with the suggestion linked;
https://forum.deadbydaylight.com/en/discussion/39771/bloodwarden-for-free-on-every-killer#latest -
@KingB
Can't agree.I don't know if it's a coincidence or;
https://forum.deadbydaylight.com/en/discussion/39771/bloodwarden-for-free-on-every-killer#latest
(To eliminate so called "Save-Zones for survivors" once the exit games are powered, and keeping the tension until the very end.)
The hitting-a-survivor-and-blocking-the-exit-gates mechanic is needed to solve the safe-zones, so it would be a bit over the top to have it on a perk as well

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@Tsulan said:
Nah, bad for survivors.
Everyone would be forced to equip it, since no one would be bothered to heal others, since everyone assumes that everyone uses it.Everyone else would still heal others even if the other was also affected by mangled at the same time, since survivors manage to make a chase last longer than 16 seconds after being hit.
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For any kind of build.
For a real stealth build I would highly disagree. There are so many minor stealth perks like Calm Spirit that can never be included just due to how many stealth perks there are and how their power is often minimal, where-as "Killer Escape" builds often have all they need with just 4 perks.
You can only justify that claim if you deliberately start cutting at the concept of said build, but in that same manner you could argue that 3/2 perk slots would be enough for "any build".
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@Vietfox said:
4 is enough for both sides.Enough, for what?
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@Unicorn said:
I am the only one who feels that I need a 5th perk slot as Survivor or Killer? I find myself in a debate with deciding which perk I should switch out to balance the play style I'm going for.I agree with your desire, but adding a 5th perk slot wouldn't be the right way to tackle this.
The irritation that can be felt when creating a build is that SOME PERKS as so detrimental to the core gameplay that you don't want to leave it out, thus crippling building-variety.
5 Perks would be the easy solution.
Making certain perks part of the base kit in one shape or form (Hex Ruin but integrated differently, Self-care, Urban Evasion and a higher walking speed, etc.) and restoring balance AMONG THE PERKS of said faction, loose from Balance across factions would be the hard and better way.I support the premise of your post.
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There are a lot of wrong statements in your post, but to quickly cover a few.
"Self-care Nerf"
The nerfs to survivors are getting ridiculous. They should leave self care alone.
Self-care was BUFFED, not nerfed. It doesn't matter that they stated it was a nerf or that it was intended as a nerf. It's a very big buff.
For every survivor that gets healed slower, there's another survivor that gets healed faster, and for every survivor that runs an extra self-care they get closer to having a free built in botany knowledge.Although I agree with you on; "It shouldn't be changed".
The win-rate fallacy
There should be a 50% survival rate. Killers shouldn't expect to get all survivors. On one of the recent dev streams FAQs they stated how there was a 50% survival rate across maps, that's great, however in reality this doesn't account for farming killers, which means that the actual survival rate for non farming killers is closer to 40% or even less, considering that farming killers often allow 4 escapes which greatly skews this data. I enjoy survivor because it is more challenging, I have to try to survive.
There is no 50% win-rate between killers and survivors. There's a 5% win-rate for killers and a 75%+ win-rate for survivors.
The numbers that show a 40% winrate for survivors are based out on the fake "ranking" statistics that do not represent a top x percentile of the playerbase, but instead shows the pool of frequently playing players within that rank-reset period.
That is why beHaviour and Marth88 get their numbers so differently.
Survivors are the overpowered role. The reason why they so often lose it because of the unequal learning-curve between survivors and killers, where it's a lot easier for a killer to chase a survivor in an unknown map, then it is for a survivor to loop in an unknown/non-mastered map:

Sabotage is a flashlights big brother
The re-spawning hooks is a joke, especially with all the perks surrounding them. If physical items such as toolboxes and med kits don't re-spawn, then why do trapper bear traps and hooks?? Congratulations you've broken a hook, in 2 minutes it will be back. Breakdown, please! Distortion, great, so the first 3x the killer won't see me, however after that he will. So in other words, the first three times BBQ hits, (when you have the best chance the killer won't come after you because the rest of the team is still alive) you're hidden, however after that you're out a perk. It shouldn't work the first three times, but then work the rest of the game.
The purpose of hooks is not to break then and after a while most likely win the game since the killer can no longer hook permanently, it's your job to sabotage them to 99% and break 1 hook when the killer tries to go for it.
It's a flashlight safe, but unlike the flashlight requiring less preparation, sabotaging can be done infinitely (with saboteur) and it's setup can quickened with toolboxes.
"Git good"
(except for rank 1 SWF situations) As it stands if you don't have 3 great teammates then most of you are going down. I'm survivor rank 2 right now and most of my games always come down to a hatch or 4 death.
This is the type of delusion a pseudo ranking system produces. You are likely far from being a great player, and so was I when I first reached rank 1 (I didn't know where pallets would spawn by that time).
When you become better, you can start going on 10-50 survival win-streaks like Noob3 does.
Yw. -
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@Master
Honestly they should give ppl the option yo _turn their rank off" aka hiding their rank from themselves and others while keeping their hidden rank be part of their matchmaking formula. -
@Orion said:
I think Cypress Memento Mori should be changed so you can kill one after the gates are powered, without restrictions.This.
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Are you sure we are talking about the Cypress mori here or are you talking about an Ivory mori?
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I think there's too much wrong with the coding of the game to see a 2 v 8 happening and it would be abusable since 2 killers can basically shut down a survivors ability to chase/escape hooks.
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@Tru3Lemon said:
game breaking i called thisLOL
Your suggestion, wouldn't hurt the gameplay at all, and currently the cypress mori is just for show, not for strength, however consider this;
Would seeing the mori more frequently water down the experience and special feel when using an offering mori?
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@Master said:
First they need to rework the rank system completely.
Right now you can reach the highest rank within a few daysExactly.
And it isn't even the speed at which you reach rank 1 (It'd actually be preferable if you'd be able to reach rank 1 fast), what we do what is to match a killer truly against a survivor and create an elo system that allows you to score more points when winning against players better than you and lose more points when losing against someone worse than you.Than, your rank gets decided by an Elo range (Rank domain) making ranks scarce and thus only allowing a top x percentile to be Rank 1,2,3 etc.
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@Kim said:
I just played a game where a killer who was camping got mad at us because we did all five gens right before the survivor he was camping died. He “called us out” for gen rushing even tho he was camping, red ranks btwYou can't really "call someone out" for Gen-Rushing anyways. You can only claim that at a high competitive level it's unbalanced.
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Can the podcast still be found somewhere?
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@PhantomMask20763 said:
I don't get it...am I just stupid or is there something going on here that I don't know about?Just press home and look at the F.A.Q. subsection. You'll see him.
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You start seeing things differently

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@PhantomMask20763 said:
Deranking is dumb in general. I dont belive in good players being matched with new/ casual playersThe current ranking system does the same.
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This whole "new year new me" is definitely showing this year! xD
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But yeah this change needs to come through imo because Legion right now is ridiculously broken with those buffs.
This is the wrong mentality. The clear issue here is Legion (which is indeed an issue).
Why not fix the issue at it's root instead of breaking perk-balance, build-variety and all games where the Legion is not present?When a child breaks their left leg, you don't break their right leg to "even things out".
Instead you repair their left leg.
This is kind of what people need to start learning. -
@ad19970 said:
@Ihatelife said:
Self care 2.5.0 is very good for solo survivors. It doesn't would change anything about SWF.It would. A 4 man Swf could make sure everyone runs Self Care, that way everyone would just heal themselves and they would ultimately waste less time on healing and have more time repairing gens. If just one survivor doesn't use Self Care, on the other hand, that team will be punished by having to heal that team mate at a lower speed, wasting more time than normally. If anything, solo survivors benefit from this change the least, and 4 man swf teams benefit from this change the most.
It couldn't have been said better. Thank you.
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Do you get to manually place the killer into a certain slot or do the killers automatically order themselves based on how recently they've been picked? (or else?)
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It's a re-occuring theme, when it comes to late-game mechanics that instead of solving the reason why currently the late-game malfunctions, people keep building on top of this malfunctioning late-game by replacing the actual game with a new game.
Instead of going on that route, try this one;
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i dont use SC since its just a waste of perk and useless in my opinion
In your previous comment you just proved yourself wrong, lmao.
If a chase lasts longer than the amount of seconds provided above (with sloppy butcher even!) as a results of your extra health-state, then SC gives you an undeniable boost in time-efficiency that other perks can't match. -
i get chase and they dont get me like 1 minute or 2 without doing gen i escapeThus you admit healing is worth it (As evident by the numbers) and Self-Care is strong.
Glad we straightened that out. Now we can revert the change and call it a day.
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Against a Legion there's often no need to heal since you can just loop him while you are injured.
SC is very powerful and it's easy to make a profit with it, even in what you tried to put forward as the most build against healing:
In order for Healing yourself with vanilla self-care to be worth it you must survive a chase x seconds after being hit for the first time:
3 survivors alive = 13.33 seconds.
2 survivors alive = 20 seconds.
1 Survivor alive = 40 seconds.Since for the majority of the game 3 people'll be alive, all you need to be able to do is survive a chase 13.33 seconds after being hit.
I guess if you're not able to survive a chase for 13.33 seconds that means that the perk is just bad (:
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Argument is simple. It doesn't matter whether you play solo or SWF, the new self-care is simply the old self-care with Botany knowledge built in for no reason.
Both benefit for what is simply a 33% faster heal.
The whole "But it buffs solo's and not SWF's" is simply a lie thrown out by players who don't understand the game and have no tools to measure power properly, (which is evident by their lack of translating their empty rhetoric into numbers).
Conclusion: Keep the vanilla Self-care
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thats what im saying im just triggered that ppl complain SC i mean every patch its buff killer and nerf survivor and now its a change to give some love for survivor but not its like a faction of killer saying "spread the words SC dosent need a buff spam it"
Have need to be similar in power per faction. You don't just randomly throw in 4 god-perks and say "okey, I think things are balanced now". All that does is completely kill of build-diversity and forced people to pick perks out of . a very small pool.
`Self-Care is already very strong. No need to buff it. It has nothing to do with Survivor VS Killer and again, faction balanced isn't solved to randomly creating a tiny amount of mandatory God-Perks for what you otherwise believe to be a broken game.
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1: I feel like 3,000 points for one generator is a little much. There's not really any challenge or risk to it and it only takes 80 seconds. If you're working with someone else, even less, and you get co-op points as well, not counting skill checks either. I wouldn't mind a little more, but that's a little overboard.
My idea was to translate the points to something more similarly representing x amount of seconds spend on something.
For example: an exit gate gives 1250 points for 20 seconds. By this balance, wouldn't even 3000 be conservative?I think we have this odd mindset of believing that all survivors should finish 3 generators.
Currently we know how over-rewarding exit gate points are if considering the 1250 for generators the norm and we kind of "fight over them".Someone who finished 2 generators by themselves (160 seconds) shouldn't get the same amount of points as someone who just opened 2 exit gates (40 seconds).
2: I'm not a fan of attaching so many points to the exit gate.
I'm supposing you mean this as part of the survival category and not the 1250 points in the objective category. (correct me if I'm wrong).
The reason why survivors SHOULD deserve so much more in the survival category in opposition to the killer in the deviousness category is because the killers have other ways to gain points in that category; things that are under their control.
Survivors do not have anything in the survival category that allows them to dynamically score points other than the tiny amounts of (perk-specific) self-care bonuses.
Since the category of survival is all about surviving, I think it's only appropriate for this category to reward exactly that.
For those who are hooked and camped: This version is also an improvement in comparison with the older one as it counts your escapes from chases from earlier towards the survival category, meaning you would have more points in the survival category in comparison with the current system. (: -
Would an SWF have less incentive to run self-care compared to solo's? Yes
Will they almost always run it? Absolutely
There's no way to summarise it better.
Also, if you mean that SWF's would run self-care less in total because of this change, then you're dead wrong. Self-care is only buffed, including for SWF's.
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2 easy to implement alternative routes:
Route 1:
Decisive Strike has to live up to its "Decisive" part.
Only after you have entered the "Struggle Phase" will the perk activate. This means that the killer only has to deal with it once if the killer wants to avoid it and it cannot steamroll and rob the killer from the much needed (and deserved) early game momentum.(Code simply adds 1 condition required for the perk to be turned on and done)
Route 2:
Decisive Strike is used to hit the killer at the right time.
The Stun time is reduced significantly, meaning that the killer can down the survivor after about 1-1.5 second after their escape from their grasp. (Cannot be reduced by Enduring or other stun-reducing effects)The survivor however gets to control when the skill-check appears and then has to hit it. (For non-obsessions this only becomes available after 45/40/35%).
When the survivors see the killer walking through a pallet or near a window, they should use their decisive strike and their environment (not a 4 second stun-time) to avoid being hit nearly-right after they escape their grasp.
This also means that the killer has control over their own pathing to a certain extend and are partly at fault for playing into decisive strike when being hit.
(Code simply alters the stun duration + makes the skillcheck appear when the player presses the active ability button, instead of automatically at a timer's command.)
https://www.youtube.com/watch?v=s7vG49IiNQ8
