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AlwaysInAGoodShape

AlwaysInAGoodShape

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AlwaysInAGoodShape
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  • Cote must be stopped!
    Cote musta be stoppa!
    Wote monsta be stocacca!
    Wrote monsty tobe sbonkacca!
    Write money to my bank account!

    Write money to my bank account NOW [BAD WORD]!

  • The result of what you see is mainly caused by the defect categories; Objective, and Survival

    Fix:
    https://forum.deadbydaylight.com/en/discussion/39604/bloodpoint-categories-fix#latest

  • @se05239

    This. Fortnite did "Battle Pass" right by letting active participants earn enough back that they can buy another "Battle Pass" and still net a positive sum.. Aren't they the only "Battle Pass" game that have that model?

    I thinks so. It seems to be such a risky model judged at face value and not a lot of companies would dare to try it if they were to be the first.

    With the amount of sociologists/psychologists/marketeers working within the company, I'm not surprised that they decoded such a vital part of human psychology to make it all work.
    They can make younglings purchase skins that they get bored off after 1 game and have them repeat that process.

    I really don't know if I should be celebrating or be terrified of their model, but it surely is a work of genius.

  • @Watery said:
    i really don’t feel like paying ten dollars every three months to get extra incentives to play when they’re already there. maybe challenges for skins, but other than that, that’s a no from me

    To be honest, Fortnite's Battle Pass system is deliberately designed in such a way that buying it once allows you to have it forever and make a V-Bucks profit.

    This is a purchase nearly everybody makes in Fortnite's superior free to play model.

    On top of that, most younglings spend the v-bucks required to buy the next battle-pas instead of saving it up.

    It really doesn't cost 10 dollar per month if you have some amount of self-control (:

  • @Tru3Lemon said:

    @AlwaysInAGoodShape said:

    @Ihatelife said:
    Self care 2.5.0 is very good for solo survivors. It doesn't would change anything about SWF.

    It does. A lot of SWF players run Self-Care and since Self-Care now has a built-in botany knowledge swf's are even worse too.
    Every 8 seconds they save they put into a generator.

    but also SWF got nerfed so its balance

    Making 1 perk so strong that it literally has another existing perk built within it is everything but balance.


    "Botany Self-Knowledge care"
    Even the power of any possible existing faction in completely irrelevant to this fact.

  • @Ihatelife said:
    Self care 2.5.0 is very good for solo survivors. It doesn't would change anything about SWF.

    It does. A lot of SWF players run Self-Care and since Self-Care now has a built-in botany knowledge swf's are even worse too.
    Every 8 seconds they save they put into a generator.

  • @Ihatelife

    They wanted to make this perk good for solo players. You know how awful is to play as solo?

    That's a problem with Death-Efficiency, Unequal learning curve between killers-vs-survivors and a pseudo-ranking system.

    Your idea of solving the 3 above was to impulsively buff self-care?
    That is worsening the problem of relative power between perks in said faction.

  • @Ihatelife said:
    Exactly. But people will still complain that this is broken, same with the alert

    Except this is broken.

    Self-care is meant to be about self-sustainment and eliminates the time needed to search for teammates.
    Botany knowledge is meant to increase healing-speed.

    The current self-care both eliminates the time needed to search for teammates and gives you increased healing speed (12 seconds for a heal effectively, thus 24 solo, which is 33% faster. A built in Botany knowledge on an already meta-perk.)

  • I know how all you narcissists think
    Mid-Chapter-PTB-Patch

  • As mentioned above already:

    Perks that have already appeared should be removed from the cycle until all perks have appeared and the cycle is complete and starts again.

    In addition, newer(/recent) perks should not be allowed to spawn in the Shrine of Secrets to avoid possible character-purchase-related-to-perk-sales revenue.

  • @weirdkid5 said:
    Solo players don't need more tools than they already have. With the myriad of perks in the game, one would think buffing the less popular perks would be better rather than buffing the perk that is already most picked.

    A lot of the perks in the game currently really aren't perks. Most of them are what they call "Pack-fillers" in Heartstone.

  • A trapper stepping in his own traps has become a theme within montages and it would be a waste of comedy to remove it.

    If you want to buff the trapper; Currently 1 of the biggest things that is holding the trapper back is that the trapper has to waste his time actually searching his traps rather than having them from the get-go.
    Try solving that instead.

  • @not_Queen

    Why was this change even proposed in the first place?

    Based on the misconception that Self-care was disproportionally nerfed by the healing nerf?

    Self-Care among the few perks was fine. There are over 30 perks that are not. Why of all perks this one?

  • For the Rank interval to be meaningful, they'd first have to create a real ranking system, after which you would no longer need that option (or else it would be abusable)

    The maximum latency option would solve a lot of lobby dodgers though, which is a great idea and less than harmful in any way.

  • I don't like the idea of putting in a fat guy for the sakes of it being fat. Only if it's directly a character from a famous horror movie.

    Otherwise I'd prefer more people like David setting the example.

  • Exodia's Legs:

    This perk does nothing.

    "These are my legs." - Exodia

    Exodia's Left Arm:

    This perk does nothing.

    "Look at these cannons." - Exodia

    Exodia's Right Arm:

    This perk does nothing.

    "I'm one step away from being summoned." - Exodia

    Exodia's Head:

    When you have 3 other Exodia perks equipped, summon Exodia.

    "My grandfather has no pathetic cards in his deck." - Yugi

  • @Master

    The question is how do you want to achieve this?

    It would be necessary to give an insane gameplay advantage for fresh hooks, but survivors heavily blocked ideas like this because "you only want killer buffs for ez 4k etc".

    Oh and btw, your graph explains why tunneling is a thing, but it has nothing to do with camping actually

    I have a part about it in one of my posts: Solving the Death-Efficiency Problem
    Chapter 3 Section 3.

    We indeed start with making the game harder do to early hooks being more punishing, but simultaneously we introduce the Memoir Mechanic (tool for creating survivor buffs based on survivor deaths)

    This will mean that the base-game is harder for survivors, but the game does not become as crippling as people die, meaning less 4 man escapes and less 4k's.

    Survivor mains claiming that "we just want easy 4k's couldn't have been further from the truth, and statistics would show it (:

    Oh and btw, your graph explains why tunneling is a thing, but it has nothing to do with camping actually

    It does. Camping is the exact same as tunneling. You finish the hooking states of 1 survivor before moving on to the next. The only difference is that with tunneling the survivor may get 5 seconds to work his/her legs.

    Since a freshly unhooked survivor is now less efficient, defending them seems counter-productive. They are the least thing you should worry about, even if they escape. What you should worry about is the 3 highly effective survivors that are still free.
    In the solution, the way for killers to slow down the game is mainly achieved through kicking generators and doing instantly massive amounts of damage to it.
    In this version of the game, the killer can only slow down the game by kicking generators, where as survivors already get their bonus efficiency from survivors dying.

    If a killer thus doesn't respond to their strategical advantage and doesn't go on to kick generators and chase other survivors, then he'll not be able to win.

    Together with a functioning ranking system, higher rank players would never have to play against a camper/tunneller as such a strategy is simply no longer viable enough.

  • @BurnTheDaisy said:
    I have been thinking a lot about the serious camping problem. It gets really bad to where I don’t want to play sometimes. 
    This is just an idea but maybe if a killer is camping, like within such meters of a hook, the health of the survivor shouldn’t go down.
    Just an idea. 

    You don't solve the camping/tunneling problem by punishing killers for doing what they (in that situation) should be doing.
    It should be done through making camping/tunneling in their strategic disinterest through giving them more value hooking different survivors and making the 1st and 2nd hook more valuable to get.

    Y = 4 survivors alive (100% efficiency) For every survivor that dies it's -25% (for simplicities sake)
    X = the amount of times you have hooked, with the different lines showing whether you either camped/tunnelled (Blue) or if you never camped/tunnelled that match. (Red)

    The Yellow area is the reason is why people camp and tunnel.
    The Green area in the second graph is why people would no longer camp/tunnel.

    The way you achieve this is by making the 1st and 2nd hook valuable as well (Blue line in the "New graph).

  • Hex_Flex said:

    I left League because the meta was constantly shifting and its a full time dedication learning all possible ability and combo ranges, no thanks. Some of us have jobs, kids, full time school, not enough time to re-learn a new meta every week.

    The only joy i still get out of that game is playing the occasional guinsoos on-hit JG TF.

    Well, that is the difference between league of legends system and my system. League of legends' variation system can force you to play differently as a result, meaning that you can "play wrong" after it previously being playing right for say, the order in which you change your abilities.

    My system doesn't create this alienation with people who don't invest much time into the game, as the "meta" change is directly understood as simply being certain perks having a higher or lower number while all being playable.

    Your playstyle is not really forced to differ, but there are simply some perks rising from the dust so now and then.

    The best for both worlds.
  • @ad19970 said:
    As far as I can tell most people do want the balance gap to be closed as much as possible, though. It's understandable if you don't, I myself like the feeling of being alone as survivor, not knowing where the other 3 sruvivors are. But I believe most people prefer better balancing, and it's something the devs need to adress.
    You simply can not balance a game properly if playing with voice comms grants you such big advantages over playing alone. It's not fair for solo survivors, and as far as I can tell people who have been complaining about killers being buffed to much are people who play solo survivor and don't enjoy the game.
    As long as this balance gap exists, either swf will be overpowered or solo will be underpowered. That's not how you should balance a game.

    The community seems to be split on this issue; Link: All Seeing VS Blindness

    However I think most people who desire blindness (I inherently do as well) wouldn't have any real problems against the all seeing version of the game, or at least, less so than they pretend;

    https://www.youtube.com/watch?v=USzQikC8juk

  • Dude you nailed it.

    You could even argue that Ultra Rare items shouldn't be available in the bloodweb and ONLY gather-able through chests.

    The idea that you can find items and keep them if you survive IS ONE OF THE BIGGEST REASONS you gain a real vested interest in actually surviving.

    I joked about this in my thread about Dead By Daylight 2.
    If players went in and had their match experienced influenced by the items they found in a chest, then this would be by far one of the best ways of making the survivor experience more exciting than the current m1 game.

    You're sitting on a pile of gold with your suggestion.

  • i don't want any killer/survivor perk to be part of the base kit.

    Well, this is where bias comes in. To perceive things as a perk, you must believe that they are not detrimental to the core intended gameplay.

    For example, we could easily interpret teammate healing as a perk. In no way is it obvious that you should be able to heal without a med-kit and just with your bare hands, while having an infinite healing surplus available.

    I doubt that you'd want this removed and it becoming a perk and that's the thing with your stance.

    If teammate healing would've never been integrated in the base-kit then you would've argued against it being integrated into the base-kit since it would've been a perk.

    If you want more challenging gameplay then surely you'd want this perk to be removed from the base-kit of survivors.
    Or perhaps the ability to see where a survivor is hooked and their aura while being hooked. This would require you to actually track the killer as otherwise you have no clue to where the survivor is hooked and thus requiring you time to find them (making the game harder yet again).

    The truth is, you'd want none of the above and you are really satisfied with all the build-in perks you've got. It's just a matter of semantics.

  • @Eninya said:
    Weak solution to a more systemic design issue.

    The problem is that, once the Exit Gates are powered, it's EASY for multiple survivors to escape if 2+ are still alive and something like Remember Me isn't stacked.

    The Exit Gates open too quickly by default (however, they should not RNG-spawn on the same wall, either).

    The issue here really isn't that the doors open too quickly.
    The issue here is that certain mechanics pussify the killer and placing a check-mate on their ability to kill when the survivor have entered a safe-zone. The killer should be able to have a chance at killing any survivor anywhere unless they have escaped the trial.

    If the doors opened very slowly this issue would still persist.

  • @Poweas

    https://www.youtube.com/watch?v=s7vG49IiNQ8&t=1s

    The double is double decompressed so the quality is not that great. You'll see at a part during the video where there's a crow that I keep hugging a wall. It's because the pig keeps popping up at the shack, but the compression completely hides that part. Enjoy the power of Stealth (:

  • Run it with premonition and sometimes youll be able to dissappear before the killer arrives at your gen.

    I have 1 iconic game uploaded on my channel showing how hard it can kick ass sometimes
  • Since you didn't specify that it has to be DBD related.

    I bought a new laptop screen today because my B156HTN03.6 was broken so I bought a new B156HTN03.6
    It arrived and I tried to install it in my laptop but it didn't work. Checked the connector, everything.
    I realised that it was a NT156FMH-N41. Even though the 2 have the same video connector, I went into live chat with their customer service and told them:

    I think I received the wrong screen. I ordered the B156HTN03.6 but I received the NT156FMH-N41.
    The guy asked for my shipping number and said that I may have received a defect one.
    I asked, was it intended that I received the wrong screen?
    Then he said: "The 2 are compatible".

    So now my question to this world:

    WHY THE HELL DO I GET A DIFFERENT SCREEN THAN I ORDERED IN THE FIRST PLACE. Now I get to reship it and get a new one of those NT156FMH-N41's. What the frick has this world come to

  • @Peanits said:
    I don't really want that. That would remove a lot of really close moments at the end of the game, where the killer is chasing a survivor out and is inches away from downing them. I get the intentions, but it would remove some interesting moments just to fix something that doesn't need to be fixed.

    If anything, I would say make the area inside the gates make you exposed. That way you can't just make a human shield for the injured guy.

    At first your suggestion seemed better at solving the issue and avoided unintended side-effects as you mentioned, but here's why it wouldn't work (and coming to think of it, why my bloodwarden version also needs an adjustment);

    1:
    If the survivor gets the exposed effect in the exit gate area and doesn't get it outside of the area, then the spot before that area becomes the new hatch stand-off.

    The reason is because if they enter the exit gate zone they will die if the killer is too close and when they are standing right outside it, they just wait to be hit; the killer is stunned and now they just run outside.

    Bodyblockers can as a result also take a hit but make sure to do so right outside the exit gate area as a wall. Such a wall buys enough time for the injured survivor to move 5 meters towards the exit.

    The bodyblockers now enter this same stage of hatch-standoff.

    (You will have realised this is also party true for the current bloodwarden version).

    2:
    It will not be intimidatingenough to force people out. Survivors will just sit at the border and instead of receiving 2 slaps, they take 1 as they are safely hit through the second exit barrier.

    Bloodwarden in contrast does make it intimidating. You aren't sure if the killer will come around the corner, blocking the exit, if a Nurse will blink in to prevent you from leaving etc.
    In other words you have to leave proactively without being sure the killer was going for you.

    You still have that safezone where you can stand before the exit area mentioned in point 1 (which has to be solved), but if you're hit inside of the area you screwed up and it's something that you cannot afford to let happen to you. That's the intimidating part.


    To tackle your concern:

    That would remove a lot of really close moments at the end of the game, where the killer is chasing a survivor out and is inches away from downing them.

    What close moments? Presumably the ones where you run/loop the killer towards the exit gate and you make your way out.

    Now, this should be possible even with the bloodwarden change, meaning that you'll be the last survivor or need to have at least about 5 meter distance before leaving through the gates (which becomes the new clutch).

    If you weren't able to make your usual clutch play through the exit gate then the question becomes; why?
    Was it because the bloodwarden mechanic didn't work or because your teammates misplayed? If the gates were open why didn't they leave? (similar to survivors not leaving through the gates when you can escape through the hatch)
    Were they saving me off the hook? That's why? Then they should've left earlier than I did and I just needed to stall the chase for that little time it'd need for them to escape first.

    I don't think it would ruin clutch moments. I think it would only allow survivors to ruin their own.


    Regarding the new "Exit Gate stand-off" effect caused by both our proposals; This could simply be solved by making it so that hitting a survivor globally will trigger Bloodwarden for both exit gates for x(5 for example) seconds.

    But good suggestion nonetheless. Moves the debate forwards.

  • 1st perk slot = Left.
    2nd perk slot = Up.
    3rd perk slot = Right.
    4th perk slot = Down.

    Really hard to disagree with! Would be great for any perk with any form of perk-notifications.

  • @PigNRun

    Except that it is over.

    1. The killer will face-camp the last hook with a proper face-camper and everyone will be wasting their time.
    2. The survivor manages to escape through killer-castration abuse and there was little the killer could do.

    And even if you insist it isn't, the bloodwarden mechanic as indicated above only removes the safe-zone. You can still hang around if you want so, but you cannot escape if the killer is within (about) 5 meters, thus aren't guaranteed to escape when you're not injured.

  • @Vietfox

    It's a fallacy that mimicking a certain experience means "realism" as in reallife.

    In this case; a killer-versus survivor experience. A lot of mechanics already accomplish this well and it's nowhere near impossible:

    The Read-Glow mechanic allowed for great mindgames around certain loops creating the "Peek-A-Boo" effect often seen in stalker horror movies etc.

    It's just that there are places where the Devs screwed up, but not to the point where it cannot be repaired.

  • @Vietfox

    It's a game and i will point my ass in their direction to get a smack on my butt every time i get the chance. >Saving a teammate is one of the best parts of the game.
    If you don't want that just kill them before gates are open, run blood warden, etc...

    This is not an attack on saving teammates. It's not about wanting more kills.
    It's about how certain consequences of un-thought-out mechanics turned the killer into a nanny (killer-castration) and kill off immersion.

    People's mind get baked and stuck on terrible ideas after being fed poison for too long;

    It's a game and i will point my ass in their direction to get a smack on my butt every time i get the chance.

    Why should you be able to think of this when we are talking about a killer with a deadly-sharp weapon? Normally you'd die in 1 go? Why should you be able to point your butt anywhere safely around a killer?


    Next Step: Aknowledgement of always being insta downed is boring.

    Next Step: So make someone 2 hits?

    Problem: Well then they still die within a few seconds.

    Next Step: After hitting someone, the killer is slowed and the survivor is sped up so that they can gain more distance and having a second chance at a chase.

    New Problem: Well, now the killer can no longer do anything when the survivor is within a certain proximity of a safe-zone and cannot create havoc against groups dancing around them.

    Next Step: Dev black-out. No longer continuing on this train of issues and solutions and players get socialised with the toddler-nanny gameplay unable to imagine differently.

  • @Brady said:
    I hate this "When the exit gates are open, the game is over" mindset that we see so frequently.

    I acknowledge that holding a game hostage is prevalent, but such drastic changes cannot be implemented just because of a scenario that happens like 1% of the time. (I got thousands of hours and never had my game held hostage. Not saying it doesn't happen, but I mean really? Is it such a priority to fix this problem)

    Though it would be nice to have encouragement for Survivors to leave the trial as quick as possible, free bloodwarden is a no no over on my end. That's taking away a perk too that's really nice.

    I think after X amount of time your aura should be revealed and stay revealed to the Killer. Lockers do not provide aura reading blockage and therefore you'd have no choice but to run from the Killer and leave.

    Note that this isn't the bloodwarden perk itself. I only refer to the black material blocking the gate as bloodwarden here.

    You can still escape if the killer is like 5 meter away from you once you run out, but you just can't show your ass to get a smack, because if the killer is THAT close, you're stuck behind bloodwarden and a killer.

  • @DwightsLifeMatters

    Sadly, you're not on my side during the war against killer castration, however, maybe if you give it more thought you'd see how much more fun you could have with a game that does away with killer-castration and makes them intimidating again.

    Typically people get scared when others suggest removing tools for winning, because they want to protect their "knowledge base".
    But consider the removal of certain killer-castration mechanics with the replacement of more immersive mechanics. Even-if not more strategic opportunities while also being a game that can be taken serious.

  • @Vietfox

    They can stay and not hit them if they want to waste their time, not that i care, it's just a suggestion.

    The sound of such gameplay already moved away from the idea of Survivors-Versus killers and sounds too close to Toddlers versus the Nanny, who refuses to give them spanking because she doesn't want to give them their way.

    This is the wrong psychology.
    The nanny should be a killer.

  • @Vietfox

    What if survivors want to stay behind the injured one and block the killer so all 4 of them can escape?
    You are still asking for easier kills.
    And btw... "instead survivor's should escape when they get the chance" Don't tell survivors what they should do if you don't want to be told what you should do as a killer.

    You make it sound like this is some sort of Survivor-Versus killer thing where I play the role of the angry killer; I'm not.

    I'm tackling the issue that comes about due to certain mechanics that pussify killers and break immersion. In this particular one it's the exit-gate safezone effect.

    What if survivors want to stay behind the injured one and block the killer

    Yep, this is the pussified gameplay I'm talking about. When your friend is being chased by a killer, you don't point your ass in their direction to get a smack on your butt.

    This is just an unintended effect that resulted from killers being stunned after hitting a survivor, so they have another chance at the chase.

  • @DwightsLifeMatters

    Well, swf will just simply communicate if they still need help or will make it to the exit. So the mates can decide to leave or stay for the further unhooks. While solo, u need to guess about the chased mate. Will he make it and I should leave? Or is he currently trapped and I should stay?

    So as solo survivor it would happen that you leave, while u shouldn't, or it happens that you stay while you shouldn't. Those "mistakes" won't happen in coordinated swf groups

    Survivors don't have to check for their mate. Either someone is already hooked or they should leave.

    The game turns into this unserious partyhouse once the exit gates are finished as they are a safe-zone for the reasons of survivors needing 2 hits. (Killer-castration effect)

    For all the places where the Solo vs SWF gap creates a problem, it does so here the least. You knowing that you should suicide on hook to give your teammate the hatch is a similar standard procedure that works perfectly fine with pre-established communication among the skilled pool of players.

    So what if we take a look at what SWF's gain extra from this?
    They will know when to stay around when their teammate gets downed, now the following 2 things can happen:

    They get a free safe by surrounding the hook and/or having borrowed time, (Killer-castration) which shouldn't exist.
    Or they waste their time against a proper face-camper and nothing happens.

    Both trees of choices are dead ones.

  • @Vietfox said:
    If anyone is trying to escape and killer manages to reach the exit gate before survivor can leave that survivor will be blocked as long as other survivors are still in the match, right?
    No, you are asking for a free kill.

    No, what I'm asking is a system that makes survivor play the way a survivor should around a killer. When the escape gates are open, the match shouldn't turn into this safe-zone/Safe-haven ruining any immersion left in the game.

    Instead survivor's should escape when they get the chance and only consider staying if someone is already caught.

    After they leave, they should believe in the last survivor's ability to escape, rather than becoming this retired party-meat jumping around the map.

  • @DwightsLifeMatters

    Again, hurts only solos. Swfs don't won't bother

    Elaborate?

  • This ranked mode, which is the ONLY MODE IN THE GAME. Constantly ingrains the competitive mindset into the playerbase. So as time goes on, and progression is directly connected to how well you do in a match, the toxicity only increases.

    This game doesn't have a real ranking system and it's the last thing from being competitive.
    The killer and Survivor aren't even enemies really. They can work together and both win.

  • In my first game I played against a Nurse and thought this was the only killer in the game.
    In my 2nd game ever played I thought a survivor was crouching to me to help me with my Gen.

    It was the Pig.

  • @Attackfrog

    Ah, I get that complaint a lot.

    TL;DR
    This perk helps you generate anti-gen rush skillchecks when you are in a chase. When you kick a pallet, every survivor will receive Overcharge on their next skillcheck. If you break your second pallet and a survivor hasn't received a skillcheck yet, they won't stack. So now imagine, you are in a chase and he keeps breaking the pallets, at some point he might switch to someone one a generator who'll start running towards a totem for example in order to destroy the Hex: Ruin totem or another Hex: Devour Hope. They cannot see that they have the exposed status effect on them when running towards the totem but they do have some extra movement speed. Since I don't trust you I won't tell you how much exactly. Then if the killer hits a survivor for example, they will be downed instantly. If they have a decisive you aren't as hurt by it because they'll bleed out 50% faster so you can keep breaking pallets and give other people Overcharge skillchecks. They want to be healed by a teammate, but you don't want that to happen so they are punished if you manage interrupt them. Your token increases by 1 and you gain Pi extra successful attack cooldown. You can use this for when they hit another overcharge skillcheck, it will help you get them more easily and you might even be able to get multiple people at once. Now when you have 6 stacks, only then will you get an extra benefit, giving a higher penalty for failed skillchecks (+10% for a grand total of 20% for failing an overcharge skillcheck) and to help your grind a bit, you receive 10% extra bloodpoint gains in the Deviousness category.

    If you want to, you can use this perk on the spirit. She is the only killer that has access to the spirit world. That's why this perk is so strong on her, but maybe also a wraith?


    I think the perk isn't really hard to understand. People just need some time playing with it. It's a high risk, high reward perk.

  • The hatch is a mechanic summoned into the game to lower the frustration Death-Efficiency causes.

    Currently, when 1 or 2 people die, the game can barely progress and more often "regresses" for survivors.

    Because it's very un fun for survivors knowing they already lost and running to the killer just so that they can leave the game, we need to have a "free escape" mechanic to solve this effect.

    Of course it would've been better from the start that we solved the Death-Efficiency problem, thus altering the game in such a way that lower-survivor count teams can still progress and do not have to rely on a minigame within the game (hatch) will allow us to change the Hatch into a fair mechanic.

    But the problem that lead to the creation of the hatch has to be tackled first, before tackling the hatch itself;

    Link: Solving the Death-Efficiency Problem

  • The game is not balanced.

    It's Survivor favoured, but since the survivors have a worse learning curve, for the majority of the players killers dominate survivors and the Devs don't know how to respond to this effect.

    Killer winrate
    Survivor winrate
    Both lines should be closely tied together and be around 50% at any percentile of players.
    (Note that the X-axis scale looks somewhat like a reverse of a logarithmic paper's y-axis scale)

  • @Dreamnomad said:
    Post this is Fan Creations so it can be properly ignored.

    I actually read the Fan Creations. Good stuff.

  • Ah, the upvote button is bugged again.
    So there are 0.

  • Just like the Green Commodius toolbox is better than any purple toolbox overall, don't be fooled by the med-kits either!

    The Green Med-Kit is faster than the Purple Med-Kit and decreases charge consumption. It only has slightly less base charges.

    I like the direction you take the perk into but I'd change it slighly:

    PHARMACY:

    You have a knack for finding medicine.
    Searches through Chests are 40/60/80 % faster and the noises they cause along with their hearing distances are reduced by 0/4/8 metres.

    Pharmacy guarantees an Emergency Med-Kit with Gel Dressing and Gauze Roll on your first completed Chest search.

    Reveal the aura of the unopened chest closest to you. Disables after opening 1 chest.

    "Adrenaline, it's going to keep us awake. I stole it from one of the Nurse's carts." — Quentin Smith


    This way, nobody will be sad that they'll no longer get the green med-kit with the faster healing speed. The Charges are increased because you always get the 2 best Charge-increasing add-ons (+16 and +12).

    We remove the awkwardness of it being similar to plunderers instinct by making it temporary and having no proximity range.

  • @Fnatic47 said:
    Mc_Harty@ it is not just because the issues in consoles, i personally don t like her speed and her power.

    Nurse is literally the strongest killer in the game xD

    She can bypass all survivor's defences and has crazy map presence. She just takes time to learn and even this "learning" process doesn't hide any mysteries.

  • just so it gives people who are being chased a chance.

    No time limit needed. It only works when multiple people are left in the trial. When they leave, you can just run out.

    If they refuse to leave while you are being chased near the exit gate. then the blame is on them (:

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