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AlwaysInAGoodShape

AlwaysInAGoodShape

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AlwaysInAGoodShape
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  • It's very tense;
    https://www.youtube.com/watch?v=s7vG49IiNQ8

    Also, why would you do a hatch standoff? Finish the Gens and leave.

  • New patch is coming up. 1 new survivor perk has been revealed

  • Would you sit on one of these?

  • The real solution would be:
    Simply increase the Gen timers to a 100, meaning it's more likely someone will die, while buffing survivors in lower-count alive so that when teammates die, you can still progress the game decently rather than waiting for each other to die to get the hatch.

    Would solve complains from both the survivor and killer side:

    Link to Solving the Death-Efficiency Problem
    Chapter 3, Section 2.

  • Survivors ARE the power role

  • @Stubbsyefc1

    Your post is everything but a bait.
    You perfectly point out the "Priority Effect". This is the effect where the power of a group is determined by individual members of that group and where killing 1 member will disable a part of their overall power.

    Similar to League of Legends, you kill the ADC before attacking someone else. This is simply called "Focussing down", because there's really no point at leaving them at 1% health, since that team will still have all the ADC's damage and abilities available to them.

    Thus you should focus them down since that's how you disable power. You don't gain much from bringing them down to 1%, while you gain everything from bringing them from 1% to 0%.

    As for your post, a new status effect should be added that temporarily debuffs a survivor who has recently been unhooked. Call this status effect "Pierced" and attach to it what you believe is right.

    It would be a better incentive to leave hooks and search for fresh survivors who still have all of their efficiency available, unlike he/she who gets unhooked.

    You brought to light an important issue.

  • @PigNRun said:
    Why not just completely remove BP gain from unhooking and reward the sum of unhooking and safe unhooking as safe unhooking?

    Because the player is doing something of value by unhooking, even if it's unsafe.

    If, for example, someone is on the edge of entering the 2nd hooking stage/dying, then it's generally worth to unhook even if it doesn't last in the player surviving for over 10 seconds.

    To add some justification to such justified plays there's the minor amount of unsafe-unhook bonus as well for acknowledgement, but not enough for it to become a game-throw worthy reward/strategy.

  • @akbays35

    When survivors try to play a sneaky late-game, things can get really tense and thus exciting for the survivors.
    Sadly, for the killers this hide-and-seek is incredibly boring as they are searching and have barely a clue to where they are.

    The problem is the lack of stimuli on the killer's side.

    In order to make this hide-and-seek more interesting, they should receive a "Clue" to where the survivor might be when not having entered a chase in 120 seconds.
    They will gain a doctor-skill-check-like notification showing the proximity of all the survivors alive. This way they don't feel like they are hopeless, knowing that they will eventually get clues increasing the intensity of the situation.

    The killer should also have to manually control the timer you proposed.
    That timer should notify the survivors, knowing the killer will "close the game" and thus winning if they fail to respond.
    Here's an example:
    When the killer hits the exit gate handle it will slowly be destroyed and makes a GLOBAL NOICE when being hit.
    If it is hit enough times, the exit gates (if open) will close and all the generators turn off, unable to be turned on. The game ends in favour of the killer.
    The time that it takes the killer to destroy the power should always be longer than it would take the survivor to do the objective, but if the survivors refuse to do so, they'll lose.

    Something along those lines.

  • So in other words, it's a good combo with other blood-point offerings?
    For example:
    Total bp's in Objective category = 3000
    With envelope it would be 6000 (if it'd multiply it)
    If someone else also has a Party streamer you'd have 12.000 bp's earned from the objective category?

    I'd say your idea is very healthy (and it might as well be a x2 multiplier on the green envelope).
    Works great for BP's in matches and counters farming.

  • Good mentioning of "The end-game problem."
    Bad/Cheap solution.

  • About Exhibit A:

    Self-reliance doesn't equal OP at all. The lack of it demands 1 faction to be "OP".

    About Exhibit Ba:

    The reason why the Hatch exists is because of the survivor's lack of self-reliance.
    There is either complete self-reliance and NO hatch or crippled self-reliance (where we currently are) and a hatch.
    Pick one.

  • @Peanits

    A lot of valid points:

    Now I don't want to be "that guy", but it goes without saying that the game wouldn't still be here getting regular updates two and a half years after launch if it weren't for the dedicated players buying new content. You gotta' keep the lights on, people don't work for free (they gotta' keep their own lights on), and eventually the money from selling the base game alone is going to dry up. Sure, some people would continue to buy the chapters out of the kindness of their hearts, but the vast majority won't. It just wouldn't be worth it to them.

    My post can be reduced to: "The shrine of secrets is horrendously broken. Give us tools to more consistently get a specific perk we want." (Waiting for BBQ&Chilli for over a year!)

    As for being "that guy", I have no objection to that. What I would suggest is not allowing fresh perks to appear/be bought at the shrine (taking @yeet 's proposal) at all.
    I don't know what disparity we see in sales regarding LF and Laurie strode related to DS and BBQ&Chilli, but I sure bet the Devs do.
    If they believe it is detrimental for their financial health I'd say that it is basic wisdom to keep that little bit of exclusivity for say at least 2 months.

    I'd also be interested in seeing six or either perks in the shrine each week, to better scale with the increased number of perks.

    Similarly how League of Legends increased their Ban count as more champions were introduced, yes, but I don't think this would solve it. I believe waiting a year for BBQ&Chilli is unreasonable (or for any other perk) and changing it up without any formula of pseudo randomness added, it would still create these ludicrous scenario's.

    If you start making the bloodpoints rain, that would make it too easy to unlock everything, and so future events would have to be less rewarding to accommodate that. Shards are a "protected currency", in the sense that they are earned a fixed rate and not effected by events. I feel like unlocking new content is best left to shards in order to protect the bloodpoint gains from events and all that.

    I have no real objection against using shards as should be clear by now as shown in Green (:
    I just picked BP to set an insane example.


    What I do stand behind though, is that the issue of a lack of consistent way of getting your hands on older perks should be addressed, in any shape or form.

  • @tseb

    You are 100% correct that the Emblem system doesn't properly measure your contribution to the match.

    Luckily you are blessed with an equally meaningless ranking system.

  • @SnakeSound222 said:
    A million BP for ONE perk is insane. You still have to rely on RNGesus to give you the perk in a bloodweb. The price needs to lowered to around 20-30k BP. If you already have the character who has the perk you want, then just level them up. It’ll be cheaper. If you don’t have the specific character, then you can buy them or the perk. 

    I was hoping that the grind seemed ridiculous. That way, it might actually get through the judgement of the Devs xD

  • @yeet said:
    i have always said the shrine should have all perks available, but some go on sale every week

    You just broke my post with your beautiful comment. Why are you not one of their developers yet?

  • @ScottJund said:
    If you're going to spend 1m BP to get a single perk, why not just spend ~1.5m and just get all three of the teachables?

    Because that would require you to Own that character (:

  • They probably have some sort of "Seed" System.

    Similar to how Age of Empires 2 has exact re-appearing maps every so now and then while still feeling truly random.

  • In my opinion, BBQ&Chili is still a great perk, (if not for the blood-points farm alone).

    The Devs did a great job on hiding aura's in lockers. It's one of those things newer players assumed to be the case because it instinctively feels it should.

    So yes it does.

  • Regarding the notification:
    Crows are already beautiful as they are. They are a small details that killers can pay attention to. The free notification would ruin that.

    Regarding the perk:
    Very weak early game and very crippling/annoying late game. During the early game, it will be dead obvious when the killer has vision over you (The crow circling above you) thus you start running away before the killer is even close or you just start looping.
    I keep this one on my list of still needing a proper rework.

    Regarding:

    Crows will no longer be disturbed by the killer.

    This part is excellent. Currently you aren't sure if a flying or returning crow has been caused by you, but making it exclusively so that the killer can know that crow movement MUST be caused by a recent survivor will help killers with an eye for detail greatly printing exactly that idea into their mind. This is something I can get behind.

    I would discard the perk idea, keep the killers-cannot-trigger-crows mechanic and make a new crow animation of a crow attacking a survivor from the sky and flying away.
    With the animation thingy being triggered when a killer hasn't chased a survivor for over 60 seconds (+ 30 seconds per dead survivor) on a random survivor. (As a way to help killers against survivors keeping the game hostage and making hide-and-seek games more interesting for the killers knowing they will get clues every now and then).

    And with that, crows should be solid. (except for the perk)

  • reads title

    Answer: Yes

  • @Boss

    What does anyone who completed an objective get when the grind gets buffed in any game?
    Nothing, you're already done.

    What does anyone who completed an objective get when the grind gets stays the same in any game?
    Nothing, you're already done.

    It's like saying; Why help Timmy when it doesn't also help John?
    Can't we just help Jimmy and ignore needy John here for a second?

  • @Cardgrey said:
    As someone who’s unlocked all perks via a grind what do I get?

    Teammates with more complete builds.
    The better question would be; what would you lose?

    If your loss is only hypothetical, then that might be the best possible loss you could ever receive.

  • @Nickenzie

    I don't agree with BP being a currency because every survivor and killer will have God perks and I think it's unhealthy for the game. Perhaps iridescent shards will satisfy.

    They would have God perks?

    When it comes to balance, I start with the premise of everyone having all tier 3 perks and all survivors + killers unlocked.
    This is why I didn't call NOED weak when tier 1 and 2 only gave movement-speed, or why League of Legends assumes everyone being level 30 and having all masteries + runes + champions, because that is the proper way to balance.
    If there were any perks that were problematic and through game-play unobtainable, (say Decisive Strike), then by no means would I ever call them balanced when only obtainable through a purchase, long wait-time in a shrine or long grind.

    Everything goes according discussed first premise.
    Iredescent shards would achieve the same but leave the BP offering problem unsolved.

  • It doesn't really matter what side you play as, but if you only play one side, your opinions can get very biased, thus when you decide to propose a balance change, people SHOULD be highly suspicious of your opinion.

    When you're playing both sides and come up with balance changes, then more likely you'll be playing chess against yourself in your head.

    The lack there of for mains simply makes them less credible sources for inspiration.

  • Whatever build you pick, make sure Hex: Ruin is in it. It's a must if you want to have an easier time as a killer!

    Just level up The Hag the unlock the perk as a teachable for the killers you want to use it for.

  • @Gonzalo said:
    There was 4 gens left and i had this stupid Claudette urbaning around wasting my 35minutes.
    I finally found her but damn it wasted so much time.

    By accident, were you playing as the pig?

    • Rank doesn't mean diddly squat when it comes to player skill

    This is not an unpopular opinion.

    This is an unpopular fact.

  • Let them finish all gens and never make them regress (0 emblems in category A)

    Dont hook them (against Emblem B)

    Those 2 are the most obvious one, especially never kicking the gen al letting them finish.
  • I dislike almost all of the above perk ideas for a multitude of reasons, but you're really on to something with these 2:

    No One Left Behind:

    The idea of this perk revolving around you wanting to survive with EVERYONE alive is something that hasn't really been seen before and it's a lot healthier when it comes to promoting good gameplay in comparison with We're Gonna Live Forever, so I highly invite you to keep building on that concept when thinking of a rework idea.

    Monstrous Shrine.
    I've been thinking about this one too, but none of my ideas was as beautiful as what your suggestion inspires which is making it a perk that gives you buffs based on the amount of times you have hooked someone in the basement.

    Keep building on that one too. That's an idea to be jealous off.

    Then again, keep refining these 2. They are really something we'd all be able to get behind, since you really hit the hammer on the nail with the concept of these 2.

    You also did a great job with picking the right perks to look at when it comes to the rest of them in this post.

  • State your Budget, otherwise it's simple.

    1. Dead By Daylight doesn't have a Rank system.

    2. Dead By Daylight isn't Killer Versus Survivor. They are a team together and everyone is playing the game wrong.

    3. Whisperers would be one of the most OP tracking perks if AI would play this game.

    4. I think that you
      you read this wrong.

    5. You actually should consider playing Civ 5. It's a great game.

  • A self heal base kit idea.
    I'm honestly surprised no one has put your head on a chopping block.

    It's because it's a great idea.

  • Exactly, not only that, but Removing SC actually causes more problems than it solves.
    Killers become even more dependent on teammates, which further gives the edge to SWF's against solo's.

    We don't need more of that.

    Yes exactly. I've even seen the suggestion of having self care be base kit which I personally wouldn't mind, although I think adding Bond to the Base Kit is the far better way to go.

    Closing the gap between Solo's and SWF's (: You nail it.

    I think we have an easy time agreeing with each other.

    Regarding Bond:
    https://www.youtube.com/watch?v=USzQikC8juk
    People would love that suggestion

  • @ad19970 said:
    I don't think that would work. It's unnecessary restriction that many survivors will dislike. In my opinion, buffing weaker perks on both survivors and killers side is the way to go if we want more diversity in builds, which I'd love to see.

    Exactly, not only that, but Removing SC actually causes more problems than it solves.
    Survivors become even more dependent on teammates, which further gives the edge to SWF's against solo's.

    We don't need more of that.

    @CrtKazz

    I refuse to run SC, SB, or DS because of how many people use them.

    Urban evasion being run so often is kind of an indicator that it should've been part of the base-kit of survivors, similarly to self-care.

    Urban is basically the minimum you need to get your stealth-game going.
    Self-care is the basis of not being dependent on your teammates.

    The game should've been balanced around those 2 being included in the base kit of survivors. (With a slightly increased "Walking" speed.

  • Sadly this was already mentioned to the team.
    It was brought up that people with a certain disability would be less able to keep up the pressing and having an alternative, but since the team has considered it and nothing has changed, I fear the worst.

  • It is both not a problem and it doesn't happen frequently.

    It is a problem and it happens very frequently at a high level.

    Using lots of words doesn't increase the value of your argument.

    The part that I referred to was 3 sentences. Are 3 sentences too much or do you have an attention span problem and want a subjects scattered in separate posts?

    It is very rare for survivors to have and use that kind of insight.

    It is completely not rare. It is only rare among bad players.

    This isn't a matter of "rhetoric". It is physically impossible for survivors to reposition themselves to flashlight blind after being chased by the killer properly. Feel free to link any video you think proves otherwise and I'll explain how the killer screwed up.

    4:43 - 5:09

    The survivor in this example is positioned near a wall, but for the sake of exemplifying; By the virtue of that flashlight existing, this player was unable to pick up the survivor and despite this being nurse, the team was able to heal the downed survivor up to full before the chase was ended.

    In any example like:

    where there would be 2 flashlights, survivors could already completely remove the idea of "chasing away", as all you can do is play back and forth between the 2 flashlight survivors.

    Second Example shows you wrong with there only being 1 survivor.

    7:03

    Not only is he not able to get a hit. He is literally not able do down her even with TIER 3.
    The flashlight again by the virtue of existing already prevented the killer from picking up a survivor.

    (Perhaps for this power, we should have the battery drain for the mere fact of you holding the item, jk)

    In the video his luck comes from the fact of 1 survivor being dead and the other not coming to the scene to pray on the abusiveness of the flashlight.

    Now to take your example and lets PRETEND that you even get to get a hit off and assume the survivor cannot reposition themselves, they still have ample of time to reposition themselves by the mere fact of only having to be present at the END of the animation.

    You can find the perfect example of an injured Ochido dead harding all the way from behind a killer to get the flashlight save. It's somewhere on his channel in I think his most recent (last 2 months) videos in a green-tinted map near a giant Yellow vehicle with a window.


    While everyone agreed with changing the slow pick-up animation speed that this game once had, they all silently agreed with my solution, including the devs;
    Being able to give players ample time to reposition themselves s unhealthy and breaks the FOV Wheel aspect of the flashlights.

    So how much time should be granted? the 10% covered here in this post (:

  • @Ryuhi said:
    If you require better verbiage, than they do have a valid use, but it's absurdly underwhelming and has little to no impact on reducing the grind, their intended purpose. Better?

    On point!

    But they are brown. They are supposed to be underwhelming.

    With the current BP gains from the brown BP offering, you'll be able to buy nearly exactly another brown BP offering if you do it correctly and all that while creating the effect of you being 1 pick in your Blood-Web Grind ahead.

    They seem perfectly in place along with other brown offerings because of that.

    Anyway, I made my point.

  • @White_Owl said:
    -duplicate comment for some reason-

    Just write something cool there, something about yourself; who you are, your hobbies xD

  • HOW TO HANDLE WITH CAMPING

    My linguistics teacher one told me that when I see a tautology, I'd have to point one out;

    1. How to cope with campers.
    2. How to handle camping.

    Not how to handle with camping! Sacré bleu.

    I did my part.

  • @Supernaut said:
    If the cap were removed, I would play as Doctor and the games would never end.
    Just saying...

    But how would you ever enjoy your treasury of blood-points if the game never ends?

    Sounds like a double edged sword to me.

  • @Ryuhi

    It works both ways:
    If you can't use them on a 1:1 ratio, then it doesn't matter how high/low the numbers are. Only when you can use them do they reduce the grind, and it does so for a below break-even and above break-even number.

    Then again, I have no opinion on the idea of rewarding players with more blood-points and using the BP offerings as a tool. I'm just tackling the misbelief that the current brown/lower BP offerings don't have a valid use.

  • @Ryuhi

    The point is that you don't need to break-even. As long as you get 500 blood-points from your brown offering, you are already better off with this because this would be the same as being allows to complete your blood-web by picking things that only cost 2500 instead of 3000.

    In order to have them be cheaper picks you indeed need to have the time to use them, but the same'd go if you'd buff the numbers.

    Them not breaking-even doesn't delegitimise their use.

    no matter how you slice it, theyre outdated with the amount of perks that are currently in the game. They, or at least the bloodweb itself, need an overhaul to make the game less daunting for newer players. As it stands some killers are even less viable because of the grind needed to make the perks they need teachable, then to actually unlock all three ranks of said perks on the killers. Same with survivors, but only really for unlocking the teachables.

    Well, I see where you're coming from. You simply want more bloodpoints xD
    The grind is painful, and needing even the perks for 1 simple build is already a hellish grind, but this is really a separate topic.

    OP's problem seems to come from:

    Survival is pretty much a loss. Theres no way on average people earn more than they spend. If you do survive you earn bare minimum on the Green offering.

    Which isn't a problem.

    I'm not saying more bloodpoints isn't nice, but I'm saying there's no inherent reason to use this for it, because the BP offerings not breaking-even is not an issue. Their existence is valid nonetheless.

  • @Spiritbx said:

    @CallMeRusty420 said:

    @Mr_Myers said:
    I saw someone do the math and 115% is technically 33% faster in game terms vs 110 killers. Playing Spririt then hopping back to Myers is jarring

    I don't mean to sound rude but that math seems off.

    It's not, you don't MOVE 33% faster, you CATCH UP 33% faster. A chase that would take 60 seconds with a 110 killer takes 115 killers only 40 seconds.

    This is why 110 killers are dependent on their powers to shorten that gap.

    If you take it relative to 110ms then you catch up 50% faster than the 110 ms killer, not 33%.

    How do you possibly get 33%? (taking 15 as 100% and saying going from +10 to +15 is a 33% increase? What would this number even indicate?)

    Sorry for poking at you though. Your point still stands; it's significant.

  • The problem here is really a non-problem.

    You are completely right about Brown usually being a net blood-points loss, but were they supposed to make a profit?

    That is the subjective part about it. I believe that most of these blood-point offerings are just to make your grind less long, which even the brown ones perfectly achieve over any add-ons or items gained from the bloodweb, so I still pick the brown ones any time.

    As for boosting the numbers; Hey, I'm not complaining, but they are fine as they are now.

  • @Dreamnomad

    It's not about the frequency at which it happens. It's about it being a flawed mechanic and the fact that it can happen at an incredibly high frequency.

    I don't know what your point is when you first attempt to refute what I say, while quickly adding an ""It doesn't happen frequently" along with it. Is your point that it's not a problem? Is it that it is a problem but not worth it because it doesn't happen frequently?
    That is what arguing for the sakes of arguing looks like.

    This really isn't a big issue at all.

    You say this due to your inability to understand the DBD rank system and the effects that it has on frequency of toxic methods, but that is worth a thread in itself.

    Most of your points prove that you are either bad at playing killer or just arguing for the sake of arguing.

    Giving the full list of counters to flashlights in DBD is an indicator of me not understanding the game/being bad it it? My list was more complete that commenters that tried to debunk it managed to came up with. xD

    Unless the survivor runs away from any objects and stands there and waits for the killer to knock them down then the survivor isn't in control of where they get knocked down. The killer chooses when to attack. Just because you can knock a survivor down now doesn't mean you shouldn't wait 3 seconds for them to get near an object.

    Yes, this is what happens when survivors actually try. When they realise they are going to die they make sure they do so in an open spot. You don't have a choice.

    If you move toward the survivor they will run and be out of position to get the save.

    Evidently untrue. Rhetoric doesn't convince anyone. What is convincing is the multitude of video evidence of good survivors consistently managing to INDEED reposition themselves.

    It doesn't take long and while the survivors are dinking around failing to accomplish anything, they aren't working on generators.

    Rhetoric rhetoric and more rhetoric, and again evidently untrue.
    Then again, you keep assuming survivors deliberately play bad and keep pointing out frequency, thus playing repeatedly into the Rank-Matchmaking-Fallacy.

    As long as you don't understand that Rhetoric =/= Empirical Evidence, as long as you don't understand the DBD Rank-Matchmaking-Fallacy, then I'll keep pointing it out to you.

  • @Ryuhi

    The category based BP boost offerings are flawed as hell to begin with. As it stands they only have a possibility of earning 1k/2.5k/3k respectively, and thats based off of an 8k score in said category. more often than not, the player doesn't get back a profit or even the amount of BPs they had to invest into it in the first place (especially with Survival, whose realistic intervals are either 0, 800, or 5k)

    You take the words right out of my mouth. Survival is indeed in fact the most flawed category as one of the main ways of scoring points (besides surviving + struggeling) is escaping the killer's grasp, which isn't something that should happen too often and something that you can't control.

    The Trap escape was the 2nd way of receiving points, but a lot of killers have since been released.

    Maybe OP could save us some time and include the better BP reward system too as part of this post (:

    Link: DBD Bloodpoint system

  • I love this 32k Idea. It was a wrong assumption with the 8k system that you could only be valuable through evening out your role instead of specialising.

    Do know that the category specific BP offerings currently would have to be nerfed slightly as they could produce an unintended amount BP gained with the improved system, but you have my vote.

  • Distortion accomplishes both.

    Only 3 times and while it did so, it limited the aura reading of killers by simply turning something off.
    If someone took my advice and created Distortion with it, I'd be very dissapointed xD

    I'm suggesting something more along the lines of:

    "When your aura is being Read, gain a notification. You don't leave scratchmarks during and 3/4/5 seconds after this perk being active."

    Or

    "When your aura is being Read, Reveal the Aura of the killer."

    Edit: (By notification I mean that the perk is no longer darked-out for the full duration of your aura being read.)

  • @Troman

    Just offering Aura reading abilities to killers and then disabling it through survivors isn't going to help create us create gameplay diversity.

    You'd be better off with something that tells a survivor WHEN their aura is being read.
    Think about that.

  • @Peanits said:
    I don't think you'll find many people who will tell you that the hatch is great, but let's just explore the alternative for a second.

    So you close the hatch. Now what?

    The survivor needs to power up to three generators as the killer patrols them. You can very easily patrol an entire map in 80 seconds (the time it takes for that one survivor to fix a generator), and if you hear that a generator has progressed, you'll know the survivor is around. For the survivor, touching a generator is suicide. It's a "come kill me" alarm. In a normal game, this is no big deal, you get chased, other people keep fixing generators and then maybe you get saved. When you're the last survivor, that's it, that's game over.

    So naturally they would wait for the perfect opportunity, where they can magically completely fix a generator before the killer can return, except that opportunity never comes. If they attempt to fix a generator, they're dead. Queue the hide and seek world championship. They have no reason to try to escape because trying to escape is actually trying to die faster. They wouldn't be griefing either because by definition they are just trying to win.

    In one word: Death-Efficiency

    YW (:

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