AnObserver
AnObserver
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@oliviaa said:
https://forum.deadbydaylight.com/en/discussion/comment/2715413#Comment_2715413
when was the last time there was a constructive conversation held in this forum please lmao
Well certainly not this thread for sure.
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I mean all this does is just trigger the Killers you mention rather than actually trying to hold a discussion or be constructive.
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@Hippie said:
https://forum.deadbydaylight.com/en/discussion/comment/2715344#Comment_2715344
Interesting suggestions! I'm thinking more something that actually changes Killer mechanically, but those are definitely neat ideas.
And about the Ringu collab... I think they did something similar with the Resident Evil chapter. Maybe leakers are a little too talented these days, and they're worried about a leak? Very strange, for sure!
Like being able to cancel Pallet breaks for a fake-out rather than just the current look downward fake-out? Or something more significant?
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@LoneSlinger said:
https://forum.deadbydaylight.com/en/discussion/comment/2715352#Comment_2715352
Garbage idea
How often is it that you down somebody by a hook compared to out in the open
I mean that's the point, for the more "common" Mori Offerings you'd make the player need to at least pick up a Survivor to take them to a Hook. If there are complaints that Killers camp to use Mori's immediately off of hook, well, that is a possibility that players might be more incentivized to do so given it's part of the criteria, but it's not something that you can't already do.
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@Pulsar said:
There are three rarities of Mori's.
The ability to ignore DS upon the final hook stage (and other rescue attempts) IS worthy of such a rarity imo.
Then make Mori's conditional on being performed nearby a Hook.
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Yep.
Killer should have a base-kit Mori that promotes targeting other Survivors (so the default target priority logic of: "Do I go for the Healthy or Injured Survivor" has more than one option. (Don't take DS into consideration, that's the problem with the Perk and Tunneling in general)
Bloodlust could seriously be reworked into something more interesting than just a minor speedboost.
A Method to quickly traverse from one end of the map to another to allow all Killers to approach from different angles/get out from corners quickly (a la Pacman or something).
If Survivors have Boons for area Control Perks, give Killer Barrels for area Control Perks.
Seriously what is up with the Glyphs in the Tomes, why haven't they been included in any Perk yet?
Goddamn I wish they would at least open some discourse on their proposed changes. Ask what we would like to see. They've been saying: "Oh we'll implement Mori's into base-kit", but we've heard jack from them so far. Was that Key change really what they were planning all along?
Why did they announce The Ring collab so early?
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@Gigante said:
https://forum.deadbydaylight.com/en/discussion/comment/2712575#Comment_2712575
What the hell are you talking about? I don't care about 4k, I care about having fun. I liked to test builds, play with not so strong killers, make the match last and be fun for both sides.
But since the arrival of SBMM it doesn't exist anymore because everyone only cares about destroying their fingers on generators using only meta perks that everyone here knows very well what they are.
Lately I'm having to sacrifice my soul to get 1 kill or at most 2 because all matches are extremely fast.
Then "Meme around" for a few games. That might influence things.
Edit but there has to be some reset of some kind at work so I should probably not judge, I've been having matches where It's damn near obvious some Survivors don't know how to run specific tiles.
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In Darkness' Wake (Survivor):
If The Killer is not Undetectable, they leave Scratch Marks for 6/8/10s. Your own Scratch marks are suppressed if they overlap.
Keen Senses (Killer):
Walking over a Scratch Marks for at least 6s triggers Killer instinct on the Survivor that left them for 6s. This has a 60/50/40s Cooldown.
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Oh look, someone who's complaining about how losing feels bad and doesn't connect the dots.
So long as you intend to play with the goal of a 4K, expect to be matched with Survivors that intend to escape.
If you have any problems with certain balance aspects, do bring it up, but MMR isn't the problem here, hypocrisy is.
I really hope you're an advocate for Hatch returning to its former glory in some manner or another. (as well as a post-death state for Survivors)
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I've not been playing too frequently, but I like Thrilling Tremors, Starstruck, Agitation, and Distressing.
In terms of addons I'd like to see:
- Addon that prevents Survivors that rescues another Survivor from a Cage of Atonement to retain Torment, if they have it.
- Addon that applies Torment from a successful PotD attack
- Addon (or base-kit) being able to break dropped Pallets/Walls with PotD (Though this might make him too oppressive in loops and just enforce pre-drops/hold W rather than actually trying to play the loop)
- Addon that causes all Survivor to hear your Distant TR (+Music) while a Survivor is in a Cage of Atonement (pseudo stealth, but more intimidating)
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The time-limit incentivizes the Killer to do it quick, which reduces the amount of BP earned by all parties if there is a skill-gap.
Killer is already penalized for not Hooking/Killing Survivors from a lack of Sacrifice Bloodpoints and the "All dead" deviousness BP Event.
I can see a request for an "All-Hooked" BP Score event (probably in the Sacrifice category), but that would not have a time-limit for it.
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Or even a Scourge Hook Perk.
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The Entity Block also affecting Survivors while The Killer is in the Exit Gate would certainly be an interesting mechanic for sure.
And reworking Bloodlust could be interesting. There's all this talk about how Just Injuring Survivors isn't worth it anymore, so maybe something could be Workshopped.
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1) The most that'll happen is a leak of your general connection point. (and being able to kick you from a match)
2) The only way you'll get doxxed is if you also have associated social media accounts that indicate your location that also specify DBD in their comments. (So they can link general location to specific location, and can do shite with your specific location)
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@dugman said:
I actually think one big flaw in DbD is the devs sometimes try to say “well, it’s actually a semi-cooperative game and not the survivors as a team” because generally speaking semi-cooperative game design rarely works well. (I’m talking about both semi-cooperative video and board games.) Many semi-cooperative games end up having situations where a player who is losing just decides to tank the whole game for all the other players out of spite, for example, and DbD is certainly not an exception. They create a game where intuitively survivors want to actually play as a team, but then put in mechanisms that say “but hey, feel free to screw over your teammates because you’re not a team, all that matters is how you do. But not really because we’ll give you more points if you rescue people, oh but you’ll lose a lot if you save someone and die .”
Unfortunately there’s nothing that can be done about that at this point, being semi-cooperative is a core part of their scoring systems. They’d have to completely change how bloodpoints are awarded and grades earned so that all the survivors earn points and grades more equally as a team versus completely individually and there’s no way they’d do that, or even any sign they want to do that. But that underlying design decision is at the root of why the game has so many ragequitters and people doing rescues without protecting the rescued person afterward and survivors just hiding hoping for hatch, etc. Mechanisms that encourage selfish gameplay by survivors just further entice selfish behavior, it’s the bane of all semi-cooperative games.
This is the largest thing for me: It's not cooperative, but it is.
That is what I like about this game. As a Survivor, increasing the odds of Survival includes cooperation. But ultimately, in the end cooperation is not necessarily the end goal, just the most likely chance for success.
(Edit: and from a gameplay perspective, success doesn't necessarily mean a 4E)
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Using bumpers for controllers might be an interesting change, but from a PC change it's redundant.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2704872#Comment_2704872
You can make whatever assumptions you want until I figure out how to flesh things out.
Wish you the best of luck
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2704863#Comment_2704863
I mean, I said everything I wanted to say regarding your comments.
Oh, so the abilities are going to intentionally be taking the easy way out with regards to simply "Hooking the Killer".
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2704841#Comment_2704841
Not sure yet. See topic title.
Ah. Well when you figure it out just re-read my comments.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2704806#Comment_2704806
None of those things, even put together, come close to the magnitude of change introduced by changing the number of dimensions in a video game.
Also, with regards to this:
"your mechanical changes make Survivors much more independently impactful and making it much more likely to reach the 1v1 scenario (with the OP Killer buffs)"
A 1v1 just means that three Survivors have left the trial (either through death or escape). Not sure what you're trying to suggest here because a 1v1 is not an uncommon situation to encounter at all.
Okay I'm confused. What exactly do you mean by "additional abilities", and "the last Survivor alive will be an absolute machine that can actually fight back against the Killer"?
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2704798#Comment_2704798
How are my suggestions comparable to switching between 2D and 3D? Are you saying this is comparable to saying that Dead By Daylight should be changed to a 2D video game?
In terms of mechanical change, kinda. Instead of Survivors getting weaker with fewer Survivors, they get stronger. There is no (Hatch) failsafe anymore, you fight or you die. Ironically while your win-condition does make it more impactful for a single Survivor to escape, your mechanical changes make Survivors much more independently impactful and making it much more likely to reach the 1v1 scenario (with the OP Killer buffs).
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2704794#Comment_2704794
I asked you what the point of telling me this: "I'm implying that's a different dynamic that what DBD is." if it is not you implying that something is wrong with that.
Oh, well it's kinda like saying to a 2D Street Fighter fan that they should add a 3rd dimension to the game under the same title.
Sure, The game is still there, but there's a whole new element to it that under a different coat of paint would make it an entirely new game.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2704791#Comment_2704791
That doesn't answer my question.
What exactly are you saying? Kinda lost now.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2704772#Comment_2704772
Okay, so if there's nothing wrong with that, what is the point of telling me that it's different as though it is a rebuttal to what I am saying?
DBD is a Horror themed Cat and Mouse game. You're trying to turn it into a Horror themed Fighting game.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2704765#Comment_2704765
But you're not implying something is wrong with that, correct?
No. I absolutely am amazed at the competitive scene of fighting games, and have occasionally watched some DB FighterZ character moveset videos and just love watching the analysis (even if most of the terms fly over my head).
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2704760#Comment_2704760
Are you implying something is wrong with that?
I'm implying that's a different dynamic that what DBD is.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2704737#Comment_2704737
Underdogs are very capable of winning. Might not do it very often, but if it were an impossibility, the concept of an underdog wouldn't really be possible, now would it?
Right, but you've shifted that from RNG Hatch spawn placement into a competitive skill-based mechanic. Go play Street Fighter.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2704721#Comment_2704721
Not symmetrical. Killer would still have the advantage, especially if there are multiple gens to be done.
So, assuming MMR ever actually works, should never happen? Or if it does it's a huge disgrace on the Killers part and means that they are shite?
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2704706#Comment_2704706
Sorry, I think I misunderstood what you meant. I assumed you meant stun the Killer, the stun lasts 80+ secconds, then stun the Killer again so the Survivor can free escape.
Yes, the idea is that the Survivor MAYBE would be able to keep the Killer at bay long enough to finish and escape.
But in effect, should be able to stun them for a cumulative 80+ seconds, and designed in such a way as that it's a symmetrical balance of skill, I assume?
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If you're the last Survivor and there are any generators remaining, that is the only thing you would be able to do. What exactly is this fight-back mechanic supposed to accomplish?
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2704687#Comment_2704687
Same as always, except Survivor has a better chance to actually finish gens and escape?
This is with regards to 1 Survivor remaining.
If I am the last Survivor alive, should I be able to expect to stun the Killer for upwards of 80s so I finish the last Generator, and stun them for the remaining time in order to Open the Exit gate? On top of being able to intertwine that with Stealth?
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2704676#Comment_2704676
Killer can't die. Survivor just can fight back.
Which implies that fighting back is a means to an end. How does this work in a 3-genfuck scenario? Is the Killer put in time-out so a Survivor can sit-n-spin on the last Gen since Hatch is gone?
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@Dennis_van_eijk said:
Hahahaha as soon as a killer becomes scary or gives a horror feeling, there will be screams for nerfs immediately.
And knowing BHVR they won't waste any time nerfing them. 😂
EG: Tombstone piece Myers (Though IMO the edge case situation of never being stalked by or even seeing Myers but then suddenly getting insta-tiered n' Killed is a valid complaint)
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I agree it would be nice if Killed Survivors could do something other than just spectate through a death-cam.
You've replaced Hatch with a Survivor fight-back mechanic and also have reduced the win-condition to if the Killer dies or not. Unless it's part of a Killers Power (EG: Victor) This does not make sense from a core gameplay loop perspective as it would be a different game.
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I like the idea, and it keeps the Offerings in place.
Once the Killer reaches the Mori threshold, are they able to keep performing a Mori on other Survivors, or is it "used up" after the first Mori?
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Yeah after reading the wiki blurb on the story and the Interview with Cote it seems that's what he means with the "true fans" tidbit. Wouldn't surprise me. Cool too.
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@Frontdoor6 said:
Beats me, i never actually thought Ring would make it into the game. Like, what would be the killer's weapon?
IMO she probably won't have one. Probably more like a Doctor Madness state change where there's a screen effect, maybe a disjointed animation from Sadako, and the Survivor gets injured, but nothing that would explicitly show any kind of strength. The attack being left up to our imagination. (This is including the Killer viewpoint).
She might Reach out and touch, but there is no follow-through. Once she touches the Survivor it's instantly back to the normal animation state. (And depending on how her Power works, might reset her to a different state).
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@smappdooda said:
It says the "Original Story" which is a novel from 91' and the character is called Sadako and the story is... nutty. https://en.wikipedia.org/wiki/Sadako_Yamamura
Oh wow, that's different.
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Rough idea:
- Always in the Spirit World, invisible to Survivors.
- Has no TR, has Increased movespeed while in the Spirit World.
- Has a Lullaby audible to Survivors that follows her while in the Spirit World. (This Lullaby is deactivated when she exits the Spirit world)
- She has Killer Instinct on Survivors that are within her Lullaby while in the Spirit world.
- Power allows her to come out of the Spirit World through Televisions that are placed around the map.
- She can only be outside of the Spirit World for a limited duration.
- Her Obsession is always Exposed while she is out of the Spirit World. (Survivors can interact with Televisions to become the Obsession).
- She does not have a carry animation, instead a "screen-tear" occurs with some static (akin to the Doctor), and the Survivor is immediately relocated to the nearest available Hook.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2689633#Comment_2689633
The thing is the maps need deadzones. Maps shouldn't contain safe tiles everywhere. That's the issue now with maps like Badham and other maps with safe tiles into more tiles. Autohaven has a good balance of safe and dead zones.
I don't disagree. But it is something that could be considered, if not in all dead-zones, a few. Could be related to Offerings or whatnot similar to the Oak Offerings.
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Ah yes, the same mindset of corporate America: There must always be a green delta from a second ago.
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@Predated said:
Well, technically, Doctors Shock also fell under the catagory of powers that could block pallets with Bloodfavour before they required the healthstate.
Doctor and Clown are both killers who have a special attack that doesnt injure, since the special attacks can very easily lead to an injure. So they both do break the snowman, but since the snowman seems to be coded to grant the reward based on tanking a healthstate, it doesnt reward.
Also, I have yet to see a survivor actually gain distance from a snowman. The animation is quite slow and you cannot run untill after the animation is fully finished. There are some very niche situations where it will help them, but the same could be said for pumpkins, where survivors could gain haste to run quite far ahead.
My personal changes would be:
- let perks like fixated/self-aware and effect like haste be applied on the snowmen(I dont see any reason how this could go wrong, it would just look hilarious)
- give killers the ability to jump into a snowman too and become undetectable while doing so(imagine a t3 myers jumping out of a snowman that you thought was Dwight)
This would both give the killer an indication that someone is actually inside a snowman and not waste time smacking one just in case, while also giving an incentive on both sides to just have a little more fun.
I take it that the lack of the "Enter" prompt for the Killer would act as the sign that a Survivor is inside a Snowman (Re: point #2)?
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2690028#Comment_2690028
"it's basically impossible to please everyone"
My personal belief is that this is not a case of "welp, can't please everyone." I very much believe there was a way to incorporate the goofy snowmen for people to enjoy without causing a number of Killers to get upset.
Killers can get into them too: Just do the Hatch close animation, turn the character model invisible (and position indisde the snowman once the animation is finished), give the Killer a UI Overlay, increase Killer snowman movement speed and give the Snowman a Red Stain (But the Killer Undetectable), and have the Exit interaction take a few seconds (Followed of course by the Killer movement sting sound).
This would bring Survivors such joy such as a Killer getting into a Snowman at the start of the Match and Survivors not knowing who the Killer is until they pop out of the Snowman! Surprise Piggy! or Surprise Bubba...
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My headcanon has always been a bit cheeky with the 4th wall by thinking of The Entity as an Omniversal being, Channeled into our Universe by teh Devs and in other Fictional Universes it's an actual force. Such as also possibly being a tendril into the Dark Souls Universe.
So, yeah sure, if From Software ever put a DBD Easter Egg into a Souls game it would both be an Easter Egg and Canon IMO.
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2689848#Comment_2689848
for sure.
that was my joke.
sorry for being obtuse, I should have been clearer.
Oh not at all, I'm very obtuse as well when it comes to Jokes that actually have relevance.
See:
They could try to differentiate themselves from the market by pasting the DBD logo on a Pride charm, but that just comes across as being tone-deaf and money-grubbing.
But, they could make the Charm a DBD logo with the color gradient of the Pride Flag, (Though that might be just as tone-deaf, as I might be tone-deaf given I'm a straight guy and not that active in that scene)
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2689835#Comment_2689835
right.
I was just making a joke about how the most worn charm is easily the pride pin (in my experience, at least), so if they only used analytics, they'd have trouble.
Oh yeah, as soon as I started typing about analytics I was like: Well the Pride Charm is likely one, but very independent of DBD
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2689827#Comment_2689827
...and they profit less than anticipated since there are many pride pins on the market.
Yep, hence the Social Media poke to attempt to filter out "noise" (if not just common sense from marketing).
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2688171#Comment_2688171
They should totally make a redbubble account. I mean, they already have the 2d designs. Just got those on redbubble and profit immediately.
I'd buy something, I'm sure.
Plot twist, they're gathering analytics of the most used Charms in order to maximize short-term profit on the Charms perceived as having the highest demand and will be releasing them later (Presumably after a marketing poke of an array of "Which one would you, if you could?" in order to get some early production for an easier release based on demand)
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@SloppyVoldemort said:
https://forum.deadbydaylight.com/en/discussion/comment/2689220#Comment_2689220
If survivors are just running around as snowman, they're not on gens. So what's the problem?
You won't get genrushed that way and then it's not okay again? Then I don't know what is, tbh.
Hmm, though watching gameplay it does look like they've addressed this by using a very slow jump animation that eats up time in a chase. However IMO this is the worst option: It feels slow on the Survivors side and if the Survivor successfully jukes the Killer with it it feels like you got robbed in all instances, in-loop and in dead-zones. Whereas if a hinder exit was applied with a fast entry, it would at the very least feel fluid on the Survivors side and feel less like being robbed on the Killers side when done in the open.
However that does leave on the field two types of Interactable versions of Survivor Concealment:
Slow entry-time that provides defense, mostly static placement in dead-zones (Current Event Snowmen (that don't spawn in places like Killer Shack) and suggested Shrubbery (!!!) base-game), and a fast entry-time that provides a short-term delay that can be moved into loops (Lockers and the suggested tweak to the Event Snowmen)
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@SloppyVoldemort said:
https://forum.deadbydaylight.com/en/discussion/comment/2689220#Comment_2689220
If survivors are just running around as snowman, they're not on gens. So what's the problem?
You won't get genrushed that way and then it's not okay again? Then I don't know what is, tbh.
However, the Snowmen do provide an interesting possibility for what are normally considered "dead-zones" that have no loops. Perhaps this current iteration of Snowmen could become shrubbery (!!!!) that Survivors could hop into in places like sparse tree dead-zones zones in Autohaven instead of just the same-old pallet loops.