AnObserver
AnObserver
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@Hunter_Main_322 said:
https://forum.deadbydaylight.com/en/discussion/comment/2633993#Comment_2633993
therefore, the bleeding must be divided into 2 stages where at the end of the 1 survivor can get up on his own (no perk)
Which is a base-kit self-pickup after 2min. Sure.
However a Perk that reduces that time by 83% should not be infinite use, especially with no downside, and especially with no buff, otherwise it basically would be a Perk that turns the Dying state into a recovery state where you can pick yourself up 83% faster and at maximum 12 times. In comparison to the base-kit feature that's super-broken.
@White_Owl said:
First, slugging is absolutely not toxic, it's instead a vital tactic at high level play to build pressure. Second, having infinite uses of Unbreakable would just make it so no killer would ever slug and the perk would be never used, just look at how many times No Mither users are left on the ground.
Always viewed slugging as a pseudo Hook-state. Yes, absolutely useful for building pressure, but really isn't the "intended" method of getting all 4 Survivors "Hooked". If you want the Survivor to require assistance with barely any recourse, use a Hook. Otherwise slugging should just remove a Survivor from the game for a moderate duration if they didn't bring a Perk. At the moment, it removes them from the game until someone else picks them up with little effort from your part unless they bring a Perk like Unbreakable.
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Lack of good decision making.
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If the first hit makes it into a vault, and the Second hit destroys it completely, that could be fun to experiment with.
But otherwise you'd have to go out of your way to hit the doors outside of a chase to use them later. Which is still what I think is the general problem with Breakable Walls: It's good to kick them out of the way at the start if they otherwise allow really safe loops.
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Outside of conflicting Powers back from when DBD probably didn't think too much about how wide-spread their range of Characters would be, you could call the The Spirit Realm, or whatever the Character thinks of it as, as basically their mind/body becoming ambiguous within the Trial.
Disassociating themselves with a Trial while The Entity still has Hooks in their conscious state. They are both there and not there at the same time.
Depending on the Personality and how they arrive at a method of disassociating themselves within a Trial (be it intentionally or unintentionally, though at this point all released Killers seem to intentionally do it), this can manifest itself in many different ways, perhaps represented as a physical pain, a time limit, or none at all and easily controlled.
However, while in The Trial, their conscious is still grappled by The Entity, so should the Survivors interact with the Killer in such a way that it causes a kind of cognitive dissonance for the Entity between the Survivors experience and the Killer, it kinda "hard resets" The Killer back into the Trial.
If you want a lore explanation as to why Survivors can't do that, could just chalk it up to Survivors being more in-focus to The Entity as they're the major source for emotional sustenance for The Entity.
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Games where I've played "fair" (without pulling punches outside of deciding to leave the Hook) and everyone ends up with 20K+ BP usually end up being around 15 minutes. Typically lean more towards 3Ks in those matches though. So Survivors might not like it.
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@dallasmedicbag said:
https://forum.deadbydaylight.com/en/discussion/comment/2641306#Comment_2641306
bring inner strength with lucky break, so that you'll be able to get 2-4 proc value from it :)
Oooh, QnQ + Lucky Break + Inner Strength could be fun!
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Eh. The DBZ franchise is much more about the power fantasy rather than "horror". Not sure how that'll work out in terms of playerbase skew. Seems though given the characters involved (and animations presented) it's not going to be something quite as "teamfight the Killer" which means that it might actually be more relevant to DBD than VHS.
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Huh, that actually sounds pretty cool. Already have a tested map layout, and would be cool problem-solving effort for the team to see if they can create a studio/small district with the available layout.
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Because the Devs have locked their statistics to look at a balanced game as when the Survivors already have all generators completed and the Exit Gates opened (the only way to have more than 1 Survivor escape) while openly disregarding their 12 Hook system which can generally be used as a measure of match quality...
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Let's make Lightburn applicable to all Killers, but instead of stunning them, it applies a hinder effect based on how long you've shown the light on the Killer (with an immunity period once the hinder ends). (And also get rid of the Survivor drop from flashlight blinds, instead apply an even more significant hinder if you get blinded, needing more investment into things like sabo/Breakout/etc.)
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If they had the tech to detect who was cheating and who wasn't based on a Users input it'd likely be very easy to ban hackers outright. Unless the video evidence is being used to create a high-barrier of entry to prevent frivolous cases (which it might very well be), taking note of how a player reacts might also be used to determine if a player is "guilty" while they are presumed innocent.
If a player expects to get downed, but someone else resets their health state, more likely than not the Survivor will just be as confused as the Killer. However if a player expects to be downed, and resets their health-state themselves, more likely than not their reaction will show their hand.
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Base-game change
Killers: When snuffing Boons it destroys the Totem.
Boon: Memento
You see the Aura of destroyed Totems, and you're able to bless the remains of destroyed Totems to create a Rekindled Boon.
Soft chimes ring out within a radius of 24 meters
Survivors inside the Boon Totems range benefit from the following effects:
- The Auras of all other Survivors are revealed
- All other Survivors see your Aura
Rekindled Boons are in all purposes Boon Totems, however when snuffed leave no remains.
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@Marigoria said:
This just happened to me earlier. Got a hacker that would instantly heal me without even being near me.
How can the people who look at the video evidence know it is someone else doing it and not me?
Typically people react differently when they think they are doing something bad not of their own volition vs. performing it of their own volition. And generally speaking creating a public "rules-list" will just give griefers a playbook to try and copy.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2636815#Comment_2636815
You say that like it isn't all over Twitter and has been on the Forums quite a bit as well. I admit that not all players use these sites but telling people to stay cautious so they're less likely to be caught unaware, with slightly more cases, is better than the same number of cases (which is still high) but the majority of the playerbase don't know about it, and can easily be DDOSed, doxxed, or swatted
I suppose, like with the NFT's the playerbase has certainly already let the cat out of the bag, and if there wasn't a push to fix that security flaw before, there hopefully is now. At the very least a public disclosure will get people to think more about internet security. Though IMO the vast majority of DBD's playerbase has likely already been doxxed, hell I got DDoS'ed through a Ps4 connection shortly after the release of the Resident Evil Chapter by a player named Dr. Disconnect. This isn't a new thing. It's just that the majority of the early-adopters of people capable of doing that didn't really have much incentive to abuse it, all they needed was the validation that they could do it. But the more wide-spread it becomes, the more low-effort and petty trolls are likely to abuse it purely for teh lulz.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2636767#Comment_2636767
Idk how it'd really make the vulnerability easier to exploit if they made a statement going "Hey so people have been getting DDOSed, we kinda goofed there, please contact support if it happens to you and we'll attempt to get the player banned and compensate you."
Easier? No. More well-known? Sure. Gotta get on the bandwagon eh? Kick 'em while they're down. Not to mention an opportunity. I'm not sure if you can actually sell information gained from this kinda stuff, but why not try?
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Fun thing about taking official stances on exploits: it publicizes them.
Now I'm not sure if the radio silence is to wait till they have a fix, or if they are incompetent, but at the moment staying radio silence is best for reducing interest in hacking the game. Making a big deal out of it might give people a sense of being heard, but it might also act as a catalyst for some people to play around with this new "aspect" of the game.
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Hold the Sprint button and it both prevents and interrupts Survivors from "healing" you on the ground.
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IMO should probably just rework the Lightburn mechanic onto all Killers but instead make it a thing about Hindering the Killers speed if it's not tied directly to their Power (Inverse Bloodlust).
Remove the Blinded drop and instead have Survivors to try to hinder the Killer using Flashlights and Perks (like Breakout/Sabo/Boil Over) which is a more interactive thing than simply trying to look into walls/using an animation lock.
One major thing to be considered then how Flashlights/Flashbangs work on Killers while pointing them on the Killers body for a lesser hinder and how that can be used in chases.
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@Kiikii said:
https://forum.deadbydaylight.com/en/discussion/comment/2633993#Comment_2633993
Well when people are toxic for literally no reason and excessively so. They could dc for all I care.
Think about things as how you could use them against others, or how they could be used against you, for no reason other than they are mechanics available,
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@Kiikii said:
https://forum.deadbydaylight.com/en/discussion/comment/2633993#Comment_2633993
Well when people are toxic for literally no reason and excessively so. They could dc for all I care.
Well... Speaking as someone who will be toxic for no reason whatsoever simply to piss people off... Any "countermeasure" can simply become another tool...
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@Kiikii said:
https://forum.deadbydaylight.com/en/discussion/comment/2633964#Comment_2633964
Oh, it's meant to be inefficient when I am getting someone super toxic back.
So... Why bleedout when I can use the Hook as an already pre-established method of cucking someone?
Only reason atm I can think of permanent bleedout as a mechanic is to "get back" at multiple Survivors at once.
Gotta love being able to down all 4 Survivors and just keep waiting, and nothing happens. They all die.
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@Kiikii said:
https://forum.deadbydaylight.com/en/discussion/comment/2633903#Comment_2633903
I usually like soul guard for revive endurance because I usually slug toxic players until they bleed or quit.
Right, but that takes effect in 30s, not 1m30s
Standing over a Survivor for that long is basically just more inefficient facecamping
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@TypicalIllusion said:
for those saying "get flashbang" the issue is i dont have the bp to get leon to 40(?), get bp to get it t3
If the only reason you want Firecrackers in the game is because you want that the basic ######### implementation then my answer changes to no.
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@Kiikii said:
https://forum.deadbydaylight.com/en/discussion/comment/2632837#Comment_2632837
To be sure killers don't slug to a bleed out I say 1 minutes 30 seconds a get up broken but with endurance for 20 seconds. No mend action. I could actually agree with you on this.
TBH if the Killer is intent on having you bleed out, standing over you to the point that the endurance effect actually has any use, better just come up with a method to speed up the bleedout process. (If you're the last alive, they'll likely go and search for hatch within that 1m30s time limit, and if you're not last alive, you could still crawl away from one another and he can't camp both at the same time)
I'd rather have a middle-ground where a Killer can comfortably leave you slugged, but won't reap absolute benefit from it, but the Survivors are still incentivized to go and pickup another Survivor (bc Broken)
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Y'all are getting just as much BP, you're just not needed to be constantly interacting with others in the Trial like the Killer is.
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@PNgamer said:
Ok I need your help. Someone there who knows German and is good at English at the same time ?
I noticed the following:
Upon being healed, the Survivor suffers from a 7/8/9 % Action Speed penalty to Healing and Repairing until they are injured again.
In the German description it says: When the survivor is healed for the first time, he suffers ...
What's right now ?
The German translation probably had outdated text from a prior dev build of the Perk, likely one that was more impactful (and as such would only occur once, with the per-Survivor restriction acting as an incentive to Hook other survivors, but then that would make Scourge Hooks have a weird kinda/sorta feel to if they work or not based on what Survivor you Hook)
The English one should be correct.
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@PNgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2633195#Comment_2633195
I like the sabotage, but right at the first hang would be too much of a good thing, I think^^
If you ask me: should the "Monstrous Shrine" be reworked so, that it is no longer possible to unhook yourself from the hook
It's not actually sending you to the second stage, it's just a thematic way of preventing the Survivor from Unhooking themselves in the first stage while on a Scourge Hook.
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Scourge Hook: Monstrous Shrine
Scourge Hooks cannot be Sabotaged, and The Entity causes Survivors to Struggle even during the first stage of Sacrifice.
The Basement Hooks are also considered Scourge Hooks
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So long as Flashlights are reliant on animation locks, no. Even then, if it was a Hex it'd have to Expose Survivors that try to blind you or something.
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Stat-stick buff to other Survivors once you die and are not interacting with the Trial anymore? Nah.
If it had you stick around to do something in order for the effect to occur, sure.
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The Perk? No.
I can agree with an infinite base-kit feature where Survivors can pick themselves up after 60s (and also have themselves be Broken for a duration after pickup as a disincentive for Survivors to just leave other Survivors on the ground)
But not a Perk. Especially if that Perk also buffs the base-kit self-pickup speed with no downside.
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@Mooks said:
I would rather see complete new items as we already have event firecrackers and flashbang perk.
Why not both?
Firecrackers for chase-related/misdirection stuff.
Cypress Dolls burnable in barrels/braziers for Buffs/debuff removal.
Something occult for Killer/Survivor Aura reading.
Shift of Keys to opening breakable walls, Chests, Aura of Chests, Chest Item rarity.
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@Carth said:
https://forum.deadbydaylight.com/en/discussion/comment/2627624#Comment_2627624
You're basically asking to add a second floor to every single map with this suggestion. Sure you can only reach it via a 'tunnel' but at the end of the day this is making every map RPD.
I mean it's not a place Survivors want to go (or at least should be made a place they don't want to go), and it's literally teleportation to edges of the map that have a "nexus" that allows a shorter path approach. (as well as allowing The Killer the opportunity to pop up from different areas for different angles of approach).
It really shouldn't be thought of as a "second floor" to a map as the "nexus" itself isn't really even supposed to be a part of it.
Basic implementation is this:
It's a small square room underneath the map (far enough away as to not be impacted by the radius of things), with 4 "portal" doorways on each side, each of which is tied to another "portal"/doorway on the map (could be Terrain, could be the Trial Walls). One of which is in The Basement. Walking through a "doorway" to another "doorway" will always make it so that the distance traveled through "The Tunnels" is shorter than the distance you would have otherwise travelled "by foot". Usually a significant amount.
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@Nathan13 said:
We have flashbangs.
Hell, they could even just remove the sudden flash part of the Firecracker and make that an addon and just have it as a delayed notification maker (So it doesn't become a base-kit walking epilepsy Item)
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@Nathan13 said:
We have flashbangs.
Flashbangs can't add an addon to scatter a field of scratch marks to misdirect a Killer around corners, have an addon to carry multiple charges at once, an addon to create a lingering deafen effect that prevents the Killer from hearing Footsteps/Breathing for a duration (non LoS based), an addon for a delayed fuse for a Notification after you've run away, an addon that causes a smoke explosion and the Survivor to literally turn invisible for a second or two, etc...
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2631153#Comment_2631153
right, I meant minimal verticality, sorry, I was being overly hyperbolic.
I almost said cramped, but that wasn't the right word.
I'm thinking a spaceship or a submarine.
If you're going long and narrow you're probably going to have zoning problems (Hook at one end, all other Survivors at the other) if it doesn't have sufficient "verticality"/ability to be distanced from below/above/aside to create a circular pathway to most major points on the map.
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How tiny we talking about, and why is it tiny?
(Is it a labyrinth where the pathways cause length, or are there doorways on the sides that Pac-man to the other side of the map?)
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DS (Anti-tunnel), BT (anti-camp)
Corrupt Intervention (Early-game collapse + zone information)
I don't really see the above not remaining meta. And any Perk variation will simply be a question of what variant is the best powercreep against what already exists.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2630161#Comment_2630161
Well, there was the Early-Game Collapse, but we saw where that ended up :(
3 Generators needs parts that are found in Chests (or a BNP) to be able to repair (either to repair at all, or to repair without a massive repair penalty while missing a part, might need to up the minimum # of Chest spawns by +1). Corrupt Intervention (the Perk), just makes those Generators blocked by The Entity and marks them for the Killer (the Killer wouldn't know what Generators the Survivors wouldn't be on otherwise, and it also prevents BNP plays, which would also get nerfed to not add bonus progression on non-parts needing gens).
Seriously, it would add an actual gameplay use to Chests outside of looking for a Key when the Killer closes The Hatch and an actual reason to use something like Plunderers as a "meta" Perk.
Only thing they'd need to do is figure out how they want to implement "multiple" items in a Chest and how that should be displayed on the UI (This could also tie in with "luck" allowing more items to be found in Chests, etc.)
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2630136#Comment_2630136
Yeah, Killer's need to keep gens on lockdown so they can snowball. That's just how the game works.
CoH, specifically, removes virtually all chance of a snowball. You either slowly lose the battle of attrition because you can't keep people injured, they get hit and run to the Boon to heal or you lose quickly by following someone to the Boon and snuffing it.
Lose-lose.
Boons are far too good and need to be nerfed.
And a lot of Killers lack the capability to lockdown generators that are not 3-genned because of a lack of mobility, of which is compounded against Boons if Survivors place them in gen dead-zones so breaking them is relatively time-inefficient especially if the Survivors are able to run only 24m near them to use them, but the Killer has to run 48m (in total, or more depending on if the Totem is on a different floor) in order to shut down the Totem. Yeah I get it. It's why I'm still skeptical of Boons Radius (at least CoH's with the Healing speed it gives) and that they effect floors above and below them./
A lot of Killers lack reliable mobility or far reaching pressure (sans Perks), and trying to shove mobility into every Killers Power is going to kinda get stale and require individual effort to create.
It's why I still think Corrupt Intervention should become basekit in a manner (and perhaps introduce a generic method of map traversal for all Killers tied to The Basement, bonus points if it's something Survivors can interact with too).
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2630123#Comment_2630123
Alright.
Go ahead and play Trapper without doing that. Not all of us are Otz.
That's... my point?
I take it you think Trapper is a highly viable Killer in all scenarios?
Sure, a few Killers that are end-game beasts with a 3-gen is fine, but if it's as you say, the majority of the cast being reliant on it, that's an issue.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2630100#Comment_2630100
A Survivor blessing a boon saves so much time later.
It kills 3-gen strats which a lot of the cast rely on to be viable.
If you rely on a 3-gen strat you're not viable.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2627576#Comment_2627576
https://forum.deadbydaylight.com/en/discussion/comment/2627585#Comment_2627585
Makes ya wonder what exactly would be considered a healthy Killer design...
Hell at this point might as well make
THE TUNNELS
- Basegame feature
- Ominous, black, misty doorways appear on the walls/terrain of the Trials
- Entering The Tunnels transports you into a catacomb with Exits that lead to other entrances to The Tunnels around The Trial
- The Killer is Undetectable while inside The Tunnels and their Aura cannot be read through any means. (because it'd be weird to see the Killer's Aura in a seemingly "supernatural" place just underneath the Trial floor)
- The Killer is alerted whenever a Survivor enters The Tunnels
- Survivors can Barricade Entrances to The Tunnels
- Killers can perform a Break Action on Barricaded Entrances
- (Like 4 Total or something, nicely spaced out in the Trials, 1 always spawns in The Basement that cannot be barricaded)
And start cutting down on hyper-antiloop
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2627585#Comment_2627585
Now introducing Blight, Spirit, Nurse, and to an extent Hag. All of whom counter the W key gameplay but also can't be looped if you're good as them. :)
Hyper-mobility.
Let's buff Bloodlust for all Killers.
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@Advorsus said:
Nobody asked for that killer. Literally no one. And I hate her. Just another anti loop killer that has very little map pressure, and promotes an unhealthy play style.
Whereas the other playstyle is just run in loops around a pallet/vault until you get hit or drop the pallet in a time-crunch meta where the Killer screwing up a mind-game can cost them enough time to finish a gen.
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@gammatsunami said:
https://forum.deadbydaylight.com/en/discussion/comment/2626527#Comment_2626527
I agree, I actually wish theyd put more time into content less often. It would be less money short term, but the game would last longer.
Id cut it to 6 months per killer / survivor
A possibility, they've got a good initial roster with enough "free" Shard grinding options to last new players for a while if they don't decide to "tip" BHVR.
And releasing a map/general mechanic is just as good as releasing a Killer/Survivor as it's something that all existing players will find new just as well.
Let's go agile release flow!
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@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/2626519#Comment_2626519
So they are getting out of ideas then?
I think pumping new content this often will backfire a lot one day.
I don't disagree with you.
But this game does need new mechanics. (even if the effects of those mechanics are not quite creative)
Boons: AoE zone control, Killer interacting with Totems
Pumpkins using unused Totem spots: Capability for more Totem interactions/permutations
Rekindled Totems: Killers interacting with Totems/New Totem state
Killer Mori basekit: Using anti-tunnel criteria
Keys able to open Breakable Walls: Survivors get to interact with Breakable Walls, new chase mechanics.
The Basement connecting to a lattice of Tunnels/Entrances(Portals) across the map that give the Killer Bloodlust/Undetectable that can help immobile Killers (Survivors of course being able to take the time to block these entrances)
etc. etc.
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@Shaped said:
Why do I have a feeling we will get a boon perk on every survivor from now on?
Because Boon Perks are pretty easy to make:
Take a global/passive Survivor Perk, amplify it, and localize it.
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Guy seems pretty smart, probably could reverse engineer what he has seen.
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Rekindled Totems are destroyed completely the second time they are Cleansed.