Ancheri
Ancheri
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- Ancheri
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Comments
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You telling me we need a deathringer?
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Discordance obviously - I wanna join that party!
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@[Deleted User] said:
The issue is that the design space for perks seems to be very limited from both a general gameplay design standpoint and a perk synergy standpoint. That's why we get lots of mediocre perks, and why said mediocre perks are made even worse with extra conditions. I don't really know or care much about any of the past 2 chapter's perks because most of them are just bad and/or too similar to existing perks/items that are already in the game.
You take the words right out of my mouth! And that's the exact reason for why I think the amount of perks could easily be reduced, with the remaining perks being more decent each.
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@Fibijean said:
Do I get a prize if I win?
From now on you may call yourself a perkaholic 🙌
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I'm not even too worried about those new players - that's just one part of the argument. It's just the fact that many if not most of the existing perks seem utterly useless [opening exit gates 15 % faster yay]. I asked myself to find a perk that was barely used after release, but made it into top meta with a later rework. Nada. Sure, some of those got kinda useful. I find it to be quite a shame though, that meta perks seem to be "out of reach" with regards to frequency of use - even after a nerf (exhaustion perks, BT, DS -> still dominant).
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There was similar post some weeks ago. I'm not sure who posted it, but I found it to be a great fix to DS.
Increase the timer (possibly to 90 secs or sth), but as soon as the affected survivor starts an action such as repairing, sabotaging, opening an exit gate or cleansing a totem, deactivate DS.
The increased timer is not inevitably necessary, but I mean... Why not? You as a survivor have the choice to be either completely useless for literally one and a half minute or you deactivate DS if you think you are save. Also more than often people get tunnelend but manage to buy at least some time (~40 secs) just to be slugged and picked up shortly after the timer runs out.
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Next patch, I guess
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@JnnsMu said:
There is no good reason for Second Wind and Inner Strength not to activate while you are broken. With more temporary broken effects coming to the game, it only makes sense to be able to use that time to cleanse a totem or heal someone while broken. Obviously you should not be able to use them while broken but it makes absolutely no sense that you can't activate/charge them.
Agreed. Inner Strength is a really fun perk to use, but it sucks to be limited in your perk usage (basically).
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So... I have to lose in order to say gg?
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Petition to add 3 BHVR jury members to every match in order to judge each move from 1 to 10
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@Brucecastro81 said:
How can I counter camera movement? like, whispers only does that and you're asking for an nerf?
He didn't even ask for a nerf.
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Atm I just start running across the whole map as soon as I'm the last person left. Most times it's just a case of whoever finds the hatch first, wins. Matches rarely end with the last survivor losing a chase while the hatch is still available.
However, if you try to counter Whispers in a sneaky way, I can only suggest to keep moving. Standing still is certainly the last thing you want to do. Try to read what the killer might be thinking. They'll most likely use Whispers to triangulate your position, so sometimes it is useful to follow them while other times it is wiser to back off. In general though, there is not much counterplay to a dedicated Whispers user, which is why it is pretty strong (but not overperforming imo).
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@Mushwin said:
https://forum.deadbydaylight.com/en/discussion/comment/1044134#Comment_1044134
that we are not normal or proper :)
To argue, to love, to laugh - isn't that a part of every good familiy? Your thread is quite a philosophical one. :o
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Where does the "dysfunctional" come from? 🤔
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@Beardedragon said:
https://forum.deadbydaylight.com/en/discussion/comment/1044098#Comment_1044098
Yes but if your plan is to distract the killer while the rest do gens, then its a very very solid strategy.
Well as I said, I think you'd do better if you actually just ran during the pallet break animation. You'll waste more of the killer's time like that. However, agree to disagree.
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Blinding the killer while they break a pallet is probably the worst way to use a flashlight. Instead of using the time given to catch some distance from the killer, you often end up being tracked down due to audio clues such as breathing or footsteps. Good killers will actually do that - maybe not 100 % precisive, but often close enough.
Flashlights are more powerful being used to free teammates, during the vaulting animation of the killer, to start a moonwalk versus Hillbilly/Nurse or to impact your character's movement in general.
I wouldn't mind if they made it so you couldn't blind the killer during the pallet break animation, but I don't feel like that change is necessary atm.
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Hillbilly's Ultra Rare Addon must be something like 3 times Moonshine turning rate. Who doesn't remember that good old PTB? 😂
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@Feyd said:
https://forum.deadbydaylight.com/en/discussion/comment/1029529#Comment_1029529
Survivors will work on a gen in front of a killer with or without DS. Depends on if the killer is chasing someone and how close the gen is to done. Has nothing to do with "mocking" you. Get over yourself.
Honestly, that attitude is one of the major problems with this community. You take everything done by your opponents as a personal attack. If you think working on a gen while you're nearby as an insult, then you need a reality check. Not everything is about you. They're just trying to complete their objective. Lose the ego and you'll be quite a bit happier with life.
I never said that I care about survs working on a gen next to me. I don't even care about teabagging - it's just right, if I got outplayed.
I simply stated that it is not intended by the devs. The killer is meant to be a horrifiying creature that people are scared off. I agree that it is simply not possible to be afraid of something in a game, you spent probably a thousand hours in. However, that is what Dead by Daylight tries to be and therefore that type of DS usage can be considered a game design issue.
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@AvisDeene said:
Dead Hard isn’t really a problem, it’s more like an annoyance and you could usually just bait it out of most of them.
Of all the survivor perks, it’s not that terrible. A more pressing perk to look at is DS, a perk that should deactivate if the user gets fully healed or if the killer hooked someone else.
Yeah as I said, currently there are definetely other things, that need to be focused on. DH does not do its work most of the time anyway atm
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@DepressedClownMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1031684#Comment_1031684
This is wrong, you can lunge over the dead hard and survivors cant drop pallets for about 1.5 seconds when using it so you can m1 them
That's not what I meant. Imagine a single pallet spot. If a survivor relies on the killer respecting the pallet, which he doesn't and therefore would catch him next round, the survivor can use DH on the long side to create enough distance between them and the killer to drop the pallet saveley.
In most cases DH won't be used/helpful for dodging M1 attacks. It will be used to compensate a misplay without being in danger of getting hit.
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Killers might have deadly sharp weapons.
But Survivors got that corn of steel!
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@OnryosTapeRentals said:
Dead Hard is an incredibly easy perk to counter. Just wait for the survivor to use their Dead Hard before swinging. It doesn't need a nerf at all.
That's not the point. You can not counter a DH being used to compensate a mistake on survivor side while looping a specific spot. You either go for the miss due to DH in the last possible second or the survivor is going to reach the next pallet savely. Either way, you won't down them.
Now that frustrates many killers, because there is nothing gained besides the exhaustion status effect on the survivor. Chase goes on and might even last 30 seconds or more without any other survivor drawback for having made a juking mistake.
If Dead Hard would at least apply the Hindered status effect for about 10 to 15 seconds or basically anything, that makes the killer feel like they got something out of the survivor's misplay.
But then again, atm DH works pretty badly due to server inconsistency. Currently it is really not much of a problem.
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They really said that? Why did they even buff Calm Spirit then in order to counter old Doctor and randomly thrown Clown bottles?
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Well I think the main reason why people want to see a 2v8 mode is because they would like to kill with a friend (or maybe there are some crazy people out there with 4 more friends they want to play surv with idk).
So what about a new killer(s), that would be played by multiple people? I already thought of that idea before the Huntress went out. I had that vision of a hunter, who moves very slowly and can't attack survivors and his wolf, moving normally, but having a greyscaled screen for example. So there were two weaker killers, which only combined had a chance of catching someone.
Now that is totally not thought through and there is room for a bunch of exploits. Both killer parts would have to have a maximum distance between them, so it doesn't end in one guy camping the hook while the other one chases the next survivor.
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@thehotdogman93 said:
https://forum.deadbydaylight.com/en/discussion/comment/1028960#Comment_1028960
I think the AI killers from the tutorial are just scripted to carry those actions out. Actually having an AI killer to play against would be much more complicated to implement in the game. You have to remember, all killers rely on their special ability, and teaching a computer when and how to use their abilities reliably is a big challenge, let alone simulated but realistic hunting of survivors.
I was referring to survivor AIs only. Those would at least actually run from the killer and struggle on second phase, also making progress on gens if the killer isn't close - overall not completely useless and better than playing with one player less. Also, killers get their points for injuring, downing and hooking the AI.
However, that would not really work for killers. Better to just start a new game then.
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PEBBLE (obviously)
The variety of ways to use this perk is insane. And the number of times it works is even crazier!
Ever had a teammate working on a single-person-generator you wanted to call yours? No problem - just pebble.
Don't you agree that teabagging at the exit gate is rather outdated? Well how about you pebble it up instead?
And in case the killer once again trapped you in a corner and you don't know what to do with your life, guess what? Pebble's not gonna let you down!
Although the removal of Hatch Standoffs can be considered a huge nerf to the perk (Diversion was just gonna give you that free escape by pretending to be a stone's throw away - got it?), it is kind of understandable why the developers decided to take that step. After they buffed the perk, so killers would see scratch marks all around the stone's impact point, Diversion outdid most of the current meta perks like Deja Vu, This Is Not Happening and Noone Left Behind. Therefore, a quick fix was necessary and the introduction of a new mechanic to solve an insignificant End Game problem just seemed like the right thing to cover up that outrageous power level of a perk in Dbd history.
Luckily I managed to strain all my remaining brain cells to come up with an incredible idea to fix that perk. Currently there is no way for killers to determine the authenticity of the pebble's notification. However, if we were to add a special sound to that occurrence...
The sound should thematically fit into a horror game and needs to be distinguishable from other notification, so I suggest the following one: https://voca.ro/jE7dpsCtUu3
Feel free to come up with own balance ideas, but PLEASE! - don't be ridiculous.
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@Avariku said:
may be a dumb idea, I don't know... but...
what if they shortened gen times by default, but for every totem still up it reduces genspeed by a certain percentage?
(percentages based off of CURRENT gen speeds)
5 totems - 70%
4 totems - 80%
3 totems - 90%
2 totems - 100%
1 totem - 110%
0 totems - 115%
the effect would be the same regardless of actual hex totems and it could solve the genspeed issue early game and give survivors the secondary (optional) objective??
Works for me, although the numbers would need some tweaking I guess. However, with the existing Hex Perks and Small Games this seems pretty unrealistic atm. Introducing a second objective related to totems will be quite challenging in general regarding those perks. They will either have to change them or find another solution.
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@musstang62 said:
Great point, that would definitely be ideal if it's something both sides have some measure of control over. I like to imagine the animation of a killer putting a broken totem back together looks like the dad from "a christmas story" gluing the leg lamp back together hahaha
Lol imagine killers pulling out their lighter to turn their totem back into Hex 😂
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@musstang62 said:
https://forum.deadbydaylight.com/en/discussion/comment/1029731#Comment_1029731
True, I definitely agree the change would be much more favorable towards killers rather than survivors. I'm a bit biased on this as I'm of the mind that the gens go too fast, but I do see your point. I was kind of looking at a second objective on top of what's already needed to escape, in order to make the games last longer.
If it was going to be set up to keep the balance exactly as it is, then the idea I had would definitely not work for that. To your point - doing totems would then either provide a bonus or a penalty for not doing them. Seems like any penalty short of NOED would just be ignored.
As for a bonus, you could only really make gens go faster (i.e. do a totem, get an immediate 25% on a gen or something). Anything above that like adding an original mettle of man shield or increased movement speed would be broken. I don't know, it's hard to find a way to make the 2nd objective bonus/penalty feel worthwhile without making it overpowered
I would in fact prefer an objective that can be pushed back and forth by killers and survivors. Currently there is no possibility for killers to interact with totems, but imagine an ability to repair them. It would really come down to the amount of time one side wants to or can spend on that second objective without focusing on generators/chases. I didn't think that idea completely through, but I feel like this could be the way to go, not forcing people to work on the side objective, but encouraging them.
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@musstang62 said:
I had been thinking the same thing, though I do agree that auto-NOED would be a bit strong. Seems like they could make totems a legitimate 2nd objective by just having the entity block the exit gate switches until all the totems are broken. That way, survivors have to do all the gens + break all the totems to escape - totems becoming the secondary objective. The order doesn't matter, you just need to break 5 totems and do 5 gens at some point. You would need to include a totem counter then but imo it seems like that would be pretty balanced
That basically extends the game in the killer's favor only. Survivors must cleanse the totems to get out. However, making it profitable for one side only certainly affects overall kill/survival rates, meaning other things need to be balanced as a result.
I was thinking about a way to encourage people to do the side objective without forcing them. Give them an advantage, if they manage to complete the task or punish them for not doing so. If that feature is balanced by itself, it doesn't necessarily affect overall statistics.
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@Feyd said:
https://forum.deadbydaylight.com/en/discussion/comment/1029449#Comment_1029449
Stop tunneling and you will *never* be hit by DS. It's entirely in your power to avoid this perk as well as BT. Get your hook and move on to the next survivor. These perks exist entirely because of people like you.
The point is that DS was never meant to give the rescued survivor a free ticket to do whatever they want. Many survivors would (possibly rightfully) just keep on repairing generators next to the killer and make progress. This type of "mocking" the killer is certainly not intended. The same applies on using lockers as a save spot, although survivors won't make any progress on that, but the principle stays the same.
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@Fleurpink said:
https://forum.deadbydaylight.com/en/discussion/comment/1029283#Comment_1029283
I must've missed that part lol. I thought they were still satisfied with its current state.
Well they said they know about people's concerns, but perks like DS f.e. are not as commonly played as Ruin and therefore won't get hit by the same initiative for now (might change in the future though).
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1029409#Comment_1029409
My point is that "1 time use only, so its fine" is poor logic for deeming something strength. DS has always been 1 time use, but its still been changed away from its original design of "stun the guy who dares down me" and at least given SOME limits. That was just an example... Like I said to someone else, old BNPs has also only been one time use items, but the original version was still too strong. Defending anything in the game with "well its one time use so its ok" doesnt mean much. Im not calling unbreakable OP or anything, just that the "one time use" argument is a poor one.
And I didn't mean to defend Unbreakable in first place, like I said.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1029331#Comment_1029331
I'm the opposite way tbh. Instadown is easily counterable but speed isn't.
Well I'd say both hurts in the late game, but instadown is more threatening, since often all the good juking spots are gone and the only way to survive is hiding. Speed won't help much against sneaky survivors apart from checking different areas faster probably.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1029294#Comment_1029294
Never really understood the whole "only works one time" argument. Some of the strongest things in the game only work 1 time. Keys only let you open hatch 1 time and a mori only kills you 1 time.
I was more trying to point out that slugging seems to be the lesser evil than eating the DS. There is no real way to play around it anyway and if Unbreakable is used early on, it won't hurt in the late game.
I'm not saying it is balanced or anything (especially combining it with DS), but at least one can make use of the "drawback".
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@Xerge said:
I'd rather they make something similar to Fire Up basekit.
That's also pretty cool. Many people dislike NOED anyway so giving that for free once all totems are cleansed won't make people happy. However, Fire Up has a much less notable and yet kinda nice effect. I could imagine that as a reward method for side objectives.
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Well you could just leave them on the ground anyway. That's additional pressure and Unbreakable only works one time a match. If I accidently tunnel a person I let them lie on the ground anyway just because I feel bad. Of course one minute is not the shortest period of times, but that's just a part of the game: Noting who was already hooked and when.
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@Streanschwien said:
https://forum.deadbydaylight.com/en/discussion/comment/1029086#Comment_1029086
I know that the auto noed would be a bit powerful but I can’t really think of anything else that would result from the totems not being cleansed. Any ideas on what else could happen?
I'd say if the game was actually kinda balanced in every scenario (what killer on which map, offerings/items/addons used) the idea could work just fine (still providing killers with a little buff though). It's just the fact that the amount of overall scenarios favoring killers is currently higher and therefore they don't necessarily need that buff.
But instead of rewarding either killers or survivors with finishing a side objective, why not make it a competitive thing?
So if survivors manage to cleanse all totems, reward them with a key or something like that. If killers manage to defend the totems until the end, probably give them NOED. However, there is no real way for killers to interact with totems yet, i.e. repairing them (although McLean made a joke about that last stream, so there might be a small chance they like it).
I find the idea of a side objective, that keeps being pushed towards the survivors or killers favor, rather interesting. One should not forget though, that it is a 1v4 and therefore repairing a totem should be more of an annoying, but not really time-wasting thing for the killer.
Phew, didn't think I would get into that topic that easy, but I kinda like it. This is definetely not thought-through though, so keep that in mind.
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I just read this post and had two games with the killer immediately disconnecting due to bad maps (Huntress on Haddonfield & Nurse on Lery's). Now I never disconnect even if I were to bleed out on the ground. I'd rather go afk or something. But this is just a huge unfairness (although I'm thankful for not having to survive Lery's).
Besides I'm occasionally playing in a swf group. My mates often tend to disconnect even though I tell them I absolutely dislike it (probably won't play in this group for much longer though). However, they just say they don't wanna waste their time in a "boring" match, i.e. Huntress with iridescent hatchets, moris in general or even Clown with the finger.
So yeah.
Pls fix dcs 😁
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So I like the idea of a secondary objective and I think it would fit quite nicely with those totems (if I remeber correctly bhvr mentioned they would want the totems to be linked to the second objective as well). If it adds a totem counter so solo players wouldn't have much of a disadvantage, that would be great too.
However, considering most (or even all) killers had a kill rate of over 50 % previous to the ruin rework (relating to november stats here), I think buffing the killer side additionally to adding the side objective wouldn't fit in the current meta.
Slowing down the game by adding a second objective? Sure. But auto-NOED is too much of an advantage in my opinion as long as (statswise) the game favors killers.
(I play killers and survivors equally)
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@Freki said:
DEVS: it's great you gave us a new tome and all, but the disconnections have ramped up since it came out. I lost out on points, tome challenges and what not because of disconnections. this is intollerable. you rolled out a very buggy DC penalty a while back for a test and yes it needs work but since it was only a test everyone went right back to their old ways and dc to penalize the killer (or survivors) for besting them. I know they get no blood points or tome progression, but it robbed me of points, robbed me of sac's and in the long run robbed me of tome progression. I know I am not the only one here that feels this way but you have coddled people for 3 years with the idea that de-pipping was a GOOD IDEA, but it is what they want.
I just got two people dc on me as i was taking them to their FIRST hook. didn't do anything against the survivor entitlement idea of what a killer should do (other than that i didn't go to a corner and hide to let them do anything they wanted). hell i didn't even dc against them becuase they got my devour hope before I could even get one hook. this is getting intolerable. have i dc'd intentionally without a good reason? yes i'll admit i have, but it's a very rare thing. I didn't even dc when i was so upset at one of my teammates who was berating ME in voice chat. I left the chat but stayed playing.
suggestion:
1) implement the disconnect husk left in the world even without the penalty. that would allow the killer to get the points for sacrafice and qualify for tome progression points etc.
2) institute a communication from behavior to anyone disconecting that they are having their account reviewed and if there was a bug or any mitigating circumstances that they must respond within 7 days or there will be a temp ban on them playing till the account can be reviewed in full. issue penalties in accordance with TOS with this. YES it will necessitate a staff group to dedicate time to this.
3) STOP telling us you use back end mechanics to identify disconnects because you obviously don't act on it, i have never heard anyone complain they were banned because of this ever except during the test. What I think when i hear you say that the back end is monitoring the situation is that you are letting things have data collection but then are not acting upon it. I've seen people dc 5-10 times a night in a PUBLIC STREAM, claiming I don't care what will happen I don't like how the killer didn't hook me in seconds, I didn't like how the killer looked at me, I didn't like that the killer nodded his head condescendingly at me. and they continue to play this game to this day without any penalty that is measurable. blood point loss = who cares, i'll get it later, negative pips = I want this to happen, don't want to be in red ranks, loss of tome progression = I'll do it later.
First suggestion is a great idea. They could even implement the AI from the killer tutorials. Wouldn't that be cool c:
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filter bubble 👌
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When you spawn on Lampkin Lane with Balanced Landing, but the game ends immediately cause someone got lost during loading screen.
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Game is neither killer nor survivorsided by itself. It really depends on the scenario (map, killer, items/addons & offerings). They may vary in the likeliness of survs escaping. No real sense in counting the amount of killersided/survivorsided scenarios though, because at some point you're gonna have to play the imbalanced ones either way. Clue is to balance all the scenarios directly, i.e. give every killer a chance on any map (yes I'm furiously glancing at you, indoor maps) for example.
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@Peasant said:
Fear not friends the 13th is nearly upon us! Just a little bit more waiting:
This countdown isn't perfect, but it's free:
MY SAVIOR! How could I survive waiting times without knowing about that countdown D:
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The lobby is not bugged, survivors join and immediately leave, because I'm from central europe and they seem to be asian players - bad ping. Starting a new lobby means I'm queued again and need to wait about 5 minutes until the first survs actually start to join. It's ridiculous.
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@MrChubChub said:
@Ancheri said:
@MrChubChub said:
Thanks for checking out my ideas, but i have somethings to say about your idea on the interaction, while it might be good for gens, what about survivors? They can just heal a survivor on the ground and you can’t do anything about it, since you can’t really pick him up, maybe I’m reading it wrong, but from what ive read it gave me that idea.I probably didn't write it properly, sorry. Survivors, that are healing downed mates, not only have no healing progress and skill checks, the killer is also ABLE to pick up the guy on the ground (so the healing survivors don't have a collision yet).
I just feel like the interaction shouldn't stop completely, because the survivor would instantly notice that he is being pulled into the dream world.(You’re saying that like your neck breaking when you get pulled into the dream world and freddy just appearing out of nowhere is not telling “you are falling asleep”)
Okay, okay, maybe it's just me then

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@MegaWaffle said:
I think an easy fix would be to not have the Hex totem on fire. All the totems should be "dull" or vise versa they should all be on fire. This would make it so you don't know what totem could be the hex and would slow the game down by pushing survivors to hunt all the totems. This would of course reduce the power of NOED so perhaps make it so a totem appears that becomes NOED instead of relying on one remaining? Or give NOED charges instead of being a totem to avoid this problem. This would allow the perk a chance of becoming active instead of being complete negated like in most matches. I think this would be an easier direction to push how hex totems work since I can only imaging the nightmare fixing spawn locations could be along with how to have props or items blocking their view. This idea by no means anything new but figured I'd add it.Not a bad idea, but what about the decreased cleansing speed with Thrill of the Hunt? That only counts for hex totems so far, so survivors would instantly notice which totems are the hex ones. And decreasing the cleansing progress for ALL totems slightly less wouldn't quite help, since the survivors would realize, that it is a hex totem anyway, if the killer comes back (and he has to if he wants to defend it, right?).
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@MrChubChub said:
Thanks for checking out my ideas, but i have somethings to say about your idea on the interaction, while it might be good for gens, what about survivors? They can just heal a survivor on the ground and you can’t do anything about it, since you can’t really pick him up, maybe I’m reading it wrong, but from what ive read it gave me that idea.I probably didn't write it properly, sorry. Survivors, that are healing downed mates, not only have no healing progress and skill checks, the killer is also ABLE to pick up the guy on the ground (so the healing survivors don't have a collision yet).
I just feel like the interaction shouldn't stop completely, because the survivor would instantly notice that he is being pulled into the dream world.
