Archael
Archael
About
- Username
- Archael
- Joined
- Visits
- 2,083
- Last Active
Comments
-
@LapisInfernalis said:
It's like self care for gens. It has its uses but if you force it you are killing your team.
Can You please show what uses it has? In which scenario i should use this perk?
I cant drain power from first gen with hope to use it at the end in 3 gen scenario, since its too wide window for killer to hit me with any means, including trapper traps.
I cant use it at 4 gen, because time is prescious at the end.
I can use it at gen im already doing in hope that when i spot killer i will immidately finish the gen... tho its better to just do gen usually, since im losing up to 10% progress.
I can see it viable in 3 gens scenario if killer is just weak, and there is no need to worry about tokens... but in this scenario... killer is weak, i already outplayed them...
So? In which scenario this perk can be usefull?
-
Shouldnt it just like... do something usefull?
Turn 1% progres into 1.5% progress on different gen, or after some time but loosing health state it just loose all tokens?
Or turn 1.5% progress into 1% progress, but loose only few tokens when loosing health state? I mean... its already loosing time while charging. Even not being hitted, fully utilized, this perk looses 10% of your gen progression.
-
@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/3272143#Comment_3272143
I don't care about "sides" or swf or whatever. It doesn't matter. Nobody would play ranked mode because there's no incentive great enough, especially for killer. Even the best killers don't wanna sweat every round because the role is inherently stressful. Punishing people for playing with their friends is also ridiculous. Acting like every swf is some unstoppable force is absurd and simply untrue.
"Even the best killers don't wanna sweat every round because the role is inherently stressful."
Well, this actually proves that solo mode would be played more... so... you agree?
"Punishing people for playing with their friends is also ridiculous."
Again, but now i agree. But I have nowhere suggested to punish anyone for playing with friends.
"Acting like every swf is some unstoppable force is absurd and simply untrue."
I have nowhere said such thing. I was talking about balance issues towards soloq survivors, not killer struggles with swf. And in your particular quote i was talking about my initial post = if game would be balanced around solo survivors, then groups will have advantage.
Why you are making strawman? What is a reason for it?
-
@YOURFRIEND said:
No one would play ranked mode.
Well. if game would be balanced towards soloq, this mode would be more fair, so more killers would participate it, thus swf would have much longer que time... unless you are saying that killers would be better at survivor side balanced mode... in this case you are right.
-
@MizukiAyu said:
https://forum.deadbydaylight.com/en/discussion/comment/3270183#Comment_3270183
A 25% reduced chance to go somewhere is nothing to sneeze at. The current system is unfair and I'm suggesting a much fairer system. Having to play in someone else's map of choice because they brought 1 measly offering is unfair. We already have symmetrical offerings, so it's not out of no where that I suggest a symmetrical offering. Your objections to this have no grounds
I think that offerings towards specific maps should be simmilar in power, like 3 survivors = 1 killer offering, because survivors can bring more of them.
Tho denying a realm should be equal 1 surv = killer offering, since its still random at the end.
-
Actually good idea... if i would like to play with some music in background, then make Spirit visible, when she is phasing, instead of sound clue because i will not hear it. yes, this sounds like a good idea.
-
@Sweet_Weet said:
When I'm listening to music or YouTube while playing I can't use this perk effectively because I can't hear the totems, so I want to be able to know if a blessed totem is nearby as well as the direction in which it is and destroy it.
You play a game that require your attention and focus with both - your eyes and ears, then, you deliberately abandon hearing part of the game, and then - call a handicap?
No, no, no...
I can agree that some things should not be dependant on quality of your gear, like you have to have very good headphones to actually use full power of spirit (mediocre headphones, or not 3d sounds makes her power almost useless)... Yet i cant agree that just because i dont want to play the game how its design should means it should be easier for me... i mean... i like playing without headphones, but then i have hard time to locate survivors... does it means i should ask for killer instinct in place of their grunts of pain? No, it means that i should wear those headphones, or invest in better 3d sound.
-
Killer can deny all map offerings, not "only deny 1" due to "Sacrificial Ward" offering.
But yes, oferings that removes certain realm from rng would also be nice... but there is a balance issue, should survivor offering be as powerfull as killer one? They can use 4 of those, while killer can use only 1? Or should they be as powerfull, because its only 1 ban after all...
But yes, ability to remove some realms would be quite interesting.
-
I havnt play twins, so perhaps i should not talk about their rework.
But i saw some videos of them... And this looked weird.
For me, the only thing they need is some basic AI to controll one of the siblings. Player giving Victor an order of patrol or guard location, and Charlotte doing chaces, damaging gens etc... Right now it looks just weird when she suddenly just freeze...
-
I agree with @Little_Kitten here
Nurse is Nurse because of her unique usage of power - without blink she is nothing. She cannot catch survivor without her power, she is totally dependant of it. This is what makes her "her".
Turning her into m1 killer with ocasional usage of her power would make her something very different... I would say, that if you woud make a NEW killer called "Nerce" with power called "Sparkle's last breath" allowing her to blink 3 times, where first time is through objects without fatigue, and 2 another blinks are just fast travels but put her into fatigue. Make her 4.6 killer... and most people (who actually playes nurse) would find her entirely different character, because of movement and power changes.
To make Nurse a Nurse while "balancing her"... there is very little to do really...
IMO she is quite balanced, but maybe because i was playing her so mach, and rarely against her. Tho i would not mind to make her actually harder to learn and master, and more punishing in time of learning but not removing her potential when finally learned.
I would not mind to reduced her lunge attack from blink attacks. I dont mind increasing fatigue after missed blink hits. I would also thought about making her stop at dropped palette, destroying it at the cost of her blink (tho people would just blink through walls).
Making her harder to learn and use, but not nerfing her potential.
-
@Little_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/3267404#Comment_3267404
So, with this haunted state system, to put a survivor down, you would have to make a first "hit" to start the haunting, then a second, to take away a first segment of health, then a 3rd to take away a 2nd segment of health 😮
This would be like adding an extra hit just to put a survivor down, which would make the nurse's gameplay catastrophic 😔
Not really. Applying haunting dont need hit, but not haunted survivors will prevent her from attacking if she showed up in 2m from her, but...
She would cause haunted status in all serrounding survivors.
Blinking further than 2m would not make her scream, and if blink is placed well, survivor will run to You before fatigue and thus = regular hit.
And there is more situations, but the point is that her attacks would still be m1, she will be punished from mistakes even against exposed survs, and at the same time she will be rewarded for perfect blinks/good guessing/mindgames, and for survivors mistakes.
-
@Little_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/3267040#Comment_3267040
Unless I misunderstood, the suggestion was to change the way the nurse attacked, and only her way; the other killers were not affected.
She does not have other rather than her blink attacks, unless specific addons, and careless survivors. Imagine deathslinger who cant hit survivors other than chained ones...
But i have other idea.
Her attacks are just attacks. But:
When she blinks in 2m radius from the survivor she screams and is put into instant fatigue, but survivor become haunted.
When she blinks near haunted survivor, then she dont sceam and can hit normally.
Haunted status can be cured outside killer terror radius by other survivor.
If survivor was not haunted for last 120s they became haunted.
-
Nurse is killer hard to learn, and making her a casual killer, would be a slap on a face for everyone who decided to learn to play her.
I know that some people used to her cery quickly, but my time od learning her was a nighmare (literally), and if she will become casual killer i will be totally pissed, and in rage, because this would means that all my effort, dedication, frustration, broken morale and lost confidence because of not being able to get a single hit for entire trial would be just waste.
So no. I will never accept Nurse being regular M1 killer with ability to teleport through walls sometimes.
Im posting ideas that would make her what she is, but more balanced towards survivors, especially those who dont know how to deal with her yet.
I'm all in towards ideas to make her harder but more satisfying. And as i said - I AM a person who use her white nit comb and i dont see drawbacks of this addon, only unskilled nurses see difference. She is suppoused to be hard to learn and punishing for every mistake, and this should stary as it is to not make her too basic. She is good as she is, but some additional punishes towards not skilled nurses would make her not as "op".
-
@Little_Kitten said:
When you talk about putting his "meme" addon basekit, you're talking about the plaid, I imagine?
Putting the basekit would be interesting on the sole condition that the player can choose to activate or deactivate the addon at any time, as an option.
As for the haunting, that would be like turning the chases into a 3-hit kill; 1 haunt + 2 hits; to which will be added a 4th in the event of DH, OTR or styptic agent ... chases in 3 moves, nurses are already attacking with DH and OTR, and I can assure you that chases look like this PERMANENTLY , that would just be the death of fun.
Im talking about "White Nit Comb" which decrease lunge range from blink attacks.
When playing Nurse (And she is my best prestiged killer), i have no problem with presice blinks, and rarely lunge. While playing as surv im amazed how far she can "jump" after blink... This change alone would make good difference between good, and bad Nurse. She suppoused to be hard to learn, and this fits this.
About 3 hit. nemesis have no problem with this, Plauge have no problem with long chases. Sally in good hands would have no problem with chases with her power. Even better than both, Nemesis and Plague.
i may be masochist, but i would not complain about making her gameplay harder, but more satisfying. I remember how hard was learning her, how bullies destroyed my morale. But this is part of her kit - hard learning time, but satisfying mastery. Perfect blinks, downing endure survivors, efficient chases.
-
@Little_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/3266854#Comment_3266854
"Also, idea of making her attacks requiring 1 more hit to be effective seems good to reduce her power."
No thanks. I can assure you that games against full DH, OTR, Styptic Agent, etc. are the most horrible things for nurses to experience.
Endurance, and dead hard protects from injuries, applying this special status would work even when survivor is under endurance, and after that everything would looks like current. So its not as big difference, as you try to see it.
-
I would remove -1 pips, and i think this would do the trick.
-
@Chiky said:
https://forum.deadbydaylight.com/en/discussion/comment/3266832#Comment_3266832
This is interesting. But Survivors shouldn't see ithe aura either
Why not? They should have ability to rescue those survs.
-
I just read first page of this thread, and i'm going to read the rat, but i need to add my two cents here.
What is Nurse problem exactly?
Before starting to repair her, we need to adress the exact problem.
Nurse was designed to hide and seek dead by daylight as it was back before community discovered, and mastered looping.
To counter Nurse, maybe we should work with her view? She supposed to be played not by looping, but by braking line of sight, we should be able to hide well against her.
Also, idea of making her attacks requiring 1 more hit to be effective seems good to reduce her power. Exposed status would work, and reduce number of hits to 2 from 3.
-
Surv starting struggle phase could be teleported to random hook on map, and killer should not see its aura for 15s.
-
@Prex91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3266747#Comment_3266747
No. Is not a question of escape. Is a question of poor game design. 1 people hook doing nothing, 1 killer standing still doing nothing. 3 other survivor doing boring gens or try coordinate to save without being hook grab (only swf can prevent this trash).
Mechanically camping is good.
But yes, game is poorly designed in some places.
Survivors are playing (1v1v1v1)v1 instead of 4v1, this is why hooked surv is not encouraged to buy time for teammates, and does not feel victory even if all 3 of his friends escape.
-
Zombies should be uncontrollable and unpredictible to some degree.
Only thing i would tweak is that they should react to sound and especially loud sound like missed skillchecks, unhook etc.
-
Death on Hook require 120s.
Gen done req 90s
You will be done with 4 gens before first surv die on hook if You split, and finish 3 gens, and then group on 4th.
If killer tactic is only to camp, then You either need toolboxes for last gen, or sacrifice 2nd person.
Even if You will not finish 4th gen, then next 120s of 2nd camp will be more than enough to finish 2 gens and open gates.
-
Just do the gens, if You split, then You should escape, at least 2 of You.
-
I would say tht prime should give at least some auric cells and/or iri shards. There would be no need for creating cosmetics especially for prime, and everyone would have cosmetics to characters they like.
-
@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3266604#Comment_3266604
Sadly I believe you. A lot of killers won't see me drop my item for them, because they are so used to be tbagged at exit gate 😑
I see dropped items. I find this unnecessairy tho i apperciate gesture.
-
I use teabagging as bow or something like that, both for survs as thanks for healing/unhooking etc, and for killers to thanks for trial, or not tunneling me.
But yeah, bow or something like that to use as "thank you", would be great.
-
I dont like crossovers genetrally, they ruin immersion. I understand lot of people doesnt care about immersion, but for me - at some point i just leave the game when its flavour dissapears in a crossover soup.
-
Yeah. It looks weird. It always was bothering me. Why killers, when rotating, has to move their whole body instead of just head... Arms and upper body should try to fit head at certain angle, when moving and when using M1/M2, and legs should keep after upper body at certain angle and when moving.
-
For me "tryhard" is a person WHO is extremely sweaty about what they are doing, and instead of just playing and having fun, they sweat and loose life just to compensate for something.
This is an insult.
Tho... Noone ever knows if one is tryhard, or just so good. Maybe they got so easy 4k not because sweaty gameplay, but because experienced yet casual play, maybe because i was not good enough to keep up?
-
I love "ghostly" killers, like Onryo, Wraith, Dredge and Nurse (i like theme od Spirit, but i cant get use to her power, i love being unseen, but hate not seeing. She is quite strong if You have good headphones, but strenght should not be tied to equipment You use ;/).
That being said.
I dont have problems with games with Sadako or Wraith, and its either because im bad killer and get nad survivors or im good killer and can use them.
Most salty survivors i have encountered was on maches with 4k despite of killer i used, and it was only at end chat. Ingame they always behave the same regardless of me playing Sadako or Sally.
-
@EvilSerje said:
This is 1000s biased post.
You said it yourself, "I play mostly killers". So your "data selection" for survivor is less accurate than for killers.
More of that, you said you are "quite merciful". Now compare, how many "ggs" and "thank you"s you got comparing to trash talk?
I'm playing very merciful and always let survivors go when I win, unless doing achievement. And I can tell you, I have hundreds (literally hundreds) nice chats in the end (I did screenshots before, but after 100th stopped). And about 5-7 trash talks (I remember because it's so rare and, therefore, so vivid).
But from survivors side (which I have to play much more for last year because all the achievements are left for survivor and I really hate that role) trash talk from killers are extremely high. It gives impression that many killer-players not playing the game, but trying to raise self-esteem, broken in real life. How many "ez", "l2p" and "hope you die" say killers comparing to "gg"? All that not counting facecamping and hard-tunneling, which, of course, bring up "fair" reviews from survivors in endgame chat.
So my point is, check the ratio of nice-talks/trash-talks/silent-chats and it would be more obvious. And do the same from survivor side. You'll be surprised.
I'm not going to explain everything.
Tho i havnt said neither that killers are not toxic nor that i dont have nice talks after the trial.
-
Im not using scrollwheel but whenever i know someone is going into my traps, im smashing crtl, and it also makes me insta-teleport.... i really dont know how scrollwheel is helping in that matter... unless someone is constantly scrolling throughout whole trial... but i dont think is possible, or convinient at all.
-
I will talk about this with every opportunity i have, ncluding this one:
Survivors group suppouse to be a team that cooperate with common goal. If that would be the case, then even death of one of them would not ends with dc (in most cases), even if this was tunneling.
But survivors are not cooperating, they have individual goals that is "to escape" and cooperation just helps with this, but overall everyone works toward itself.
Game needs drastic changes to survivor team to make them really cooperate so that death of one of them will not equal to lost mach for that person, and then even tunneling would not be a problem, and people will not dc as often.
Survivors needs common goal AND something to do after death to help other survivors finish their goal. Win and loose should be clear and survivor win should means loose for killer and vice versa
-
I would love to know how binding teleport to mouse wheel is superior towards ctrl? Yeah its more convinient (but not in all cases), but i cant imagine how this can be as much helpfull? And how this helps pc players more than console players (or i missed something?)? Console players also can bind their inputs, dont they? If they can, they also can bind action key to more convinient button. And even if they dont, Im not sure their bindings are as much trouble as ctrl is for pc players.
-
@Emeal said:
With no generators there are nothing for the 11 survivors who are not being chased to do.
It would be incredibly boring.
I would play, as survivor, just to hide and try to be the best hidden one. Thio, whole game should last 15 min, no mater what.
-
Quite fun thing to play, i would try it at least.
-
But... game IS designed to tunnel and camp (I dont like it, i love to do 8 hooks before any sacrifices... well, in most games i dont even kill a surv). If devs would want those tactics not being used, they would change things to remove this from the game. But it is valid tactic. Killers need to kills survivors before they open gates and exit. Nowhere in game, tutorials and anything, any killer gets info that they need to do 8 hooks before sacrifices. Even better, doing one kill gives more BP and pipes than doing 8 hooks (i may be wrong here i havnt checked actual data, im talking from my memory, and this can be inacurate). Game do not tell killers HOW they have to kill, only that they have to kill all survivors, and best and most efficient way to do that is to tunnel... sorry for your inconvinience, im also against tunneling... but this IS how this game is designed.
-
@Meako said:
I'm a survivor main, who currently plays killer, at least a few times a day. I don't have any problem playing killer in regards to experience/skill, and this isn't some rant about which side needs buffs or nerfs.
I play survivor so much that it can often feel boring, and i ponder the thought of playing some killer. I love many killers and how they're designed, and i'd love to invest the same, if not, more time into playing as killer. However, when i play killer, the mindset is completely different. You can't use a fun or experimental build like you can in survivor, without the real expectation that you're probably gonna get pwned. Sometimes it feels like the system is against you, and you have to play aggressively to come close to winning. It feels like all hell is going to break loose, if you don't kill at least one survivor in the trial, or you've failed completely. This is regardless of how many hooks you got.
When i play as survivor, winning means almost nothing to me. I can take the fat L consecutively. As killer, it genuinely sucks. I've gone so far as to play Nurse with a sweaty build and secure the 4k at 3gens. Then i'll feel empty, like i didn't really enjoy playing so sweaty, like i didn't really deserve the win too. However, i'll play a killer whose playstyle i genuinely enjoy. A killer that isn't considered as strong at high MMR. Then i'll get served by a sabo squad or something like that. Before you know it, the only real move left when you've completely lost pressure, is to start camping and tunnelling. Which i don't think anyone enjoys.
I asked a popular twitch streamer who plays killer almost always, "What's the secret to becoming a killer main" The response i got was "You have to secretly enjoy pain" . I don't really know what to do with that so my question goes out to other killer mains i guess. How do you do it? How do you take the L and move on so religiously. How do you shake off the competitive mindset, and play for fun. No matter the build, no matter the killer you've picked, and regardless of the outcome. Do i just need anger management? Do i have an inflated ego, or are you guys just built different.
Thanks
https://us.v-cdn.net/6030815/uploads/6KF1XX6CQWT8/giphy-286-29456.gif
Just dont sweat.
Really. Dont care about hooks, kills etc. Play just for act of playing. Choose your faved killer, based on whatever you like - apperance, lore, theme, franchise, and try to roleplay - choose perks that best fit this killer and just do what you do. You killed a guy? Yeeey, you are killer. You havnt kill a guy, well its means that he is main protagonist of this game, and due to film logic he has to escape. This is what i do as killer - just play, no sweat.
Im almost never kill anyone, i play as pain giver, hitting everyone, preventing their heals and hooking everyone 2 times and then let them escape. And if surv understand what im doing, they most often both: join to play and "acidentally" got into traps (both literal like beartraps, and not literal) and enjoy chases (and the fact they was not sacrificed).
What i do not enjoy are tryharders who feel the game is lost on their first hook and then disconnects. I also do not enjoy anti-altruistic survivors, and if i see that someone was sacrificed on its first hook due to noone trying to rescue him, im becaming mercilless and kill everyone asap in bloodrage.
So... Find your niche, dont sweat and just play. Those are advises from me... But we are not the same. If this is not the thing you would enjoy, then im sorry, its not that there is a recipe for enjoyment.
The differences are:
- In baseball match you have said what is win and lose.
- In a baseball there are people who count on you. Here you are alone and just for yourself.
-
@Roaroftime said:
or just stop nerfing survivor to the ground and buffing killers to purposely unbalance the game and therefore make it fair and playable for both sides (solo q and killer)?
Agree with balancing perfectly those roles. Killer should be as strong as single survivor. Taking into account that they have their powers, their speed could be reduced, and numbers tweaks so that killer should struggle to sacrifice not all survivors, but each one.
But seriously now. I have two ideas:
- Bots replacing dc players. Bots are far from perfect... far from good actually... but its better to have 3 players and 1 bot instead of 3 players.
- What @HarlockTaliesin said: Survs should be able to choose their role, like "looper", "support", "technitian" (names pending), and be match based on that. One decent looper with one stealthy suport and two guys for doing gens... why not? Tho im not sure this would help with players who dc on first hook.
-
@Seraphor said:
My idea is that characters (killer or survivors, but it's relevant for survivors here) can obtain Ultra Rare/Iridescent tiers of their own perks.
These Iri perks don't necessarily make those perks stronger, but alter the way they work a little or change them in a cosmetic way.
For example: Laurie Strode
Sole Survivor - Able to gain a 4th token if you repair a generator after all three other survivors have been eliminated. With 4 tokens you gain an additional +100% BP for the 'Obsession Escaped' score.
Object of Obsession - You are also able to see the aura of survivors within 24 meters of the killer when activated every 30s, but they benefit from the action speed bonus instead of you.
Decisive Strike - Laurie gains a unique animation for DS that takes 0.5s longer, and gets a 0.5s longer stun duration to account for it.
Its quite a good idea, tho, to find best balance, those iri perks should only change something visually in some way... Tho i have no idea what this would be (Maybe sole survivor Laurie would have more manace face, Claudette would have some herbs in pockets with botany knowlege. Yet this should be visible only to survivors, Killer should not know what perks are surv using), but should work only if surv is equipped with that perk, and does not change gameplay at any way.
(Tho it could be quite fun if surv would have slightly better perks if using their own)
-
@squbax said:
I mean, people would just play the survivor with the most usefull passive/better obligatory perk, and now you got only 3 survivors bring played, I do like that you propose the discussion of the "should it exist" in the first place as this suggestion has been done before without thinking this specific question.
Those things should be of course balanced in a way that everythig would be usefull, and nothig too/not enough strong.
Yeah im aware that everyone would go with best survivor "power".
Tho, it would be fun if every survivor has its niche.
-
What if...
Entering stage 2 of sacrifice would teleport survivor to a random hook but not closer than 40m of killer if killer is at this time closer than 40m.
-
@bunnyfengenthusiast said:
https://forum.deadbydaylight.com/en/discussion/comment/3256193#Comment_3256193
The self-care part is precisely the problematic aspect of it. The speed of healing could also be problematic (if, say, it lets teammates heal each other in 4 seconds), but being able to infinitely and independently reset without a medkit and remove all pressure that a killer can build up by injuring you is simply far too strong.
Or self heal speed could be lowered to 33%. Im not sure, but right now its 50%, plus 50% healing speed by boon itself, allowing people to selfheal at 75%. Reducing self-heal to 33% would translate to effective speed inside circle = 50%. If someone needs more, they can bring self-care and heal at 75% instead of 50%.
-
@Tsukah said:
1. No, people would dodge
2. Console players wouldn't bother using a ping system, basekit Kindred seems better
I dont know how controlls looks on consoles, but im sure there would be a way to introduce once-click ping, and depending on character stance and thing you are looking at it would trigger different notifications. This would be simple enough so that everyone would use it. But yes. Kindred as basekit for survivors would also be great.
Or other thing.
Every survivors see auras of every interactive object that other survivors see. I know it may be overpowered, but communicated groups already do that, and once it becomes basekit, whole balance would be made around this.
But still... pings to notify others when we are going to save someone from hook, or need healing would also be great.
-
@Ssajbambusa said:
@Archael This is what risk means.
Maybe you did not noticed this, so im gonna repeat:
RNG should not be a risk factor.
Risk should involve strategic thinking to some degree, like in example of shattered hope perk.
RNG can be a factor in hex perks due to their mechanics.
But RNG should not be a risk factor.
And yes, everyone can see this differently... but we can have system that works for both - RNG lovers and RNG haters. There is no need to stick to one thing. Just because one person, or one group likes, does not means, everyone have to. % based spawn of scourge hooks would not destroy RNG factor, because you never know which hooks would be affected, and at the same time would reduce chance of never using any scourge hook.
-
@Ssajbambusa said:
No. This is the risk you take while running scourge hooks. You have just 4. Run Monstrous if you want more of them.
What "risk"? Risk of having big map and never use perk? RNG is fun, but should not be determine factor of using a perk. Hexes can be exception due to their overpowered (xD) effects. Risk can be a strategic factor, like shattered hope - "are those survs using any boons?". But RNG should not be a risk factor.
-
Scourge hooks should be based on % of total hooks on maps, and every scourge hook perk should increase that %.
But yeah, hooks could change thier scourge status after every unhook, or loose its scourge effect if killer is camping.
-
I dont think COH have to be nerfed. I havnt found it being an issue while playing a killer, nor it was as much helpfull while playing a surv. Its more like a nice addition.
Tho shattered hope perk could be buffed, to be at least some effective if survs did not brought any boon perks... tho i have no idea how
-
@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/353478/game-balance-in-4v1-asymetry-style
I facecamp first survivor in basement and get another one down who tried rescue which secures 2K. Get third one down later and last get hatch survivors won...
Depending on changes that supposed to be made. But balance things aside.
The point is, that survivors should have their common goal, not individual goals.
If they have 1 goal, syrenght of killer is balance around their 4 cooperation
If they have 4 individual goals, then balans is imposible. Balancing killer to be weaker than 4 survs to make them win sometimes, will turn killer to never winning. Balancing killer to be as strony as they 4 will make survivors win dramatically rarely. (Yes, group of survivors will win more-less even with killer, but individuals will loose even if they side won)
-
@YOURFRIEND said:
You want to change the game so you have to repair four generators, then hit both switches and then they win. Why not just say they instead of coaching all this in bizzare language with weapons?
In any case, it's got a plethora of obvious issues. Repairing four generators is trivial. This would make matches much quicker. No more three gens, you'd have to patrol a four gen which is impossible for most killers.
This tacitly buffs blight, spirit, nurse and artist. No other killers have the ability to patrol both exit gates. In fact I'd say those are the only viable killers remaining in the roster after this change.
You expect a survivor that's out of the game early to what? Wait around until the other survivors win and they get awarded a participation medal? Nobody wants to do that. They want to reque and play.
You should rejigger your philosophy toward what a win is. You want survivors to work together, but you obviously don't think of yourself as part of the team. If I make space by looping and the other survivors get out, that's a win for me. I feel good about it. If there's a god looper keeping the killer occupied for four gens and they get facecamped and I go 1 for 1 and they get out? That's a win for my team. It feels good.
Are You aware that only few sentences from last paragraph are connected to whatever i have said? Or You are making a strawman totally unconsciously?
- It seems You are responding to example which is irrelevant to topic on its own.
- If You have problems with values on example, then You are not against a example, try to change those values instead. Otherwise your whole argument have no sense.
- Example is not exhaustive, there are understatements of course. But just because those was not pointed, does not change the point.
- The point is: to make win/loss clear, give survivors common goal to work toghether rather than comepete with eachother.
