Ark_the_Bonsai
Ark_the_Bonsai
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- Ark_the_Bonsai
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*Please, reduce the size of literally every single notification in the entire game, they take up half the screen
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Ash, pointing at a Claudette at any point in time: LOOK WHO'S SHITTING IN THE TALL GRASS
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@Karl_Childers Sorry I took so long to get back to you, but I thought you were meaning more of just Ben as a survivor (Arnold's scream would be glorious but with him being a politician now there's no chance in hell of getting it). With the hunters being killers I feel it'd need to be a multi killer chapter to really do it justice. An all or nothing scenario ya know?
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@Ark_the_Bonsai said:
This is what Heroes of the Storm did and it worked wonders. The game had an issue with people refusing to play anything but the most aggressive characters (ignoring the fact that those characters require a good line of support, tank, etc to even function). By incentivising the unpicked roles with bonus exp equal to an in game exp booster the game was suddenly getting balancedish teams
I should also add that this led to the bonus exp not flooding the market for one person, specifically because so many people started experimenting with multiple roles that there is rarely a need for the bonus exp for queing one way or the other to actually be active
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This is what Heroes of the Storm did and it worked wonders. The game had an issue with people refusing to play anything but the most aggressive characters (ignoring the fact that those characters require a good line of support, tank, etc to even function). By incentivising the unpicked roles with bonus exp equal to an in game exp booster the game was suddenly getting balancedish teams
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I really like @Orion 's idea of having matchmaking take into account time played. I get it might effect newbies getting matched if we're running low on new players but frankly it sucks when someone like me (Ex Rank 1 surv and Rank 3 killer) comes back at rank 16 consistently because I barely play anymore (Don't have the time or the motivation) and ends up walking all over new players (sometimes I forget how potatoey newbies can be and overkill while trying to let them go without it being too obvious I'm doing so). Part of the problem is also rank reset just being trash in general. It effects people like me who take long breaks fairly often, but there are plenty who abuse it just to bully lower rank players without even having to smurf.
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Since this game has a life limit(meaning that, unlike most competitive games, the bot won't just feed the enemy team) and a D/C hurts everyone point wise I can see that being okay. Personally though I'd just prefer The survivors collected points plus a set amount of points be evenly distributed among all remaining players. Meaning disconnection benefits the people you were trying to spite.
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@Aven_Fallen Personally I wish Insidious was a short term TR suppression perk that relied on tokens (similar to Distortion but maybe activatable).
@topic No perk really needs to be removed, but plenty could do with a nice rework to either promote a healthier game or to just fit in with the changes the game has had since they were made.
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Sorry about my wall of text by the way.
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I tend to align with the Killer Mains more (best to admit bias early on) but I can see where you're coming from with the complaints of tunneling. Excluding the obvious bait you've been arguing with most killers don't like tunneling much more than survivors. The problem isn't that tunneling is a strategy, it's that it's one of the consistent ways to garuntee success. The fact that, no matter the situation, you have more to gain by tunneling (even with your borrowed time suggestion, that's still one less player) is the problem.
Punishing a killer won't fix that. Making a killer put slightly more effort into it than they would otherwise also won't fix that (the borrowed time baseline suggestion). And if we were to go to the extreme and make survivors immortal for an extended time to protect them from this, assuming the survs didn't abuse this immortality (they would, everyone abuses an advantage. Otherwise this tunneling conversation wouldn't occur), it would only highlight the initial reason some killers choose to lean towards this playstyle. There aren't any rewards for playing nice. There isn't any reason to slowly kill off the survivors collectively. You always benefit more in the long run strategically by downing someone as quickly as possible or removing someone as quickly as possible.
You shouldn't make the game harder for killers than it already is, but instead highlight a more friendly playstyle with rewards. More points for chasing different survivors, a buff to the killer or a debuff to survivors if they don't focus one person down.
And in fairness, I feel the same way about what's going on with survivors. The biggest complaint killers have is gen rushing but there is zero reward for not genrushing. If you want to win, that is the best strategy. In turn they should be rewarded more for playing in a more interractive way. You can't remove toxicity with a big stick, that'll just breed more and invite people to abuse it (farming the baseline borrowed constantly) you have to make the non toxic playstyles stand out as a better option. Positive reinforcement of good gameplay rather than negative reinforcement of all gameplay.
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@Onionthing said:
Silent Hill was great for this as well as various stories about Soldiers or Convicts trying to escape a terrible past, only to get sucked into a nightmare senario. I think a ExCon would be a awesome addition to the game.
As for how would you explain Legion overpowering a Adult who has killed before? Easy ... Entity game them powers, they really aren't 100% human anymore.
As a "kind of joke but still would be awesome if handled right" one of the survivors offering themselves to the entity to become a killer and betray their friends would be an interesting twist. To end their torment they offer their soul and humanity to become a twisted version of themselves. I vote Nea or David.
@Onionthing I hadn't thought of it but you're absolutely right! Silent Hill would be the perfect candidate. It'd also allow DBD to go back into game crossovers since their only one was Bill.
It'd also be hilarious having someone actually manage to escape Silent Hill only to end up in the Entities little nightmare realm. (IMO it'd still be a step up. Out of the fire and back to the frying pan instead of the usual phrase.)
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@Karl_Childers said:
So kinda like the movie The Running Man....disregarding the fact Ben Richards was actually innocent and was framed. I like it.
And on that note.... I now officially want a The Running Man chapter lol.
@Karl_Childers I haven't seen that movie in so long, holy #########. That'd be a cool chapter but honestly... I can't imagine King allowing it. He tends to be pretty strict about his stuff and if he caught one whiff of what happened with Freddy he wouldn't let DBD touch his stuff with a 100 foot pole. If they can pull it off I'd be all for it though! that was a fantastic story and a pretty good movie.
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@yobuddd I like your idea too but it'd defeat the idea I'm going for here. I'm wanting an opposition to the "They did nothing wrong but ended up as killers anyway" A parallel for survivors. Someone who did something horrendous but wasn't worthy of killer.
A dual survivor and killer would be cool (hell that would've been the perfect way to utilize the fact that there are 4 members of legion) but it's not quite what I was going for. You should totally make that a separate wish though. I'd vote for it!
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I don't really watch Stranger Things but with the present DBD lore a killer needs to start out human. Did the monster in that series start human?
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@CoffengMin I wouldn't be shocked if we got some Nea Massacres in the new Archives feature lol
Edit: I like your Username man. Creative
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I think it'd be cool to see your own stats but seeing other peoples would just lead to more toxicity than there already is and right now it's like wading through a Dark Souls swamp.
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@HazeHound The same way we argue that they can beat up someone like David or a trained military professional like Bill. The Entity said so lol
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@prayer_survivor Tbh I have no idea why killers don't ask for a Game rework given every single pallet in the entire place is safe. Yet survivors ask for one constantly on their strongest map lol.
And for the players complaining about the fact that killers want smaller maps: It's not that they want smaller maps, it's that most killers don't have the movement speed to pressure a larger map. Why do you think all the meta killers have high mobility? It's because they can handle any map and still win chases. No matter how good a killer is, their main enemy is time rather than survivors. If they can't cross a map quickly, they will lose unless the survs are extraordinarily bad. Yamaoka happens to be a map that requires a killer to lock down one side and give up another side. IE they're forced to wait out gens, which leads to a boring 3gen style game that no one enjoys.
This is more due to the fact that as @PickCollins stated, it's a long map rather than a large one. If it were to have the empty middle area sliced out(or at least redistributed to make a square rather than a rectangle) it'd be fine.
Edit: And in response to my own previous statement about it being Swamp 2.0. That's not necessarily accurate. Old swamp was easier to defend than this nonsense
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Yamoaka is Swamp 2.0. You'd think they'd have learned when they shrunk the swamp lol. That map is still hated by most of the community despite the decrease too.
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Solidarity: I'd leave it at the 50% heal if adding medkits into the equation. The ability to see which teammates have it should've been baseline for the same reason as We'll Make It though so I'm glad you added that.
We're Gonna Farm Forver: It's fine the way it is in my opinion, but then again i never use BBQ for the aura unless I'm on Billy. It's the points that matter to me the most. I can see wanting to keep it in line with BBQ though so I also wouldn't mind if the aura reading existed. It wouldn't really change much outside of the struggle of deciding whether or not to heal at the hook. Might make it 3 seconds instead of 4 though.
Mettle of Man: This perk was stupidly strong when it came out, now it's stupidly weak. Your suggestion is okay but, without being rude, I don't really like that idea either. I also don't have any suggestions for it. It's one of those perks that's stupidly hard to balance in a fair way just because of what it's supposed to do. I like the Decisive rework so hopefully they'll find a way to give Mettle a similar treatment eventually so that it stops being an insult to the evil dead franchise.
Pharmacy: I like your idea though I think the way it interacts with Botany Knowledge would need to be tested heavily, given Botany effects med-kit efficiency and heal speed.
Dying Light: Your suggestion should just be a minor part of Thanataphobia. It's silly that Thanat stops effecting people when a teammate dies. Who's going to stop fearing death after watching a friend get brutally murdered next to them? As for how to actually change Dying Light, I have a few thoughts but it'd take to long to explain here so I'll save it for another day.
Play With Your Food: Your Idea = Fine by me. The perk sucks outside of a tombstone build or a meme build so this would be okay.
Monstrous Shrine - Currently even destroyed totems count stacks (It's a bug but it's a bug that doesn't effect gameplay so they left it). To implement your idea that bug would have to be fixed otherwise Devour Hope could stack even while destroyed and that's a problem. Personally I'd also increase the time for totems to return to 80 seconds base 60 at its fastest. Increase every tier for Hex totems by 10 seconds. (This will help the kiddos who can't handle ruin etc)
Small Game: I'm fine with your suggestion here too. I'd love a reason to use the perk more.
I hope this was the kind of post you were looking for. Sorry mine's not as neat as yours, I don't know the formatting techniques.
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I really like the idea of it blocking off an individual survivors stalk and decaying it if they look at you. Makes it hide and seek with the target of ghostface rather than with every survivor. Not too sure about the altruistic speed alteration though. Blindness and Hindered are fine, as they don't do much on their own and require strategic use but the altruism change seems like it'd just make games feel more like a slog. @Kind_Lemon
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@yobuddd I like the devotion idea too. Though with the whole infinite devotion thing I'd lower the cap increase (there are already people at like 10+ devotion). Not sure how far down. Maybe a bonus of 2-300 on the cap each devotion capping out at 2000. This way at 10 devotion you end up with a 2000 increase.
The infinite scaling is why i thought it should go to rank reward instead. Like, if rank reset hits while you're rank 1, you get a 2k increase in the cap for the next season that decays at the next reset if you don't reach rank 1 again. Maybe do it by the color system so that each color tier has a higher cap on the next reset. Obviously the numbers are changeable to WIB(Whatever Is Balanced)
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Not item, addon, or perk is inherently toxic. There are toxic playstyles that utilize them though. It's not the game mechanics fault that someone who's toxic uses it in an unfun way though.
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If only looking at moris I'd leave green and yellow as is, they're fine. Ebony though, I'd take that and make it so that you can mori one person who has previously been hooked per completed generator but only if they have been off of the hook for 60 seconds (so where D-Strike prevents a hook, the Ebony Mori's own design would prevent a tunnel kill). The gen stipulation also encourages allowing a small ammount of progress to make up for the fact that it takes one less hook to kill anyone.
This is still worth being a iridescent offering because it's effects remain the same, but now it's less powerful than a fully stacked Devour(which should always pay off more than some random unbreakable addon given it's downsides).
That's how I'd handle it anyway
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Personally I just want Solidarity to, like We'll Make It, let the other survs know I have it. Just so they stop trying to force the first heal on me because they think i'm the one more in danger. If they don't know I have it, then they don't know it'll be faster for me to heal them first
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@TAG Sorry, I'd misread that last little bit as applying to the whole thing. Peanits probably did too based on their response being similar to mine. That would be ridiculous if only missed checks ate the token. Thanks for pointing out the exact line to me!
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Hey, at least its not an instant kill anymore. I'm with you on it being a tad ridiculous though. Personally I'd tentatively make it so that, for each completed gen, you could mori one previously hooked survivor. I'd also add a stipulation that they must have been unhooked for X amount of time after for it to work, to prevent ye ol' tunnel that poor sap down because how dare he be alive for more than 5 seconds
*Edit to explain: The reason this is still worth being iridescent is because you can still mori every survivor in the game, it's weaker than Devour Hope but can't be removed from the game.
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@Boosted_Dwight said:
No we don't need to nerf them. Just get rid of 5 blink, omega blink, and prayer beads.
5 blink doesn't bother me half as much as omega blink but yes to those two (Omega Blink especially. If I, someone who never plays Nurse, can 4k at the high ranks just because I have addons that aren't even ultra rare they're a bit too much). Prayer beads though... I think they just need to remove collision. I don't mind that I can't hear her phasing but she shouldn't be the only killer with a garunteed grab. She should have to guess which part of the gen I'm on by sound if I have to guess her location.
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Currently, if they chose to make maps darker, reorienting the game around stealth (hide and seek) rather than the chase based game it currently is (freeze tag), they'd have to rework the entire game. So no, I'm fine with it being lit up. Though I wouldn't be opposed to them adding more gloomy weather effects. Make certain maps darker but remove some more of the safe tiles and have lightning flashes or something. But even that is risky for what little balance there is.
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@TAG The OP's proposal doesn't effect the way tokens work at all. The only thing they wanted to change was to make it so that completely missing a skillcheck would count as a good skillcheck(Like how a good = a great), basically moving each layer of success down a notch. The wording is weird but it's weird on the perk description too so fair enough. It would still eat the stocked tokens every time you hit space so they'd have to replenish them, same as always.
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Hm... Hard question. Probably Huntress, though if I'm close enough to see her, hearing the lullaby should've been enough to set off my "######### this" sensors and have me leave.
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Before Ghostface
After Ghostface
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@George_Soros I can see what you mean about the big picture mindgames. Didn't really think about using maps to put people on edge for certain strategies while not actually using that particular strat. That's an awesome idea though, adding it to my list of ways to ######### with survs. Beyond that I agree with pretty much all of your suggestions. Ebony is BS for doing too much while Cyprus does to little (Green mori is perfect imo). The D/C on loading screen count is something that should've been done either way. And while I'm not sure how I'd utilize the dull totem addon idea outside of NOED plays I'd definitely love Union and Binding in killer webs. I'd use them so consistently a surv wouldn't even need to bring one. Though, if they add more secret items for killers instead of doing as I initially suggested I feel they should also add more secret ones for survs as well. Presently it's immediately obvious what they're doing as well. I just don't think about it as much because the shroud offerings work in opposition for them as well (putting everyone in one spot makes killers job easier and I swear that Vigo's shroud makes you spawn closer to the killer.)
Thanks for commenting!
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@ClogWench said:
https://forum.deadbydaylight.com/en/discussion/comment/575030#Comment_575030
Ah, fair.
As for the topic, frankly I'd just lose the offering screen altogether.
I like it from an interactivity perspective. When a player does something providing immediate results causes a positive response most of the time. So if they were to pull something close to scrapping it I'd rather do what @Netharon suggested and still show BP offerings (sorry, accidentally posted before finishing)
Edit: changed "we" to "they" because I'm tired and that wasn't what I meant
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@ClogWench said:
You were afraid of old Freddy?
When I was new to the game yeah (I mean his whole thing was being able to walk all over rank 20s because they're new). I didn't understand how he worked so the idea that i couldn't see him made me panic far more than any other killer.
Nowadays the only thing that truly terrifies me is trapper and that's because I have magnets in my feet. I swear I'm cursed to find the one pallet he actually had time to trap lol.
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While I don't necessarily collect them, any time I get a streamer I do like to toy with and their team a little more than I would a normal group. Purposefully putting them at ease early on so I can take them out one by one, saving the targeted streamer for last.
If I down them easily at the end I'll usually give them a second chance in a form of minigame. Ghostface, I'll stalk until full before killing them off. Pig, I'll trap them and let them try two boxes by following them (they go near the hatch they die. They go near the door they die. The fact that I let them up should make them aware of the game), Doctor I turn on treatment mode and if they scream, game over. Etc, etc, so on so forth.
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testing one two Edit: Nice
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@KroolTheField said:
Borrowed time lost a lot of its power recently. It was supposed to apply to both the unhooking survivor and the unhooked one, though it was a one time use perk. Since many people complained about it (or devs realised it wasn't properly designed) they decided to change it, and I didn't say nerf it. Now it's unlimited use but works very differently. Therefore I don't agree with you saying it's an op perk. As for unbreakable, it is a strong perk that has potential but is a very situational perk.Personally I love the current design. I never really cared to use it back when it was a one time both people perk. Just didn't suit my playstyle remotely. Now I run it any time I run a hook save build just in case the killer comes running back just as I reach them. Sure I can't stop Revved Saw Leatherbilly but we can just gen rush one of those. And as killer it's not as stressful because it will generally only affect you in specific scenarios, and it's rarely a problem end game if you go for the person unhooking directly in front of you(of course they have borrowed if they're doing that)
Side note: How do you add the colors to your post? That's rather neat
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I feel like they wouldn't do this due to the existence of Beast of Prey but it'd be nice if they did. Personally I'm still hoping for a Beast of Prey buff where you press a trigger button to turn it on because in it's current state it never procs at a time helpful for mind games

