AshInTheTallGrass
AshInTheTallGrass
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- AshInTheTallGrass
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@foodie said:
https://forum.deadbydaylight.com/en/discussion/comment/3066507#Comment_3066507
im making this about me, if you guess right, i will give you a virtual cookie 😊
I gave you my guess. One million!
(It's a very logical, and highly probable, guess)
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@foodie said:
Better - how many hours would you assume i have if my devotion is 5?
We're gonna swap "dollars" for "hours."
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@AGM said:
Trickster could use some love.
The first thing I'd do is get rid of the recoil after throwing a blade; this isn't CS:GO.
Second, I'd make it so once you charge main event, you can use it whenever you want, but then I believe its rate of fire and/or duration would need to be reduced.
Thirdly, I'd change the numbers where the movement speed gradient after taking out knives begins and ends. Right now, when you take out your knives, you move at 3.86 m/s (96.5%) and gradually slow down to 3.68 m/s (92%). I'd bring that up a bit, so that you start at 4.4 m/s (110%) and then quickly go down to 3.8 m/s (95%) over the course of 2 seconds, but then increase the knife sheath time to 1.5s.
Those are all the changes I would make at the moment.
Do you have any opinions on his laceration meter?
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@Marik1987 said:
The fix of camping is easy: the bar will only move when killer is x meters away (but faster).
Something like that is possibly a great idea, but it does have to account for a few variables like:
The timer can't start as soon as a Survivor is hooked. Some Killers need time to set traps.
Survivors can't abuse that mechanic by hanging around a hook and looping a Killer (as happened in an earlier test).
I think there are solutions to those problems though.
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@MaudetteClorel said:
I mean it's a bit unfair that (just as an example) the artist can't use her power in a certain range next to a hooked survivor (which would only injure the survivor,if hit directly and in close proximity to the summoned birds), but Oni can pop his instadown as soon as he sees the person who came for the rescue and down both of them,given the "unhooker" didn't bring BT.
Same thing with Dredge, he can't teleport right next to the hook if there's a locker nearby (the locker is then shown as "blocked" by the entity), but nurse with range/recharge add-ons blinking back and forth from the other end of the map to check on the poor soul hanging from the hook doesn't seem to be a problem.
Personally, I see a consistency here. The new killers (trickster might be the exception to this rule tho, if you ever met a camping trickster,you know what I mean) are being somewhat limited as to how and from how far away they can camp, but the "older" killers don't seem to have any limitations whatsoever.
This is just an idea, but the mechanic of pyramid-head's cages seems to be really interesting if the devs want to take a closer look at preventing camping in the future. Since the killer doesn't know exactly where the caged survivor will spawn, the survivors would have time to go for the unhook. Hell, since this game is so RNG based, the "hook" could also spawn in the basement if you're lucky as killer. The point is that you don't know that. There could be a timer (like the killer gets to see the hook after 5/15/30 etc. seconds and the general rules of hooking/hooks should be worked on as well), but I think this is something worth considering.
I am aware that this mechanic has many flaws and might require perks/tiles/generator and hook spawn locations being reworked, it's just a thought that crossed my mind since I have been seeing more and more posts and complaints about camping, especially since the new update was announced and many content-creators voiced their concerns that even though tunneling has been addressed, camping will still be the elephant in the room.
You touched on a lot of good points.
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@Emeal said:
Trickster was as weak as Nurse on all Skill levels in January. But unlike Nurse, Trickster is not known for just killing everything and everyone.
The problem is, on Low MMR where Survivors run in straight lines Trickster is TOO STRONG. But on Medium to High MMR Survivors learn to dodge and he falls flat on his face. It can be a real struggle to get control over the game like other Killers can do easily.
- Main Event is never there when I need it, or its there when I dont need it.
- Trickster is incredibly slow and is easily looped. Power is useless on high walls.
- Trickster is insanely slow when traversing big maps.
- Trickster has a Lullaby, they always know when he's coming.
- Knives are easily dodged by Survivors.
- Having to reload all the time. Means scratch marks run cold.
The worst part about Trickster is that there are potential for a good and fun Killer, but we have to wait for bHVR to make the appropriate changes so it can actually not be a struggle against time and effort to enjoy him. Like come on, Is Trickster really in a GOOD spot?
I think one of the biggest complaints about him is his main event. Why does Oni get to tap into his ability when he wants, but Trickster can't? Who knows?
I think the laceration issue needs to be addressed, too.
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@QwQw said:
https://forum.deadbydaylight.com/en/discussion/comment/3065338#Comment_3065338
I still think his power should have involved music. Maybe he could carry around a speaker or they'd be placed around the map, and they would play music that would buff you or debuff the survivors, and you could change the music to do different things.
Now that you said that, there are a lot of things that could be done with music. My mind is already spinning.
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@Zexbunny said:
https://forum.deadbydaylight.com/en/discussion/comment/3065242#Comment_3065242
Who mentioned bloodpoint this has nothing to do with bloodpoints. Killers need to be rewarded for leaving the hook in gameplay not with points. Campers don't care about bp.
My bad. That reply was meant for the person above you who said, " . . . and hardcore campers/tunnlers (at 5 gens) should have all points earned transferred to survivor if they are sacrificed at one hook or the only hook the killer has."
Replying to your comment, there have been some ideas shared here that I think might be viable. Will they ever get done? I don't know. But I think it is possible.
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@SekiSeki said:
https://forum.deadbydaylight.com/en/discussion/comment/3065338#Comment_3065338
Is that not his signature at the end? It's not a playing card.
Could be. It always looked like a playing card to me. He could always flick/toss something on to someone at the end of the mori, but I just don't like the way it is now.
EDIT:
Also, do you have a vote?
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@QwQw said:
I think Trickster should have gotten a different power to begin with, but since I also think reworking killers is a bad idea (except Nurse), he should keep his current power with some tweaks. I don't believe it's completely unsalvageable.
I also wish he had gotten a different power. I don't like the playing card being thrown during the mori either. Those things make him seem more like a carnival performer, not a pop star.
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@Zexbunny said:
Only way to fix camping and tunneling is to make taking one player out of the equation too early detrimental to the killer, while rewarding them for spreading hooks around. At the same time survivors cannot be rewarded for leaving a player to die. How you do that is far more complicated.
If that happened, I could see Killer mains saying that the same has to be true for Survivors. If Survivors click their flashlights, body block a hook, or teabag, then they should also lose points.
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@dugman said:
I don’t think the whole new Rage ability is necessary, it actually probably just overly complicates him when he’s already kind of difficult to get chainsaw hits with.
I do agree with removing his dumb roar when he starts the chainsaw sprint and with slightly improving his maneuverability. I don’t think he needs a big buff in that area, though, because he’s already pretty decent IF you are extremely good at using him. It’s just that right now he feels so cumbersome to the point of being annoying to play if you aren’t a true Billy main. So a minor tweak to make him more user friendly is good, but not so much that he becomes truly dominating in the hands of mains.
I remember when the "ROOOOOOAAAAAAAAR!" first came out, I was watching one of my favorite streamers. If I write what the streamer said Billy sounded like, I'd probably get banned from this forum. But yeah, absolutely terrible decision.
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3064922#Comment_3064922
If you are in Europe and that's your player name, I'll try to remember and say hi (this name doesn't matches any of my game accounts)
o7
Alas, no. I'm in the western half of North America. ☹️ Not my name, either. Bummer.
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@Gary_Coleman said:
The best way to fix camping is by uninstalling the game.
Clueless (1995) clip with quote Thank you for that perspective, Cher. Yarn is the best search for video clips by quote. Find the exact moment in a TV show, movie, or music video you want to share. Easily move forward or backward to get to the perfect clip.lol
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@malloymk said:
https://forum.deadbydaylight.com/en/discussion/comment/3055313#Comment_3055313
Lol, who would be dumb enough to buy DBD 2?
I would--after making sure it was good from watching Twitch streams/Youtube videos 😏
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3063468#Comment_3063468
Just seems like an overly complicated thing that BHVR won't do. I'll spare listing situations again. But you would need range checks for generators, survivors, hooks in the area. To even try to accurately get a picture of a situation on when they should camp.
Then it just ends up being "abusable" by killers. Because what's stopping me from just hooking near a gen. Just so I can camp ?
True. Financially, BHVR has to see it as something worth coding and testing. However, if they did want to, I can think of a few beginning variables to start a test with.
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3064896#Comment_3064896
I don't think its a very common use of that perk. For some reason, the idea of "Insidious" seems welded to the basement.
It makes it more effective though.
I sincerely hope we play against each other and you pull that trick on me. I would love it lol
See you in the fog.
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3052696#Comment_3052696
I have to disagree. I've given many jump-scares standing in a corner next to a generator. :)
I have to admit, that does sound pretty funny lol No one has ever jump-scared me like that.
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/3064032#Comment_3064032
I have done the same thing. Teammates sending themselves to second stage when they still had 30+ seconds is one of my all time DBD peeves.
I'll stare, shake my head and/or teabag at high velocity when I get there.
lol
Most things in DBD, I just laugh off. But I sometimes have gotten annoyed when I've run across the map (which made me get off my gen), and then someone does that in my face. One dude did that to me, but he had Deliverance. He waited until I was right there, and then used it. I ran all the way across the map for him (and the Killer was on someone else, so he was able to use it at any point). We both just stared at each other. Then I turned and walked away from him. Didn't heal him either.
I regret nothing.
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@JaviiMii said:
well, I usually don't attempt to kobe in someones face. I sometimes don't let go in time and accidentally attempt to kobe when doing jumping jacks on the hook. Either way. The important question is: does the failed kobe result in struggle stage or is it still first hook regardless of the failed kobe? If it's still first hook either way: what's the big deal? If anything it's the silly kind of funny. If it results in second stage then I guess it's kinda deserved. That being said; someone who leaves a kobe-attempter on hook for trying to kobe can't claim the moral high ground; not unhooking is just as silly/offensive/pointless/unconstructive/whatever as attempting to kobe.
If they needlessly put themselves in the struggle face, I have stared at them for about 2-3 seconds, and then unhooked. That's my way of giving them the ole JT lol
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@[Deleted User] said:
Every time I unhook someone trying to do this I always think “did I piss them off because they might have wanted out of this match”
Yeah lol I've wondered the same
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@IlliterateGenocide said:
Why does it matter if they do it in ur face? There is no time lost if you where already there,
if you leave someone to die for trying to Kobe when ur right there ur just petty
the only reason i can see you being mad is if they somehow get that small 4% chance and you miss a wglf stack.
This is a silly, lighthearted poll.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/3063313#Comment_3063313
It is needed for an achievement.
BHVR has changed achievements in the past. Remember "Where Did They Go?" That was the achievement for all 4 Survivors escaping through the hatch.
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@Elcopollo said:
Leaving your teammate to get to second stage when there's no active danger in saving them (i.e. they're being facecamped by oneshot killer) is objectively dumb move, which might cost you whole match, regardless of reason. Besides, a person trying to self-unhook when teammate is right around the corner might just be new and trying to complete the self-unhooking achievement, which is understandable if you ask me.
So people who are effectively working with killer by intentionally letting their teammate die on first hook - yeah, can't commend them.
If one of my friends does that in context - it might be funny, sure. But there's almost never a "funny context" for a random to do this.
I understand your feelings. The question was just for the people who intentionally do it in a teammate's face, which is different from the situations you've described.
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@tester said:
https://forum.deadbydaylight.com/en/discussion/comment/3063401#Comment_3063401
Exactly! If everyone has prestige, than no one has prestige!
Yep! Succinct and well said.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3063323#Comment_3063323
It doesn't work. Because sometimes there's a 3 gen you want to keep. Or 2 survivors messed up. So you have 2 hooks within 10m. It's a neccesary pressure sometimes. You can't have a situation where you basically have to force the killer away from the hook to make the hook stage go. Only for them to get the save, and pop that 80 % done final gen (just examples)
I think to be fair, the math would have to be precisely determined before saying it'll work/not work. There have to be specific distances between different variables, and then the math would have to be tested in the PTB. Adjustments could then be made to reassess, and then that'll reveal the viability.
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I rarely play Killer, but I gotta admit, when I see a Survivor surrender and drop their item in front of me, I do have an automatic, "Awwww 🥺🥺" lol Emotionally manipulative Survivors 😆😂
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I'll add to this. Since we're all being encouraged to prestige, it's by definition, no longer something prestigious. We're almost required to P3, in an unofficial sense, in order to reduce the grind. The ubiquitous nature of that mechanic therefore invalidates the "accomplishment"; ergo, it is not prestigious.
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@squbax said:
https://forum.deadbydaylight.com/en/discussion/comment/3052844#Comment_3052844
If you still get dmg but grabs arent possible, there is no risk in a save in the killers face while being healthy, you save against any m1 killer, the unhooked person bodyblocks with bt/otr, what the killer gonna do?, get dunked thats what.
Altho tbf they deserve it for selecting an m1 killer anyways.
I think it's possible to have a conversation about your earlier points, but to be honest, I just can't help but laugh at the shade in your last paragraph lol I'm stuck on that 😆
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@[Deleted User] said:
Would a system where the timer is paused if no other survivors are near the hook and the killer stands within a certain distance. I’m not sure how this could be abused by survivors but I’m sure I’m not thinking of something.
That's what I wondered, too. A lot of the valid Killers complaints against this idea were because Survivors intentionally looped near the hooked Survivor. But if the code can already account for a Killer's proximity to a hooked Survivor, then it should also be able to account for an additional Survivor's proximity to the hooked Survivor/Killer.
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Yeah I've always thought it was strange.
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@DBK1 said:
Completing generators restores any active hook timers by (x)sec. Then let comraderie activate only in endgame. Be it a perk or base kit ..could careless
I've never heard that idea before. So are you thinking, if the Killer is within X range of a hooked Survivor, any generator that gets completed during that time adds X seconds to the timer (regardless of the stage, but camaraderie and it will stack unless it's endgame)?
Hmmm. I keep going over pros and cons in my head, and mulling over different tweaks that might account for some of those cons. But it is an interesting idea. If the devs fleshed out some tweaks and variables, it might be a, dare I say it . . . balanced . . . adjustment.
For instance, something like that shouldn't kick in the moment a Survivor is hooked. Every Killer needs time to get away, but people like Hag and Trapper also need time to set their traps. The math would have to account for that time.
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@Katzengott said:
4% and hook grabs need to go.
Just to confirm I understand, you want to change it so that the only way someone could get themselves down is with deliverance? Or do you mean you want to increase the percentage rate, so people are more likely to be able to get themselves off the hook?
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I like him, too 👍
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Survivor main mostly, but I've played Killer, too.
No, that's not tunneling to me. Don't worry about what they said.
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@Maelstrom808 said:
https://forum.deadbydaylight.com/en/discussion/comment/3054543#Comment_3054543
I mean if we want to go into a massive overhaul, you could have it so survivors have 3 three "lives" instead of hook stages. If they get downed, they die and have a "X"min respawn, maybe two. While they are in respawn, they can change their load out but not survivor or cosmetics (offsets the pain of the respawn timer but doesn't completely throw the killer off of who's who).
Meanwhile there are multiple gateways in the map that they can respawn from, and at which another survivor or multiple survivors can do a ritual to reduce the respawn time to get them in quicker at the cost of spending time on gens. If a survivor is downed for the third time, they are moried and out of the game and if the killer gets all four survivors on respawn at the same time, they all lose any remaining lives and the killer wins with a 4k.
Would require a huge rework of perks, addons, gen times, etc. that would never happen but fixes camping and mostly tunneling in one go.
Maybe something like that could be for DBD2, but I don't think they'd let Survivors change their load outs. I've sometimes wondered what DBD2 could look like. I thought maybe there'd be a "story mode" where you have to escape from the Entity once and for all.
Your idea of changing the mechanics with having people spawn in, and Survivors having to choose to work on gens/do a ritual, is certainly interesting.
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@JordanMalicious said:
https://forum.deadbydaylight.com/en/discussion/comment/3054373#Comment_3054373
You posted in a public forum, people are gonna ask or discuss things that you didn't dictate were "within the scope" of your initial post. You can dodge questions all you want but people are gonna ask them 😅
Correct. People can choose to ignore that. They can choose to derail it. They can choose to act in a way that shows they value speaking more than letting others have a productive conversation. And when that happens, I also make a choice.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3054537#Comment_3054537
Camping/Tunneling: Killer :: Gen rush : Survivor
Not sure what you mean.
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@rvzrvzrvz said:
Get rid of hooks and let players respawn somewhere on the map, will fix camping and improve survivor gameplay, instead of spending whole match incapacited for long minutes on hook and on ground you can actually play the game, it's not surprising that there's so many DCs currently
What would replace the hook timer mechanism? Meaning, when someone is hooked, someone else has to get that person off (that slows down gens). It also puts a Survivor in a position where there is a set amount of time for them to get "free" before they die. So if Survivors respawn anywhere, those things (and perks like Deliverance) are no longer a factor. And how does a Killer "sacrifice" someone without a hook?
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/333565/whats-the-fix-to-camping
"All right, let's try to have a thoughtful, organized, and productive discussion. We all know what camping is, and unless you're a player who likes to camp, it's generally seen as a problem."
You forgot to ask : Why does camping happen? The answer is because the survivor objective is much shorter than the killer objective. Generators can be completed in under 3 minutes by the very best survivors in a SWF and in 4 minutes by randoms without voice coms; to win as killer it requires 6-8 minutes.
As a survivor you discreetly finish generators (that is to say you finish one before trying to start another). This is the most efficient strategy because a killer cannot "undo" a finished generator. Therefore the killer will be most efficient by eliminating a survivor before attempting to hook anyone else.
If you want camping to change the killer objective needs to change.
Imagine for example if a killer could kick completed generators. A perk like Scourge Hook pain resonance would affect an uncompleted generator but Pop could be used for either.
This would make the killer focused on trying to keep many of the generators unfinished instead of focusing on eliminating one survivor as quickly as possible.
I didn't forget to ask.
The intention for this post was to invite people who think camping is a fixable problem to maturely explain how. It was to have, as much as is possible with strangers on the internet, a good faith conversation. There were ideas I read that made me think, "I never thought of that. That's a good point." And others that made me think, "I don't think that idea takes into account X." But still, I do understand their positions a bit better now. Of course, not everyone will share their opinions or like their ideas. Many think there are justifiable reasons to camp, or there aren't any solutions to it even if it's unjustifiable. I understand that and thought it was important to acknowledge that perspective, so I did in my final paragraph. But the purpose was to simply hear from those people who hold that particular opinion.
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@Emeal said:
Whatever solution you guys come up with,
It better not restrict the agency of the Killer to protect the Hook from survivors who come to unhook the second he hooked.
Agreed.
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@JordanMalicious said:
https://forum.deadbydaylight.com/en/discussion/333565/whats-the-fix-to-camping
So I guess my question is, why is camping considered a problem by you?
One, I didn't say my personal opinion. Two, that's beyond the scope of the post, as outlined in the final paragraph.
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@WeenieDog said:
Flashbacks of when I became a demomain primarily so I could portal out the black holes at the foot of hills.
Astral project to when you would randomly get stuck in grass as a survivor because there was a slight dip in the terrain.
The flashbacks.
Every bit as dramatic as this.
https://www.youtube.com/watch?v=u5k_arVcqR8 -
I would love this so much. So many options. They could even do something that incorporated the streets in Hongdae.
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@Tatt3dWon said:
https://forum.deadbydaylight.com/en/discussion/comment/3052786#Comment_3052786
with the new base changes to killer and gens this shouldn't be a problem anymore.
That's actually a fair point. The math is now different. I wonder how that experiment would play out now.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3053409#Comment_3053409
Ye it's still added
It's just the loadout system, if no item is set in the loadout it defaults to no item
You're a real 🍑
Thanks!
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@Brokenbones said:
It's added but reverts to the item you've set in that loadout
i.e if you go in with a key and escape with a medkit, it'll show a key but the medkit is still kept
I don't have any item set for the load out. Is it still added in that case? And was this an update I missed?
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I'm just here to acknowledge the language you chose for the title. You could've gone basic and unimaginative, but nay. You did not.
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@lav3 said:
As mentioned above, I think both sides should have profits.
Survivors get bonus if certain condition is met. (killer certainly camping someone)
Killer gets new advantages for not to camp and go for other survivors.
For survivors:- 1. Killer can no longer grab healthy survivor trying to unhook.
Very simple solution. However, this might make certain killers have weak map pressure.
- 2. If killer is camping a hooked survivor (haven't thought of certain condition though), survivors get slowly increasing action speed bonus. (repair, heal, cleanse, bless, open exit gate)
- Starting from 1%, it will increase up to 5% over 60 seconds.
- If a hooked survivor gets rescued or unhooked himself, this effect no longer lasts.
- If a hooked survivor goes into 2nd hook state, all survivors get 5% permanent action speed bonus.
- If a survivor dies on his 1st hook, all survivors get additonal 5% permanent action speed bonus.
Quite complicated but I considered this solely because of increased repairing time.
For killer:- 1. Killer gets 5% haste effect for 10 seconds after he hooks a survivor.
- Survivors are inflicted with 5% action speed debuff for 10 seconds after killer hooks a survivor.
- This debuff increases by 1% (maximum of 17%) everytime killer hooks a survivor.
Simply from Hex: Devour Hope & Thantophobia. Maybe adding some effects from Fire Up could be also good.
- 2. If killer hooks 3 new survivors (simply 3 stacks of BBQ), all generators are blocked for 7 seconds.
- Once this deactivates, all generators start to regress at 100% speed.
- Hooking all survivors once grants additional generator block for 10 seconds.
- Once this activates, killer can see all survivors' auras for 3 seconds.
- Once this deactivates, all generators start to regress at 200% speed.
Idea from Grim Embrace. Might synergize well with the perk too.
Also, why not just give killer current BBQ's BP bonus basekit?
This is a lot of information (I mean that in a good way). I'm going to have to really mull it all over. Thanks for the response!
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3052674#Comment_3052674
It's almost like this was suggested and tried before. It's almost like it was abused by survivors
Oh right. It was tried and abused before.
Out of curiosity, do you remember what the exact specifics were from that test? Meaning, what were the numerical factors being tested? If it was a very conservatively done test, then it's just a bad idea. If it was simply too powerful too soon, then a nerf might be an option. Without knowing what the specifics are, I can't give an honest opinion. If you don't remember the figures, that's fine. Do you remember if a streamer made a Youtube video about it? I'll look it up that way and try to gauge how the test went.


