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@Bookern said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819332#Comment_3819332
So Gmod Guess Who
Not really?
The dynamic in guess who involves an actual person trying to mimic the mannerisms of NPCs, with natural human error being the thing that can expose them to the hunters.
I'm suggesting that the survivors know who the imposters are from the get-go, and do not want to be around them for too long as it can give the Killer information on their location, and/or an easy mobility teleport into a potential chase. But the imposters will be very insistent on trying to be near other survivors and objectives. Though survivors can use an item to suppress the Killer's ability to teleport from the imposters/make the imposters lose interest in a certain area for a little while, but only when the imposters have reached a certain stage of "instability", that the survivors need to be on the lookout for: If the imposter starts twitching, you know it's time to inoculate them. Doing so earlier will just accelerate the "instability"/do nothing instead. So you want to keep an eye not only on your surroundings, but the mannerisms of the imposter survivors to figure out when you should inoculate them.
To be more succinct:
The survivor players are an "in-group", the imposter survivors (AI) are an "out-group", but the player survivors don't have the agency to really do anything to the "out-group" until those "fakes" start showing signs of instability, after which they can inoculate the imposter for a duration.
They know who the infected are, but they can't do anything to them until they start showing symptoms the players need to be on the lookout for.
The Killer is able to track the imposters through aura's (giving a sense of paranoia for the survivors that this other human looking creature is sinister, and that they're being watched), and once an imposter has starts to destabilize, the Killer can teleport to it.
Possibly also allowing whatever infection to spread to the survivor players themselves?
Still kinda a half-baked idea.
@LadyOwO said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819665#Comment_3819665
I was Thinking more along the lines on "The Thing" lol
More like the Thing, yeah, but needing to twist it around an understanding that the uninfected know who the infected are.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819332#Comment_3819332
This is a neat idea, and it kinda swerves into the territory of another killer power I had way back.
The killer is three distinct entities, however only one of them is 'controlled' at any given time. The killers power is to be able to switch between the three bodies at will.
Give those bodies AI and it's pretty much this.
Yep. Had a similar idea for the legion where it was basically using The Twins mechanics: you can swap between characters who populate and chill around the map while not being controlled (as that was back before they introduced any AI to the game).
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Well, most mimics are used in social deduction gameplay.
DBD gameplay doesn't really promote that.
And of course with comms it can complicate things if you're trying to conceal an identity.
But social deduction is a bit watching for strange decisions/movement from a person, that deviates from the norm.
So what if you approach it from the angle that: Survivors know who's the mimic, but until the mimic performs some off-putting action, it is considered "safe"?
EG:
- The Trial is populated with an additional 3 AI bots.
- The actions of these bots perform no progress on any objective.
- They aim to perform co-operative actions (they'll run to generators being worked on, or to survivors being healed/Injured and not moving, with a cooldown before they swap/update tasks, they will not attempt to repair generators no other survivor is working on, generally speaking they can be used as an information tool).
- They will run from the Killer too, though they will never throw down pallets.
- They will typically try to spread out.
- The Killer can teleport to these bots/swap places with them, so long as the bots are "active"
- Bots become active after enough time, which is accelerated by performing co-op actions. Bots can also be activated if the Killer hits them.
- Once active, bots will twitch/contort unnaturally, periodically.
- Survivors can find inoculations around the map, which when used on a bot that is active (after witnessing the twitch) will suppress activation on the bots (but when used on an inactive bot, instantly activates it).
So basically: The Survivors know who is or isn't a bot (mimic). But what they're looking out for is strange behavior in the bots that indicates it's a point the Killer can now teleport from, and to run away or to inoculate the bot to suppress that effect. A state of tension even when presented with an otherwise normal looking survivor.
Then adding a Primary chase power for the killer.
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Don't you think this a problem for killer? A lot of killer dislike this aspect of gameplay and actively found it unfun. Otz specific had interview tru3 awhile back where he said that he used like altruism actions from survivors that would encourage protecting teammates and keeping the team alive. After his 2nd interview, He stated that he really disliked altruism and found that when survivors were successful at doing these actions, they made match less fun for him. Many killer agree with this which is why perks like Background player and For the people+Buckle up received nerfs.
It is a problem, yes. Having your "prize" snatched away from you does feel bad. Similar to generators being regressed constantly as a survivor, or being injured immediately after healing, or being slugged for a moderate amount of time. Your "work goes to waste", and you feel less in control. But this is a struggle between two sides. If your aim is to win, not everything will be good vibes. Even if altruistic actions were shifted more towards chase co-operative action with survivors, Killers would still get miffed at any successful disengage and the understanding of time lost because of it.
That being said, how easy it is to do those altruistic actions, and what is sacrificed does need to be taken into consideration. Background Player essentially meaning positioning/chasing away survivors isn't quite effective as the Survivor can move at warp speed to an angle to blind you, all inside a single perk slot, isn't too healthy. And imparting temporary endurance while also picking up a survivor with Buckle Up/For the People was far too protective of a combination.
(To be frank I think blind stuns as a whole need a rework so they're not just blind and stun for the purposes of a pickup. I'd prefer if they imparted a hinder so the Killer needs to decide if they've enough speed to reach a hook or to drop the survivor and chase the altruist. Stun drops IMO should be reserved for Pallets and the downed survivor smartly positioning themselves in such a position.)
Beyond fun factor, the killer is generally the role that has invisible clock for how long until they lose all gens and survivors are able escape. from a balance perceptive, survivors succeed at any of those actions likely one of easiest way to slant a match into survivors favor. these actions being strong or successful promote slugging further.
This is true of both roles. Killers for how long it takes survivors to complete gens, and for Survivors, how long it takes the Killer to down and Hook Survivors to remove them from the game. It's just that for the Killer, any mistake on their part is compounded by how time-efficient the 3 other survivors are. Or in the case of altruistic action/rescuing, compounded by the time-efficiency of the 2 other survivors (or fewer, but that isn't optimal).
Hooks force a stricter time-limit on other survivors to perform a rescue before the hooked survivor gets closer to death.This aspect has lead to many survivors dislike camping to the point that strict timer is becoming less and less of factor. it is almost like it is more rude to killer to force second stages.
Proxy camping. A strategy, and not a very fun one for the hooked survivor. I agree. But it creates a new objective for survivors to interact with. Though I'd like to see a method implemented that survivors can use to circumvent that strategy with a time-investment. Being able to channel at a Hook to transport a hooked survivor there without the Killer being alerted or something. Removing the absolute certainty of where survivors need to be to unhook a hooked survivor that drives such proxying.
You can also "bleed out faster" on Hook if you so choose, and there's a possibility of a self-unhook/"pickup".Another point of contention and frustration. Teammates killing themselves on hook and going next. A way to scapegoat the D/C penalty. Not very fun for survivor especially if your on that team.
I agree.
Though I find the sentiment around people giving up making things suck for everyone being a good thing to espouse. However, were there ever a competitive mode introduced, I could see that being removed in it.
(And as a side-note: if a faster bleedout was introduced, some people would "go next" just the same using that. Unless they changed it, holding sprint while in the dying state prevents anyone from being able to heal you)
I think that's why Hooks are considered ok compared to slugging, which comes across as disrespectful, boring, and in extreme cases much longer lasting than a Hook.i think the main points of contention that survivor use towards slugging is slugging in end game for 3k to get 4k and that toxic form of slugging which is just there to waste survivor time and annoy the survivor. the survivor that hate all form of slugging likely hate slugging because it contributes to them losing. it is likely same reason why many survivor dislike tunneling for same reason because it contributes to survivors losing. for all these reasons, survivor keep pushing base-kit unbreakable.
Also Killers that only slug and bleed everyone out, skipping hooks entirely, and thus reducing the amount of chases each survivor has. But IMO all of that stems from an inability to perform a self-pickup while in the dying state facilitating slugging to be such an effective method of stymying survivor progress on their objectives. Which is what OP is trying to address. (though I think it's too much work for something that could be simplified into allowing a survivor to exit the dying state through some method and enough neglect from the Killer).
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An interesting take, but I think it's an overly complicated solution. And no doubt people would still complain about how slow and dull crawling everywhere to do those actions still is, or sitting in place recovering.
Give them a method to perform a self-pickup to regain the agency you describe, just make it not the most desirable choice compared to being healed by a teammate.
I'd love to see what happens were these changes added to the dying state:
- Survivors can now recover while crawling (with a 50% recovery speed penalty when moving, Tenacity removes the penalty and increases the crawling speed). This is to make recovery feel more fluid instead of only recovering while stationary.
- Survivors can pick themselves up under Hook at full recovery, but become Broken until the next time they're put into the dying state.
- Survivors bleedout faster while underneath a Hook, but have increased recovery speed, maybe 100% on both points? (this is to add a new dynamic and an option to "give up" like self-unhook attempts.)
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818193#Comment_3818193
All agency is taken from your hands and you're just forced to either be bled out be rescued by someone who may not even come.
this sentence right here can be 100% copied, 1:1 for hooks. this was my point.
killers that wanna troll cant just keep picking you up then knocking you again just to extend your time in match
that is toxic version of using slugging. killers used to have a name in old days for survivors that did not end the game and would purposely spend time abusing infinity loops because during that time, killer vault 3x slower, there was no entity blockers and bloodlust did not exist. if it was a swf doing this, they were refer to as "Bully squads" because their entire objective was to bully and be toxic as possible to the killer. so you'd just have a survivor that macro click his flashlight 1000x times in your ear vaulting an infinity window over and over to just prologue the game forever. they removed all this stuff from survivor.
Unfortunately killer can do similar toxic behavior with slugging where they can pick you up, have you wiggle out, hit you on floor again and just waste your time. you'll have killer that nod and hump and have you do this painful 4 minute process for you to bleed out. None of this gameplay. the killer is using slugging to be annoying just like survivors used to use flashlights and unfair vaults to do same thing in the past. they never bother to try address this toxic killer gameplay…. well they tried address it once by introducing this "finisher" mori system which would grant survivors unlimited base-kit unbreakable every 45 seconds in order implement some instant mori system when all 4 survivors were on the floor. they attempt to address this in a negative light towards gameplay.
it's more interactive than just crawling for the sake of crawling.
The slugging that i am refer to is when killers are slugging and attempting kills survivors through slugging. Like actual gameplay related to slugging. Crawling around is still more gameplay than being perfectly stationary on a hook. in many ways, your moving position of hooks ever so slightly as you crawl forward to your teammates.
In most cases, when killer talk about slugging, they're not talking about toxic mindless slugging end game, they're usually talking about their early-game and mid-game slugging.
Hooks require a commitment from the Killer, and provide an opportunity to rescue the Survivor through things like stuns/blinds/sabotages. Hooks force a stricter time-limit on other survivors to perform a rescue before the hooked survivor gets closer to death. You can also "bleed out faster" on Hook if you so choose, and there's a possibility of a self-unhook/"pickup". Hooks have more presentation that slugging. There is more engagement and spectacle with the process of Hooking than just being left on the ground like an afterthought.
I think that's why Hooks are considered ok compared to slugging, which comes across as disrespectful, boring, and in extreme cases much longer lasting than a Hook.
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@BlueV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818180#Comment_3818180
Forcing the stack falloff is the counterplay, and it is a choice. Do you risk being trackable/injured for a bit so you can remove the ability for her to 2 tap you, or do you hold onto your stacks and stay healthy. And stealth mode making it easier to scan survivors was the point. Its a trap. You prepared the area with a trap and you want people to run into the trap, giving you info and lockon stacks. If you are paying attention to your surroundings you wont fall into the trap and can easily disable it (crouch walking, standing still when the beams are facing you that you can see from the lights on the drone, etc). Of course, that is dead now, because anything that requires thought to counter has been removed, and all her counterplay is just stuff that survivors would be doing anyway. (locking them into animations with vaults not allowing scans, drones now being SUPER obvious instead of subtle).
I don't disagree that it is counterplay, or a choice, but it is initially counter-intuitive: The survivor is conditioned to avoid the beams, is punished for acquiring three stacks, but then part of learned counterplay is brute-forcing the stacks if you gain some since they don't dissipate over time, and while there is a disable prompt for the Drone that might have scanned you, it doesn't impact the stacks in any manner.
Survivors aren't playing against the same Killer every match (while the Killer can play around their power every match), and face more than 35+ Killers, so trying to make counterplay intuitive at a glance is important. This very likely being a reason that stealth mode was removed too: It's not obviously intuitive that you need to watch the rotation of the drones lights in stealth mode to avoid the beam, and the outward appearance of the circle having the same coloring as the active mode beams indicates that just being in the circle itself is dangerous (when in reality it isn't if you just act like it's in active mode while staying focused on the lights on the drone).
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@Autharia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818310#Comment_3818310
There is one if you stand over the last survivor it has it as an option out of 2 pick up or kill.
I typically just pickup as soon as I get near a dying survivor. Gonna take a bit to unlearn that for the last survivor.
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@tjt85 said:
I've been surprised by how few Killers actually do the finisher mori. If the other Survivor has a long time on the struggle phase left then I get it, it would be boring to wait. But even when the second to last Survivor is already is dead, they still don't do it.
I guess some Killers didn't read the patch notes.
TBH I just played a few matches and totally forgot about it. It's not like there's any indication it's available. And I even read the patch notes and had discussions about the base-kit mori.
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I don't mind them when they can be used to jump-scare survivors such as with some breakable walls near generators with Stealth Killers (like on The Game). Or if they open up new paths (The Game and Midwich).
But as a chase concept, they kinda fall flat. It's only something that adds gameplay value to the Killer, who already has a myriad of options to change up their gameplay with different Killer powers and the like. And as others have said: it's either a "God Pallet" that needs to be destroyed and just becomes something to checklist to break, or it's mostly irrelevant.
Were Survivors able to use Keys to pass through them (albeit it would essentially be a God Pallet dependent on someone bringing a Key and ultimately be something to begrudgingly kick whenever you can to prevent the Survivor from having it as an option if you see someone bring a key), or if temporary Breakable walls could be constructed in certain points as a route blocker upon an item use (that the Killer needs to decide on smashing through, or going around and letting it fizzle. (For example: using a Key will consume it, but a Breakable wall will form on a nearby valid doorway for 8s, the Killer can kick it with enhanced break speed, or they can wait/go around another way).
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@PixelBush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818158#Comment_3818158
A few direct responses to your talking points:
- "a "snipe" upon placement depending on if the survivor is in an animation lock or not
The arming time is 1.8s, which means the arming time is too long to hit them in animation lock like Huntress or PHead. You have to actually predict where they'll go and aim it there, or they have to run into it.
- "Do Locked-On stacks ever fall off?"
They only get removed when a Survivor is downed or when a Clawtrap is applied. This means Survivors who are already injured with 1-2 Lock On stacks can and often do grab a clawtrap from the nearest drone to reset their stacks once it falls off. This means they can get a heal and be healthy at 0 Lock On without losing a health state.
- "Somehow you're able to keep track of the number of stacks of Locked On each Survivor has, even if you're not visually tracking them (does the radar give a ping if a Survivor gains a stack of Locked On?)"
You get a score event "Stealth Detection" if a Stealth Mode Drone light someone up, and "Target Detected" if a Scouting Mode Drone spots someone. The radar also beeps sometimes, but not all the time.
- This radar is only useful on Survivors with a Claw trap on them, and not for any other survivor that may have started to gain stacks of Locked On.
That's not quite true: any Survivor who gets picked up by a drone can be seen on radar for 12 seconds. Stack tracking is useful because it can help you find Survivors who are at 2 stacks, and therefore about to get a clawtrap, and inform you about WHO just got scanned; you know someone set the drone off, but a lot of the time you don't know who set it off unless you can keep track of everyone's Lock On progress.
For pre-nerf Skull Merchant, she got Haste for every Survivor visible on the radar, whether clawtrapped or not.
- Can you explain to me how stealth mode worked? Why was there a ring anyway to indicate the stealth mode drone was there instead of being pure stealth?
Stealth Mode drones rotated slower (65 degrees per second) but the Survivors could not see the beams directly. They can see the ring on the ground and see the position of the lights on the drone's housing to tell them where the invisible beams are looking though. The ring exists because Survivors are ass at looking around, that's why.
So the arming time makes it more or less useful in a loop where the survivor will likely be circling back around like a rock loop/car loop, or you doubling back at certain loops that most other Killers wouldn't. Needing to aim it across the pathways they'll likely traverse upon you completing your go around. ("aiming" it much earlier than a PH or Huntress). Gotcha.
Not sure how I feel about meta-gaming the stack falloff through brute force activation instead of it being more passive and intuitive in that "you've been out of sight long enough that that Lock-On is less effective". Initially I'm of the opinion that it doesn't sit right with me. Maybe if they disable a drone it removes lock-on stacks, if it needs to be kept permanent.
Okay, so the score events themselves give survivors away, Lock-On stacks being applied should definitely be more fleshed out in terms of radar information with a Ping (you say the radar beeps, but not all the time, is that a bug?). Good to know that any Lock-On instance functions as a form of information, if the Skull merchant takes the time to open the radar. (though the haste is unnecessary).
I don't like that Stealth mode. It hides the beams, sure, but it doesn't really provide more functionality for the Killer outside of just making it easier for Survivors to accidentally hit a beam. I'd have expected something like making that Stealth mode cause the Drone to save the Beam position, run silently, and allow it to be activated to restart the beams rotation after a delay. Ideally being able to setup a drone in it's active or stealth mode during placement for the purposes of preplanning activations.
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@PixelBush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3817988#Comment_3817988
There's three elements that really make Skull Merchant who she is.
1: Precise beam management to stack up Survivors quickly and at the right moment. This can be done through lasertagging (aiming a drone beam at a Survivor as you're deploying it to give them an instant stack as soon as the drone turns on), rotation switching at the right time to double-back a beam onto a Survivor, and Skull Merchant's techs like look tech. This has a pretty significant skill ceiling, including sniping with beams through holes in walls and stairs and getting the scanline immunity window down so you can double-stack Survivors (scan them once and then rotate your beam at the right time so they get scanned again as soon as the immunity window ends). This gives you the tools to precisely time your Hinder or remote injuries to do some really silly stuff like firing a Survivor into a deadzone with the post-hit speed boost.
2: Clever setups using drones as traps. You can hide the alert ring that Stealth Mode Drones leave on the floor by hiding them in special sneaky spots to make them hard to spot and disarm, meaning she can set up traps in the environment to catch people out. That gives you Lock On stacks and map information, making your chases quicker when you track the Survivor down later.
3: Info management and macroplay through the radar, stack tracking and monitoring your drones (which is helped by the other two). You can keep track of how many Lock On stacks each Survivor has (since you're not told yourself) so you can work out WHICH survivor just got scanned by keeping track of who has how many stacks, you can take or drop chases based on how many stacks you need to get your injury, you can set up 2 taps where you chase someone at 2 stacks and instantly shred both health states. Plus, since you can tell when a drone is disabled if you peep the radar and check, you can work out where Survivors are going by the trail of destroyed drones they leave in their wake.
Fast vault immunity, 4.4 and the drone deployment bug kills the first element, the removal of stealth mode drones and one beam kills the second, and 4.4 and the removal of stealth mode kills the third. She has NOTHING now.
So, to generalize her chase:
- Place down a Drone, possibly to get a "snipe" upon placement depending on if the survivor is in an animation lock or not (which they nerfed with the Fast Vault Immunity and inconsistent initial beam projection)
- The Drone is placed at your feet, or was placed in a loop prior if you were preplanning a chase in an area/already chased someone there and they didn't remove the drone (perhaps because you hid it's placement via the stealth mode).
- If the Survivor continues to run the same loop, utilize the beam rotation swap and your own movement to cut them off/zone them into the beam/force them to slow down and take a hit from you/leave the loop.
- If the Survivor leaves the loop, cut them off if they positioned themselves badly, or repeat the previous points until the survivor is in a position that they cannot avoid the beams.
- After scanning survivors three time, the Skull merchant successfully "hits" the survivor with a claw trap.
To me this is a bunch of stale anti-loop, outside of the pre-placement of drones for surprise activations (that is now no longer a thing as stealth mode is no longer a thing). But at the very least it's something that needs to be done three times in a row unless you just get a hit.
Do Locked-On stacks ever fall off?
Regarding her information:
- Hold your radar up the entire time as it's free information (though with the 4.4m/s nerf it's now a penalty to peek at the radar)
- This radar is only useful on Survivors with a Claw trap on them, and not for any other survivor that may have started to gain stacks of Locked On.
- Somehow you're able to keep track of the number of stacks of Locked On each Survivor has, even if you're not visually tracking them (does the radar give a ping if a Survivor gains a stack of Locked On?)
- Placing traps in obvious places that survivors want to disable them allows you to get some knowledge of where survivors are based on deactivations.
I don't like how Locked-On stacks don't have any use unless the Survivor suffers from all three stacks. Nor do I like the idea of just holding the radar up all the time.
Fast Vault Immunity IMO does need to go. 4.4 should stay (but the radar improved to the point that reading it is valuable compared to that slowdown). Beam bug should be fixed, stealth mode should be re-introduced (Can you explain to me how stealth mode worked? Why was there a ring anyway to indicate the stealth mode drone was there instead of being pure stealth?) and possibly tweaked.
And then the macro map knowledge of Drone auras/deactivations should be revamped into a more active-use ability by the drones that the Killer can activate somehow to get cross-map information pings.
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What are the basic mechanical elements you like about the previous Skull merchant?
To someone that hasn't played her, what is a synopsis of how you approach her Power?
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@PixelBush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815793#Comment_3815793
They did. The beam takes 1.8 seconds to deploy: 1.5 as she puts the drone up, 0.3 while the drone turns on. This gives plenty of time for the Survivor to dodge the beam.
In addition, the range is extremely limited, and if a Survivor stands still or crouch walks instead of running the drone won't see them, they won't get a clawtrap and the Killer will be forced to basic attack instead.
EDIT: You can't flick a lasertag: the drone stays where it was when the Skull Merchant deploys it and it will always spawn EXACTLY where you pressed the button, before the animation to deploy it starts. It does not benefit high DPI. It's not in the power description, but BHVR intentionally added it when she got reworked this time last year. It's not a secret tech: it's how the killer is meant to work. I just named it.
hmm, okay, so at the very least it’s a zoning tool, though unfortunately with no indication of a beam prior to the beams activation without prior knowledge on the survivor side of how it works.
A potential zoning tool, and an area denial tool, potentially an information tool, that is also entirely reliant on the SM having traversed the point of placement of the drone.
So ultimately making her feel more like any other kind of zoner Killer, just that she leaves behind drones as she patrols.
… As far as drone concepts go, the placement is kinda dookie. Seems more like a camera. Would be more interesting if the drones could be placed forward, and survivors then needing to navigate/crouch the beams up ahead. Or placing it farther away at a generator to get a read on who’s there if it does an initial scanner pulse/ping of some kind.
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@PixelBush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815781#Comment_3815781
It's deployed at your feet, and the initial beam where the drone turns on deploys in exactly the direction you were facing where you pressed the button. This was a technique called lasertagging, where you could line up the beam on top of a Survivor to give them an instant stack.
Well that's dead now lol
Oh, so survivors had no chance to dodge the initial beam? And also probably favors high DPI to flick to a beneficial angle on button press if dealing with corners?
Was that indicated in the power description? Or just a commonly used tactic that arose from the technical implementation?
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haven’t played SM.
When placing her drones, is it kinda like a nurse blink?
Holding the placement button causes it to fly to the point (or go up/drop down at the point), with the point going further and further away until the maximum?
(Probably being able to cancel it like a huntress hatchet)
Or is it just dropped at your feet?
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@smurf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815584#Comment_3815584
I definitely didn't suggest that BHVR dedicate time to something because I personally find it a certain way. Just wanted to point out that adding gore that doesn't serve an in-game purpose might not be great for everyone who enjoys the game, and if there were more people who feel that way, BHVR might care about it.
The suggestion isn't unreasonable. Thanks for the feedback though! ! As I said initially, I recognize I'm almost definitely in a minority of players :D
And from a thematic point, that repulsion you feel, and the inability to skip it, coupled with the tension/trepidation you have, of it possibly occurring later in the match to you, is metagame horror.
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@smurf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815584#Comment_3815584
I definitely didn't suggest that BHVR dedicate time to something because I personally find it a certain way. Just wanted to point out that adding gore that doesn't serve an in-game purpose might not be great for everyone who enjoys the game, and if there were more people who feel that way, BHVR might care about it.
The suggestion isn't unreasonable. Thanks for the feedback though! ! As I said initially, I recognize I'm almost definitely in a minority of players :D
The in-game purpose is that the Killer player is augmenting their gameplay in a manner to achieve said Mori over just another Hook death.
It’s a carrot to chase.
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My opinion is that if it were to be added, base-unbreakable could only be performed while under a hook once you’ve fully recovered.
The odds of a survivor having been purposely slugged (or having sacrificed several perk slots and gotten lucky the Killer didn’t just pick them up) in such a case is very likely high.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811507#Comment_3811507
Oh, was that the way they put it? I don't remember. Thanks for correcting me on that.
Either way, I have my doubts this will end slugging in 2v8, especially with the other changes they made.
Ideally slugging shouldn’t be entirely stopped (crawling for your life seems thematic, and there are reasons to go for other survivors).
But as it is right now, kinda like how with carrying survivors didn’t use to have the wiggle mechanic and then eventually introducing the wiggle mechanic so Killers actually need to be mindful to hook a picked-up survivor: There needs to be a mechanic where just leaving a survivor on the ground isn’t necessarily the best idea as they could regain independent agency without impacting the time-efficiency of other survivors.
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@Xernoton said:
I dunno, I had a pretty decent win rate as a survivor the last time around. I think it just depended way more than usual on how well each individual survivor / killer played.
I'm not an insane survivor or anything but for the most part it felt like you could play against everyone but Nurse, which isn't much different from the normal game. Especially considering that gens were flying left and right whenever the killers didn't apply enough pressure.
The next version might actually end up more killer sided because slugging will be more common. Killers will benefit from the anti snowball mechanic and just slug, which also circumvents the extra gen speed when a survivor is hooked and the possibility for flashlight / pallet safes. Huge oversight, devs.
The best way for survivors to counter that is to run the class with base kit Unbreakable but then they won't benefit from the other classes as much. So either way, these changes aren't good.
I think all classes are getting base-kit Unbreakable. And an infinite version at that:
“Players can pick themselves up by using/consuming their ability if it’s charged”.
Though not much has been said about the new survivor class abilities or what those cooldowns are.
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Ideally the ambiance/gameplay/actions that occur in DBD would allow anything to enter the fog and feel as though it’s being embraced by horror.
That being said, those things themselves become part of that ambiance, and if it’s overall too goofy/detached from horror, it can detract from that ambiance.
Kinda like with the upcoming neon tinged Halloween cosmetics for Sable/Mikaela. The neon tinge to the ends of the hair, the neon fingers (but not the whole hand), even the neon flame patterns on the legs are okay. But I’m not a fan of how their shoes are entirely neon. It’s no longer an “accent”, but a replacement.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811383#Comment_3811383
The point isn't to stick together like glue, and it certainly isn't intended that you should be unable to hook survivors without the other killer present. That's like making it impossible to repair a gen except when with other survivors.
Then simply use the strategies you use in the standard 1v4 for flashlights:
bat at swarming survivors, get some injuries, maybe even switch focus to another survivor, leaving the dying survivor slugged for a short while. (we still don't know the availability of the self-pickup yet)
face a wall.
pickup the survivor as quickly as possible to reduce the window a survivor has to position themselves for a blind.
Hell I think flashlights should be redesigned (the white screen is annoying), but there are methods to work around them, and they're a finite resource.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811338#Comment_3811338
I have a better idea. How about killers just don't hook you? That's a safe way to stop flashlight saves, it doesn't trigger the anti snowball mechanic and it also doesn't force both killers to stay together the entire time.
No matter how you look at it, this was not a good move. The less convenient and more risky picking up becomes, the more you incentivise slugging.
good thing they introduced a self-pickup method. Balanced around the survivors ability cooldown. Though we don’t quite know what that duration is yet, or when exactly survivors could trigger it. So now you have a choice to leave them to eventually get picked up (but they’re currently unable to perform other actions), based on your observation on if they’ve used their ability recently or not.
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Abundance could be a concern. We’ll have to see
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811338#Comment_3811338
So now you're forcing the killers to go around together the whole match and double-team every survivor, or else be descended upon by a flock of flashlights.
I thought getting double-teamed was unfair and boring?
… Isn’t the point of 2v8 to play with another killer present? Not just separated into two 1v4 pens?
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Or maybe if it's too much a problem, that other mysterious being you're queued up with could try to intercept/harass the flashlighters. In an almost… co-operative fashion?
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Waiting will still be a concern even this time, most likely. Still the only method to play co-op Killer.
Something more interactive? Not more sit-n-spin gameplay at a generator.
As gens are done, Hexes spawn that slow down gen speed. Survivors can cleanse them to remove the debuff.
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that’d be a nice way to wrap the game more quickly once the gens are done.
Killers more lethal so now you really want to get out and not stick around.
If queues are a concern, that could potentially help by shortening some matches that would have otherwise gone on longer with altruism loops with endgame hooks.
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@Backmon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810829#Comment_3810829
And also map travel for survivors a.k.a free chase escape and again when you try do something in void being always paranoic if survivor being there or not the other 3 just gen rush you when you cant do anything to prevent this
They said they're introducing a UI element to tell you when a survivor is in the void. (presumably this would be applied to each survivor individually so you know who and how many as well).
Survivors are also Broken and unable to heal there, so it's not a place to reset.
It's only a "free chase escape" if they enter it while you're a far distance away, otherwise you should still be able to track the sounds of their footsteps/estimate the routes they could take if you don't see them immediately after entering the void behind them.
If they're in the void, you know they won't be doing gens, so you can gauge if it'd be worth it to follow them in, or go patrol gens.
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@LadyOwO said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810813#Comment_3810813
Now we just need an Amanda Young Skin without anything on her face and I will be complete
https://us.v-cdn.net/6030815/uploads/N9F7ZHCYAAS0/amandasawiii1s.jpeg
That'd be interesting. Wonder how the license holders would react to such a suggestion.
Possibly a method to restrict voice-lines to a cosmetic if that's a concern for whatever reason.
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Oh no free map traversal for slower Killers (using the smaller void area to traverse larger distances via portal entrances/exits acting as a distance multiplier) a ranged projectile attack useable by all Killers (that can probably go over/through pallets and windows) grabbed while using the Void for traversal/patrol, and an indication when a Survivor is inside the void so you don't go too crazy looking for them.
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Oink
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@Alionis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810186#Comment_3810186
How is the wiki misleading? It may have updated the description, but the result is the same. Kindred activates for you whenever someone is hooked and shows you, the user, the auras of all survivors. If you happen to also be the hooked survivor yourself, it shows the auras to everyone.
TBH I skimmed it and hastily wrote a response that I didn't fully edit well after re-reading the article.
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FatalFashion.
Perhaps they'll eventually try to reach the level of FashionFrame in Warframe with accessories.
Though that would likely be a total overhaul.
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That being said I think DS basekit is uninspired and boring.
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Bamboozle would like to have a word. As would most anti-loop powers.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810002#Comment_3810002
DS is the single easiest perk in the game to counter. It is not powerful in the slightest, provided you aren't tunnelling.
Not really that great even if you are tunneling.
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@Crowman said:
At some point you just need to recognize there's a skill issue. The more BHVR adds basekit mechanics against tunneling or camping, the more people complain about tunneling and camping so these basekit mechanics clearly aren't solving the issue. Survivors have tools to deal with these strategies they refuse to use, because they unreasonably expect to be immune to dying early.
Is it a base-game tool? Or a Perk that limits loadout variety.
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I like to use it on Killers whose TR audio I like (though I don't hear it myself). Like Pyramid Head.
It would best be used to make Survivors less sure of your position/cause them to think about escape routes at a larger range, as though you could be closer than you actually are (similar to how Wesker can benefit from this by making it less obvious at range where he is through information overload (if you always hear the TR, you still can't be sure where they are)).
Though this is a very minimal effect, best on indoor maps, the chase indicator kinda reduces the uncertainty (and otherwise would be negated via comms "he's chasing me/he left"), and the sequential TR ranges/audio work against it being useful, as the survivor still gets good intel on how close you are.
Were I to change it I'd make it so that:
"Distant Survivors hear your TR as though they were closer. (not the closest out of chase music, but the middle)"
This means that survivors won't know if you're getting close via the incremental TR ranges until you're within 8m.
But that's still a bit lackluster and honestly could be considered "flavor".
If you want to make it a counter to Windows of Opportunity (and other Killer aura read effect), you could make it such that: Survivors you are in chase with suffer from the Blindness status effect.
An information suppression perk.
End result:
Survivors hear your distant Terror Radius as though you were nearby (is it called approaching?). (more about ambiance)
Survivors you're in chase with suffer from the Blindness status effect.
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Hmm, the wiki shows that it has only ever received "buffs".
Reverting to the "Original State":
The Perk now only works if you are Hooked.
The Killers Aura is only revealed with the T3 Perk and only within 8m
T1 only shows the Aura of one Survivor to all other Survivors.
This a troll post?Oh, wait, wiki is misleading, so the old version gave all other survivors Aura reading if you were hooked. Maybe they could make it so that if you are hooked, all survivors see each other s auraWait, that's exactly what it does. What are you on about? -
@Azaarious said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806262#Comment_3806262
they do already have altered skins for some like the hooks for alien or the hooks and gens for events. It would be cool to unlock hook, gen and chest skins for killers.
Possibly. Though unlike small items that a character carries with them, those are multiple large map objects that have a greater influence on overall map ambiance. Perhaps stick with a Unique Killer/Survivor Charm?
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I use Wolf form to catchup to survivors after I hit them/they use SB/Lithe/etc. because I think that using the bat form is a bit too cheap in such a scenario.
Haven't really seen people DC much in my lobbies (but I'm playing casually competitive and "fixing" my MMR so this isn't great feedback from a "Competitive mindset").
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Google images for dreads seem to indicate that they have many more strands than just 4.
Even if it comes across as dreadlocks to some, it doesn't seem like it'd be a harmful association and possibly could serve as a reason to purchase/pick up such a cosmetic.
Though I'd still keep it in mind to be spider-themed (and not try to bias your design around trying to make it look more like dreads) and just do what you were originally going to do.
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@Emeal said:
Fatal Frame Chapter pls
Does Fatal Frame have an iconic enemy?
Not sure if it'd be a full chapter, or a survivor paragraph.
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@Azaarious said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805355#Comment_3805355
yes, exactly this. I'm sure people would love the opportunity to bring an Alucard with a bunny med kit, or something goofy because they P100 their favorite, but down the road DbD brings in one of their favorite cross-overs. Especially if it included killers. I would bring some Doctor inspired electro flashlight to show off my main whenever I was a survivor too.
Oh yeah totally. Being able to Stan for their favorite Killer character by using their unlockable item skin(s) would be cool.
(But I wouldn't say all items need to have skins from a Killer/Survivor for the sake of ease, some items might not thematically fit for some or a certain item fits very well)
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Oh gosh.
In the scenario of not having unbalanced queues, BHVR has quashed the hopes of "player progression" when the servers are "healthy".
Maybe a global bonus when things are "normal"?
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RE is an actiony game.
Better than New buffs non-actiony things.
Maybe make it so that It helps the person the next time they're in chase?
Better than new:
After healing a survivor, or yourself (with a med-kit specifically?), the next time they are Injured they leave blood less frequently (or no blood pools) and have reduced Grunts of pain (75% reduction) for the next 6/7/8s.
(This could also start/be part of a line of Item amplification perks similar to Light's Champion)
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@Sensetize94 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3801619#Comment_3801619
12500 cells was 1700 uah around 41$ now it's 55$ (2300 uah) which is kinda huge :((
1100 cells was 170 uah
Hmm.
So Before:
500 cells was (likely) 85 UAH
Minimum Hourly Wage = 34 UAH/hr
85/34 = 2.5 hrs of work
Average Hourly Wage = 130 UAH/hr
85/130 = 0.65 hrs of work
US Minimum = $7.25/hr
$5/$7.25 = 0.69 hrs of work
US Average Hourly Wage = $28.37
$5/$28.37 = 0.17 hrs of workWow. Yeah your local minimum wage workers got shafted. (Though it is unknown what the mode is for either Ukraine or US, and if there are outliers that inflate that average).
Were it to follow the US pricing I'd have imagined it to be:
500 cells = 24 UAH
24/34 = 0.70 hrs of work
24/130 = 0.18 hers of work(But also likely adjusted to meet server cost demands for the region).
(Also with protections to prevent methods of purchasing Auric cells from Ukraine for use in other countries) -
Huh. Unlockable Item cosmetics Via Survivor prestige would actually be kinda cool. Tailored to their personality/the chapter/the license.
Ideally make them unlockable on a character, but useable across all other survivors. (This can also promote "cross-pollination" of purchasing a character for their given cosmetic unlock to be used on another)
The whole bloodweb and item system IMO would need to be redesigned. (From a technical standpoint at least)
(Though I think Items/Bloodweb/Character levelling from a player standpoint needs to be redesigned anyway)