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Bliiitz

Bliiitz

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Bliiitz
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  • @WolfPad06 said:

    https://forum.deadbydaylight.com/en/discussion/comment/393736#Comment_393736

    I was thinking this.

    The current "incentive" to avoid camping was dramatically reducing your emblem progression if you camped, but since 99% of the playerbase don't care about rank (because there's absolutely no reward for ranking up) it isn't really a fix.

    What WAS a good idea about it though, is that if other survivors were inside a 16(?) Meter radius from the hooked survivor, there would be no penalty. We can apply this to the suggestion OP made and have it so that after, say, 5 seconds of hooking, the bar will slow down if the killer remains within 16 meters of the hook UNLESS there's a survivor inside that radius as well.

    The only problem I see is that the killer could use the entity bar as a sort of "Whispers" to determine if there is a survivor close by. Perhaps make it so the killer can no longer see the progression bar? And balance that with the "block generator" option OP said for bonus BP and preventing Genrushing.

    Just an idea.

    Yep I like your ideas


    @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/393650#Comment_393650

    I understand if English isn't your first language but this is barely legible.

    I also understand that you may be a new player, but " but balance cannot interferewith gameplay mechanics." is simply not accurate.

    "you need to farm the game really hard to get 1 character"

    I disagree.

    "They are already making lot of money DBD is already funded since long time ago."

    "To talk about price, DBD is a cheap in development, but not at the cost."

    Unless you actually have some data you can link on this showing their company I don't know how you could possibly know this.

    Please, tell me how many hours you need to get to 9000 sharps.

    Also I'm building some data for the money part, but this take time.

    @Bravo0413 said:

    At this point in DBD with it being 3 years old now..... it needs new game modes... it needs 2v8... it needs secondary objectives ... the game to an extent still feels beta.... which no one can deny the fact that since this game is still alive is an achievement by itself

    If feels old yes, this is why we need some refresh.

    @KingB said:

    My thoughts:

    Problem 1:

    Solution A is not very viable. People are going to camp regardless of how long it takes. And it is a strategy, it sucks to be camped but it also sucks to be gen rushed. I dont see the difference between solution B and overcharge. It isnt really blocked if survivors can just complete a QTE and unblock it. It doesn't even seem like much of a reward. However, incentivizing the killer to leave is definitely the way to get rid of camping.

    Problem 2:

    The hatch is there for both the survivor's benefit and the killer's. Solution A- Let's put this into a hypothetical situation. I'm playing killer, there are 3 gens left and I hooked and killed the 3rd survivor. Now the remaining survivor has to wait for an 80 second break that will never come. The game will go on indefinitely and it would suck for both sides. Solution B- has the same flaw. If both hatches get closed the survivor has to wait for an 80 second break between the killer patrolling gens that will never come. The hatch sucks as a killer but no hatch would suck even worse.

    If you dont want to spend the money for DLC's then dont get them. They aren't free to make, they cost money. The huntress one is free and any of them can be grinded out except licensed characters. It's like $7.99 (American here) for the licensed chapters anyways. That's very fairly priced. If you cant devote the time to grind them out why would you want them in the first place? You aren't playing the game very much anyways.

    Thanks for you comments,

    To response to your problem 1 : 

    Finding a way to punish or reward the killer not to camp is the way we need to find, my suggestion can't be adapt, modify to be the most effective possible.

    To response to your problem 2 :

    I can agree with you on Solution A - He need to wait 80 seconds, but this is already the case if two people left.

    But for Solution B I didn't understand your point of view why would it wait 80s after both hatch close ?

    About DLC, licensed or not, this is not the point. 

    The point is how the money is made. This is really frustrating to buy the game and not be able to play all the content you buy for.

  • @MysticalMagic92 said:

    @Bliiitz

    The camping solution was already tested and abused by survivors. The original test was not having the bar drain at all when the killer was in a certain radius. However, survivors would have one or two people stay near the hook and one person do gens. The killer would be forced to camp otherwise the survivor would be unhooked and the killer was stuck there while the other survivors did gens. Camping does not need to get resolved. The Emblem system already highly punishes camping and Borrowed Time can counter camping. Also, the killer has many perks that reward not camping (Make Your Choice, BBQ And Chilli, Hex: Devour Hope). These are just a few. And sometimes, a killer needs to camp simply because it's endgame and if the killer doesn't camp, the survivors can bodyblock after saving allowing everyone to escape.

    Thanks you for your comments @MysticalMagic92

    Blocking the bar drain is a bad design because it's break the gameplay.

    This is why reducing (not stoping) could work.

    Thanks alot for this explanation.

  • @Blueberry said:

    Camping doesn't need to be punished. The majority of killers camp because the game is very unbalanced. Balance the game and camping goes down tremendously. Not to mention the devs regard it as a perfectly fair style of game play.

    On another note, this game is insanely cheap compared to almost any other decent games on the market. The only DLC's you have to actually pay for are licensed ones and that's because they have to pay out to the license holders. ALL of the rest of the DLC's you can very, very easily buy with game time using shards. I've been buying all of my DLC's recently with shards. That's 18k shards for both killer and survivor per DLC and I've still got over 40k shards just sitting here on me. Even the licensed ones that you do have to pay money for are only like 5 bucks..that is cheap as hell. You're talking about the total for all of them added up but not only is A LOT of them buyable through game time as I've mentioned, but that's 3 YEARS worth of content. That is dirt cheap. Calling this game too expensive is quite the entitlement.

    Thanks you for your comments @Blueberry .

    Game balance and gameplay mechanics are two differents things, balance are really based on items / perk most of the time (for dbd).

    Gameplay mechanics can interfere on game balance but balance cannot interfere with gameplay mechanics.

    Balance is a to much complex topic for DBD and i don't want to abord this topic for now.

    I would like to give a chance or opportunity to change or adapt the "camping" killer.

    Give to "camping" killer another goal more interesting.


    To talk about price, DBD is a cheap in development, but not at the cost.

    I would love to pay more for all character, and leave the market place for skin only.

    They are already making lot of money DBD is already funded since long time ago.

    You talk about shards but come on, you need to farm the game really hard to get 1 character, and the time spend to farm this is not free at all.


    They need to think about market option to gain money without prevent user who buy the game, to play the game.

  • @Master said:

    https://forum.deadbydaylight.com/en/discussion/comment/393092#Comment_393092

    Looping isnt either, yet both are part of the game (sadly)

    I agree, but we need gameplay mechanics to reduce those things, Looping is not that 'annoying' there is some little boost for the killer to help catching the looper, window are also block after a certains amont of time (which is great imo)

  • @Kagrenac said:

    This guy is so nice, can we protect him?

    Thanks you for your comments.

    Let's protect him or her ! :3

    @ShirtlessDwight said:

    I like it but we probably won't see any drastic changes. I remember one of the dev camping with a huntress 5 meters near the hook and he called it "patrolling" so if they would implement it then it would be probably set at 1 inch radius

    Thanks you for your comments.

    Yeah we need to trust dev on this, the radius could be large and the ratio of the speed could varie depending on the radius.

    Like, more you are far away, the faster the health drain.

  • Hello @ShrekIsHot ,

    This idear look like this one : https://forum.deadbydaylight.com/en/discussion/54747/dead-by-daylight-3-0

    What do you think ?

  • This post have been temporarily disabled for some reason but it's back ! :)

  • @mcNuggets said:

    https://forum.deadbydaylight.com/en/discussion/comment/392983#Comment_392983

    I just got facecamped.

    Still I believe camping is needed for nearly any killer to win against good teams.

    Thanks you for your comments.

    Camping is not a great gameplay right ?

  • @Master said:

    Camping:

    Solution A has already been tested and was heavily abused by survivors.

    Solution B would be similar to a fusion of overcharge and that clown perk (forgot name lol), would be interesting to see what happens if this would be built in.


    Thanks you for your comments.

    Peasant also say that the survivors abused the mechanic of solution A, do you remember how pls ?

    We need to find the good settings of radius, exception and cooldown, imo.

  • @Shad03 said:

    Rule 1 of Dead by Daylight. If it exists, Survivors AND Killers will find a way to abuse it.

    Rule 2 of Dead by Daylight. Survivors and Killers will ALWAYS find a reason to complain.

    Thanks for your comments.

    First of all this is not a complain, it's a suggestion to a change.

    Change some gameplay to refresh the game.

    Any abuse can be fixed.


    Please consider my suggestion and give me your point of view.

  • @Peasant said:

    I would just like to point out that the "slow down the sacrifice speed while the killer is nearby mechanic" was tested and abused by survivors in one of the first PTBs.

    So don't be surprised if folks hate on it.

    Thanks you for your comments.

    How the survivors abused this mechanic ?

    Well programed, I don't see how you can abuse it.

    Need to find the good radius, exception and cooldown