Boons123
Boons123
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- Boons123
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Just put them on another hook
And then you can camp the generator
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I don't understand what you want exactly
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Wdym by online games: a game with public matches or a cooperative gameplay?
all of them
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- the killer still sees the auras of other survivors, and you rarely see all survivors using them in the same match and if you are an experienced player, you do not need these perks in most cases
-The effect of (Broken) occurs in certain circumstances, and as for Plague and Legion, healing may benefit you at times
-This can be avoided if you know what to do and when to do it
All of the above written require some skill and can be encountered
But in the vast majority of your match the killer will hit you and then you receive the (Haemorrhage) effect and It does not require much skill
Some add-ons can give Survivor this effect
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We'll see that at PTB
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Gasoline need NERF!!!!
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@robrob909 said:
Love how you conveniently left out the multiple new edge Map pallets 🤣 map offerings shouldn't exist. Survivors use survivor maps killers use killer maps. Do away with it already
However, the game may send you to those maps
So you didn't solve the problem, you just made things worse
And I've never seen someone think that once the offerings are removed the pallets will disappear and the maps will finally be balanced
Fix maps? "No"
Remove offerings and hope the game doesn't send them there :" Yes"
This is the worst solution, and I can't imagine even the worst game companies doing this
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431091#Comment_3431091
Haddonfield is still survivor sided- what are you on?
The Blood lodge rework actually makes the map more fair to killer. That map was almost impossible to win before vs efficient players.
https://forums.bhvr.com/dead-by-daylight/discussion/375921/maps-offerings
-"the developers are already fixing the maps regardless of the duration"
Most of the reworks make maps worse not better; perfect examples of this are Gas Heaven and Garden of Joy. Why are these maps a problem?
Well first let's talk about what maps a map fair.
- A fair map is approximately 9000m² (preferably under that size). Why does that matter? When it takes killers 15 seconds to walk somewhere just to begin to do anything it kills any pressure you could put on the survivors.
- Fair maps have multiple possible positions for "3 gens". When you look at a map like dead dog saloon you realize that there is basically one really strong three gen and once you break it the killer is in deep trouble. Garden of Joy has a "U" shaped generator distribution and generally speaking there are no three gen locations.
- Fair maps have limited "tile chaining". One of the things that makes many of the farm maps gross is that you have tiles that a survivor can chain together. When a survivor can efficiently move from tile to tile without using resources it breaks the game. All the while they have the "threat" of using a pallet. When you look at the coal tower map it is usually a big offender with the ability to chain tiles together. Another absusive map with tile chaining is the middle of the Suffocation Pit where there are many linked walls and pallets.
- Fair maps have very limited numbers of "god" pallets. So when we look at "the game" map it's pretty clear that this tileset is unfair to older M1 killers. A survivor can just loop a pallet over and over until you break them. If you do not then the chase is effectively over. When you look at some of the most survivor sided maps (like Garden of Joy and the Farm maps) you will see that almost all the pallets are god pallets. Once upon a time we had "unsafe" pallets that were incredibly hard to use and very risky because they were on such a short loop that the killer could go around the pallet and hit you easily. These were almost entirely removed from the game a few years ago and that might be "ok" if we had basically done the same with god pallets.
- Fair maps have a main building that isn' t an automatic huge waste of time. Some massive offenders here are Garden of Joy and Badham. These are perfect examples of how not to design a map.
What's an example of a fair map?
The only fair map left in the game is : Wreckers Yard. It checks all the boxes for "is this map fair". Although it was discontinued the Stranger things map (Hawkins National Labratory) was also a fair map.
What are honorable mentions for a fair map?
Father Campbell's chapel used to be a fair map but they changed it recently so that it is not a fair map. Why is it a problem? They essentially removed the most viable three gen location (so there are no longer multiple options). This map can be problematic with RNG where one game it is fine and the next it gives survivors a near infinite which breaks the "fair main building" rule.
Rancid Abattoir can be a fair map but isn't always fair. What? Sometimes the gens are in a pretty fair spot where you have multiple three gens and some times they are not (because RNG is a thing). This map can spawn with "extra" pallets and when it does it is unfair to the older M1 killers. This is a perfect example of how to design a fair breakable wall. You break the wall and the loop on the main building becomes nearly worthless.
The Grim Pantry is almost a fair map. You will notice that it is way too large (almost 11,000m²). If you cut off the 32m* 64m extension on the back of the map then this would very likely be a fair map.
Most of the reworks make maps worse not better; perfect examples of this are Gas Heaven and Garden of Joy
No, it has become more fair , and that wall of cars no longer exists
Do you have a problem differentiating between "add a map" and "rework maps"?
Garden of Joy has not been rework before
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@Sava18 said:
"the devs are already fixing the maps"
lmao
Speed running your post being disregarded. The last 2 maps and every rework but haddonfield has been survivor sided.
What about Autohaven
You obviously thought of the quickest way to laugh before you thought of saying something useful
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/375657/clear-escapes
because this endless emptiness is there literally
a map is just a small piece of land that an entity has created
Same thing when they escape through the gates
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Comments here oppose this idea, but in my opinion, I liked it
Why am I forced to play against a killer I hate?
I'm tired of seeing legion and spirit in every match
And when you see the "behavior" more killers have been banned, they're sure to look back at it
All the comments here are about, "No, no, I can't play Blight anymore."
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@CorvusCorax86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3429189#Comment_3429189
The purpose of the game is to ensure communication is minimal. This also adds to the horror aspect - the unknown can be terrifying. There is a reason for the 2 main gestures. I think it's fine as is.
But this will add more coordination in a team rather than not saving thinking the other one is going to save
In the mobile version, they did that, and you can also tell them that the killer is camping, and you can ask for help to save that survivor
So two hand signals are not enough to fill the gap at all and they are very limited
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additional suggestion:
Add ready chat messages such as (focus on repairing generators) or (follow me)
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@MrPeanutbutter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3429189#Comment_3429189
I imagine that people who want to be annoying would just spam those messages all game long and quickly make the game miserable to play
In the mobile version, they have something like this, and also to prevent sending 20 messages in one second, they set a 10-second cooldown.
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I suggest that instead of creating a voice chat, we create ready-made messages such as (focus on repairing generators) or (follow me) and so on
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What about the basement?
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Thank that person who said, "Once kill DH, they will be complaining about other exhaustion perks" just a matter of time and he had a far sight and never lied
You just want to stir up controversy and don't care about the consequences of such suggestions
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3426242#Comment_3426242
To sum it up:
-survivor needs to disarm dron -> get claw trap for 45 seconds
-next dron disarmed by this survivor is going to be hacked instead -> it would give bonus to gen repair etc.
-skull merchant can get it with her power, but get CD (probably same as when she activates a drone)
-hacked drone would be displayed to both sides (probably)
-so whenever this happen, skull merchant will get it back asap. So not really any bonus action speed from this.
-she gets CD, but she has her drone unlike claw trap, where she can't use it at all.
Claw trap changes are already doing what you are trying, but it's just more simpler and better for both sides.
It gives bonus to merchant in chase, but she can't use that drone for 45 seconds.
She is nowhere near as good at holding 3-gen like before. She used to have only 10 seconds cooldown, claw traps were recharged, you had to disarm it twice and mainly CoB build was really good.
I don't know how you see it no longer adopting the "3 gens" strategy, even the developers said to "make it more difficult" and not completely prevent it
You may deal with this matter quickly
But for me, because there is no real communication and good coordination, the results are bad
If you remove one drone, it can easily replace it with a fourth drone
Its movement speed increases and it can stall the match for as long as possible
And then you lose all the pallets in that area
Then we all down and the game ends
@ReikoMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427522#Comment_3427522
If the survivors are going to gain control of the drone from their side it needs to be for a length of time that makes it worth engaging with. Say about a minimum of 10 seconds, not so long to be super punishing to Merchant but long enough to give tangible immediate value. I would say rather than give her button to reset the drones let the drones reset themselves, but for each drone out of her control her TR gets smaller and her lunges or movement speeds increase proportionally. In this way the threat of her stealth and striking potential personally increases to show her exerting more personal effort. In this way both sides gain from playing tug of war with the drones and it gives a bit of push/pull counterplay while keeping things fun. You take the drones and get a buff, but she also becomes much more aggressive.
This would probably require some changes to how drones function so they are less stationary gatekeepers and more of an omnipresent threat it is in survivors best interest to deal with rather than just ignore if placed anywhere other than objective points.
Another idea I have played with in my head is condensing the drones from 4 to 2 but each drone would be specialized for a certain task. One drone could be specialized towards tracking and emit a pulse that gives aura reading or killer instinct across a wide area at fixed intervals. While the other drone is specialized towards single target harassment and be thrown at a survivor to follow and inflict with debuff like oblivious. We drop exposed and lock ons from her kit and replace the open space with chase power similar killers like Legion, Wesker, Demo, or Billy. She's still a tracking killer, but now rather than being ultra territorial she's incentivized to play proactively rather than defensively.
See, our friend made up for it
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427574#Comment_3427574
What a mad layer cake. Have to pray the obsession knows about the perk, have to pray they give a crap, have to literally go down for it to matter if the killers already at high stacks, has to not be killer that can just m2 to keep stacks, and after all that theyll prolly still camp in endgame and guarantee a kill...
I was obsession
I agree with you, some killers are impossible to force him to lose tokens
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427445#Comment_3427445
Thing is your requirement is nothing new. It's a thing survivors need to do anyway.
When skull merchant can go there and get it back, it simply means she is not allowed to leave the area. Your change is forcing her to 3-gen. If I leave and they hack it, then I have nothing to do about it, I have to walk across the whole map to get my drone, that's so bad. So when they can hack my drone, I can't leave that area. I have to stay around, so they won't get bonus from it.
I like to play in a way to use drones as slowdown, whenever I find survivor on gen, I use drone and I chase. This playstyle is probably what most survivors would prefer, but it would be punished by your change way more than 3-gen strategy. If you stay in my 3-gen whole game, I don't care you hack my drone, because I will get it in 5 seconds back. That's actually better for me than claw trap. But if I want to leave and chase, then it's terrible for me.
I have nothing to do about it, I have to walk across the whole map to get my drone
Are you nervously reading what I write?
I did not say that she needed to go by herself and leave the area to return the drone for her own benefit
Simply, she can return it using the radar device with just one click of a button, and the survivors have to do it again to count the drone in their favor.
And then a cooldown to that button, not all of her power
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Yes, and I stay all day waiting for the game to send me my favorite map
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Honestly, even when I knew the killer had this perk, I tried to force him to beat me to lose tokens (was demogorgon)
But every time I try he use power or ignores me
Even when he was carrying the survivor on his shoulder I came to try to make him lose the tokens
He drop the survivor and uses his power to knock me out
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To this day, I see no justification for making you slow down your cleansing totem and chest opening by 30%.
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@ReikoMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427445#Comment_3427445
So your overall plan is to have it so that survivors can steal her drones to get a set of buffs that are better than what she actually gets for having them in the first place.
The time it takes to disarm is drone is minimal so she's not really gaining any time advantage. She's losing access to her meager stealth and I'm gonna assume her haste buff from survivors being claw trapped.(This i'm not sure on as you've not really accounted for it in your posts)
Yet, she can just take the drones back with a button press which makes her power go on cooldown. So what does she actually benefit from? She's not really wasting survivors' time, her drones are more useful to survivors than herself and even then she can just take it back super easily at the cost of putting her power on cooldown. So she only gets hurt by this with no discernible benefits and you've still not addressed the issue because as much people tear their hair out over guarding gens with drones people refuse to interact with her power unless they are blocking the objective. People more often than not are drawing the games out because they just won't do the gens at risk. Which is the way you break her 3 gen strat, just push the gen at increased risk because once you pop one of them she can't do anything about.
Your idea unless I'm missing something from your posts don't make people more willing to engage with her power generally and it punishes her for using her power freely because she's not going to want to put out more than a single drone since they are better for survivors than her. You've given her nothing to either make her power useful in chases or make her just better in chase situations. Like almost no one wants to play a hyper territorial average m1 killer who ultimately has nothing interesting to do in a chase. I love Skull Merchant until I have to actually chase someone because it's boring cause my power doesn't matter then and just makes my chases longer for no benefit. I'm not in control of my haste effect, survivors are and if I don't put drones near gens they won't take a claw trap.
I didn't mean to put all of her power into a cooldown , but rather the button that allows her to return the drones to her favour
You pointed out that the survivors benefit from the drones more than the killer
With that in mind and assuming my idea is implemented, what are your ideas for making up for it?
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427282#Comment_3427282
I already know where they are with current system. It doesn't bring anything good for merchant.
Well that's your opinion
But do you understand that what is required to convert the drone in favor of the survivors requires the same survivor to penetrate the first drone and then turn the drone in his favor? That is, other survivors cannot turn the drone in their favor unless they all hack the first drone
Uh, right, after turning the drone in their favor, the survivors need to hack at least one drone to turn the other drone in their favor, and so on.
Or you think something else?
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3426338#Comment_3426338
No matter how she uses her drones, survivors will be able to get this.
I can use this on loops, random gens, they will be able to disarm them twice.
It's like if I disarm second trap of trapper, I can ignore it but he will get trapped while walking over it. It doesn't make sense.
It would seem in theory that it would make the killer too weak
But realistically, it may be beneficial for you if the survivors try to turn the drone in their favor, and then you turn it back in your favor, wasting their time.
Moreover, you know where they are and you earn (haste) status.
It's like when you read the description of "Mettle of Man" and think the requirements are plain and simple
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I believe that after the survivor gets the knives Damage , the game doesn't count any other knife that hits the survivor that has been hit for (1 - 0.5) seconds.
All this only if the survivor loses one health States
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@Heytherebigguy said:
It's hard to explain cause it depends on the specific positioning on a certain loop, I can try to explain if u want but it can be confusing as hell, if u want let me know.
Well write as long as you can
You will be the first person to do so :)
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I have edited what I wrote to make it more clear
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We are waiting for new updates for new chapters and maps and when we get the update "Hitbox is not fixed - add new bugs - Feng and Meg skins"
-Dead by daylight mobile
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@Emeal said:
How about we don't destroy a perfectly good Killer that is enjoyed by many because you are mad about the Camping?
Bubba is clearly good at Camping, his power makes unsafe saves into disasters for Survivors, Yes, so instead of nerfing Bubba, how about we make sure Survivors understand what they can and cannot do. This is actually the only reason the Bubba can successfully facecamp, = Survivors who dont know what they can get away with and not.
Any Bubba who knows how to play, You cant do a save next to them, so you would think Survivors would stop trying. But they don't.
The most effective way to de-incentivize the camping is Survivors learning to not try the bad strategies against a Bubba.
Just do gens, Use reassurance and the face-camped Survivor needs to take it on the chin for the team.
But what happens is 1 to 2 Survivors will sit in a Bush waiting for Bubba
Survivors wont use Reassurance, cause "come on I need Unbreakable instead lol"
and the Face-camped Survivor will self sacrifice themselves as fast as possible because they don't care to counter play.
This is why we always get anti-camp suggestions on these forums, cause people cant be bothered to take it seriously and fight it.
That isnt the Killer's fault or bHVR's design of the Killer fault tho, that's all working as intended.
If all survivors suddenly stopped wanting to get chased and just didnt move, that would not be reason to nerf Killers. That is what is happening, its Survivors who cant be asked to counterplay it. Its like some people have it in their mind that tunneling and camping should not be able to exist and they need bHVR to step in and play the game for them. To this, I say No Thanks man.
It's been 6 years and more and the survivors haven't learned that yet
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I'd like to include some additional effects because I'm not using any (Exhaustion) perks
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Considering that the game is about to be 7 years old
They haven't fixed this yet
So I think that the developers deliberately did this because it is one of the main reasons for buying Leatherface
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3426242#Comment_3426242
Why would you punish killer for using their power?
Her 3-gen is nowhere near strong as before. CoB build make it kinda broken. It's not really an issue anymore.
I enjoy playing her and you don't need to hold 3-gen to win the game.
Your fix simply doesn't make sense. Survivors are there -> I use my drone. They keep going there and I get punished for it?
Read carefully, I said (the drone was hacked for the second time), in other words the survivor needs to remove the first drone and then get the trap claw (45 seconds) and then penetrate the second drone and turn it into his favor
Why punish? The legion punishes if he misses his hit, Victor punishes if he misses an attack, the knight punishes if the survivor captures the flag, the nightmare punishes if the survivor was awake, the trapper punishes if the survivor closed the traps, and others
This suggestion punishes the skull Merchant for adopting a strategy (3 gens), and this is because the drones are close to each other and can be easily transformed in favor of the survivors.
The Skull Merchant is still able to turn the drone in her favor with the press of a button and with a cooldown period.
But if the drones are close to each other, multiple Survivors can turn the drones in their favor (such as 4 drones in favor of the survivors) and if the killer returns a drone, the cooldown prevents her from quickly turning them back in her favor.
In short, drones are a double-edged sword
Your playing well does not mean that others will not use the "3 gens" strategy and procrastinate the match for as long as possible.
Dude, it just stalls the game for a long, boring time (35-40 minutes) back and forth.
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I have an idea to prevent her from using the "3 Gens" strategy.
The survivor who hacks the drone for the second time can turn the drone in his favor
There will be a "reverse lock" which is activated after the survivor has been within range of the drone for 15 seconds
Increases the speed of basic actions (generators - heal - rescue) and not secondary
The Skull Merchant can return the Drone in her favor using the Radar and she will receive a short cooldown
This helps the survivors break the "3 gens" strategy and punishes the skull merchant
I don't have any ideas to make it better and more fun but I came up with this idea
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If necessary, I hope it's 5 s
Nobody likes to let you down once you've been rescued
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425105#Comment_3425105
Who cares? there is countless powers that is similar to someone, how many ranged killers, how many acceleration killers, how many trapping killers, how many teleport killers...
Yes, it's the same thing, but the method is different
But drones work in the same way as guards, so there is no reason to buy either
This is indicative of the bankruptcy of ideas among developers If they apply this is part of the idea
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425205#Comment_3425205
Nah, it's still the same perk really, just not uncounterable anymore
If you fail then you down but if the killer hits you then your speed increases and you will not down ( Where is the logic? )
Also, the killer knows that I use (Dead hard) so there is no need to hit me and just wait until I use it and then carry me directly.
If I failed to use it against long-range killers, I would also down
I can't wait to see one of my team down after successfully dodging The Blight only because he used Dead Hard, but the killer couldn't hit him.
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I see that (Dead hard) with this proposal will be as doomed as the last time they reworked (Mettle of Man)
This is what I call "perks that does more harm to you and your team than good."
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@MarylinMonhoe said:
Her drones should chase the survivors if they spot them. Also, a drone chased survivor could try to hack it, but should he failed, the drone would explode and injure/down the hacker.
But this is very similar to the power of a knight
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@Ecstasy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3424497#Comment_3424497
And, uh, did you really read that? Because even with you isolating (one of two opposing) hypotheticals there as the sole context, your whole post is devoted to proving to the very conclusion directly stated ("it'd be a shitshow"). The bigger burst though: you argued it byway of these "we assume blah blah blah...." factors that weren't even present--let alone assumptions--before topping it with a thinly veiled insult to unseat "their position" entirely on a grounds of "just mad cuz they loose"
C'mon. You clearly didn't read the thread and just spewed some canned response you've got on deck to positions and personalities (and flaws) you just presume. That's an exercise in propaganda, not discussion.
That's bad enough since forums are useless when posters aren't engaging in good faith attempts to at least understand each others positions and evaluating (and reevaluating their own) in an ongoing process--but don't go putting this on them.
Don't double down man. Own your mistakes to improve upon them.
Oh how blind I am
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@WeakestNurseMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3424366#Comment_3424366
Can you read the post?
"However, imagine if instead, SWF got regression penalties when with a party, and killers got buffs when survivors were partied up.
For lack of better terms, it would be a f***ing s***show.
Weaker teams would be unable to keep up, stronger teams would struggle to 2E's, weaker killers would become strong, and stronger killers would be unstoppable, it would be ridiculous."
If you mean something else, clarify that
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423410#Comment_3423410
it just wouldn’t make it more fun. And as I said for lower spec pcs/consoles, it might just be not more skillful but outright impossible. In your OP you talked about fun not skill.
also, there are literally killer perks doing what you are asking for..
Yes, skill is fun. If the chases do not need skill, then the chase is boring
If we want to make generators more skill-intensive, some of the perks must be changed
Figures and suggestions I use as examples and as an illustration as well
Because I don't know how to make it suitable for all platforms (consoles and PC)
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@ImHexyAndINoed said:
If you really want Arabian representation in the game all you need to do is convince bhvr that it will make them lots of money!
Good luck broski
No, no one convinced "Behavior" to make two Japanese chapters. Instead, they knew they had an audience out there, and wanted more variety between the characters, so they made the two chapters, and same with the "All-Kill" chapter.
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@09SHARKBOSS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422892#Comment_3422892
no just dont- killer main
Strange this is in favor of the killer
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422955#Comment_3422955
Sounds like something you don’t want to play on the Switch or on last gen consoles in general. And not really any more interesting than what we already have..
The goal is to make repairing generators require some skill in timing and focus instead of skill checks that only require 1% of your focus and are also very easy to master.
The speed of the scans can be made to change abruptly as the generator repair progresses, Like making it move at a normal speed and in the middle of the road it moves faster by 75%, which requires higher concentration
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422922#Comment_3422922
Eh. Not sure. I never created this concept with actual implementation and synergies with current designs in mind. Just something i would think would go a little bit away from this whole sitting in one place as surv which gets boring while it still is needed for gen patrolling and actually have spots of interest.
not sure if there would be something actually making gen repairs interesting while not changing core designs?
I think that the more advanced the generators are repaired, the faster the skill checks will be and become smaller and the alert will be delayed
For every 25% progress in repairing the generator, a unique and difficult skill check will come (I have no thoughts about this unique skill check, but it is unique and unparalleled)
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@Mooks said:
I like the idea to have to search for parts in order to be able to repair gens. But not in the sense of having to find one single item and bring it to the gen like gas, but instead having to find metal scraps scattered around the map , and you got a little bar that fills up when collecting the scraps. As long as the bar is not empty, you can repair gens.
to not make it too tedious, a regressing gen would lose the required scraps directly next to it so in order to re repair it, you don’t have to collect everything anew.
So developers will need to rework a lot of perks