Boons123
Boons123
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- Boons123
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I don't find it boring, it's fun to see Perks at his fullest level. It's so satisfying and rewarding after all the effort.
Your idea will make this a boring game and there is nothing to gain because everything is ready
What then do you want all the Add-Ons ready and do not need to buy because buying them is boring?
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397728#Comment_3397728
-"As much as i agree that genrush is one of the reason some killers camp and tunnel. "
"I cannot agree that we have to touch both those topics in the same thread."
Since you agree that genrush causes tunneling; do you think gen rush is fine and Tunneling is bad?
-"Just because genrush exists does not means tunneling do not exist."
You missed the forest for the trees. We already established that Gen rushing exists and that causes killers to need to tunnel as a reaction.
If you want tunneling to stop a few things need to happen.
- Killers need some kind of base kit prevention so that they don't lose the gens as quickly as they do now. Base kit deadlock would probably work. Just change the perk by the same name to block gens for an additional 30 seconds.
- Killers need an alternative to tunneling that is more appealing. Tunneling one player out effectively gives their team a -25% debuff to everything because that potential from the team is permanently gone. If hooking a player for the first time (if no one is dead) gives -9% to everything then that is more of a penalty than Tunneling. Most survivors would want to play DBD like that because that would make generators take 122 seconds with four stacks. As a base kit change this would very likely cause Dying Light to become meta. Hooking each survivor once would give you 12+36 = 48% penalty to all actions (how do 133 second generators sound).
People love to say : just punish the killer. Well that's fine and all but the Role of killer needs to be fun AND have a chance where you feel like you can win. If those conditions are not true then the killer might stop playing DBD or switch roles.
It actually hurts the game a lot more if multiple killer mains stop playing killer and instead play survivor (tipping the scale even more).
Of course, I am punished for the mistakes of baby, Bill
What if I am good at a game while my team is bad why should I be punished for their mistakes?
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@Gandor said:
The whilole idea is bad. The moment you make it actively worse to tunnel then not doing anything, that is exactly the moment where the game breaks and survivors will actively try to be tunneled (AKA throw themselves at killer).
The other thing is, that some level of tunneling (the thing that @Archael mentioned for example - and yes, that absolutely is tunneling according to most definitions of everyone) is totally ok and healthy for the game.
Problem is if "hardcore" tunnel is always without thinking best go-to strategy no matter the circumstances (I would argue that's our current situation). For this thing perks are actually fine solution to the problem (same way as reassurance basically solved situation after patch 6.1 where hardcore face-camping was optimal winning strategy that most killers were doing all the time).
So in my eyes the only thing that is needed to fix it is change perks (more perks like new pain res or like grim embrace/no way out that incentivize spreading hooks and making perks like DS matter again - especially against high tier killers - by e.g. draining/disabling the power for like 5s and giving hefty sprint burst to unhooked survivor) and the issue with hardcore tunnel is solved.
I don't think using Perks to combat tunneling is a good idea because some can only be obtained by paying $5 and same with camping.
And this is exploitation
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396461#Comment_3396461
I don't think it can be addressed. Most of fixes would only cause more troubles.
Fact is that current queue times suck for survivors and you want to nerf killers?
Only way to help with tunneling would be to create incentive toward spreading hooks.
BBQ was doing this, but it was nerfed. Right now there is not really a reason hooking new survivor if you have already hooked others. It gives you very little pressure and you risk Deliverance.
It might be good to make an effect by Entity that triggers when you manage to hook all survivors or something like that. Kinda like Grim Embrace (which is bad tho). If you make spreading hooks rewarding, you can counter balance it with longer hook timers to fight camping etc.
Developers currently can't straight nerf killers at this point, because they don't have enough of them. Which is kinda funny to me.
Well can you honestly tell me what is wrong with my idea? (apart from Genrush)
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@Raptorrotas said:
Wait killer cannot do ######### for 60 seconds, not even pick up the survivor that was unhooked in his face, for the vile act of hitting the survivor that he hit and hooked just before? And a generator gets done? It better be the one with the most progress on it....
This is so unbelievably unbalanced survivorsided abuseable bullshit. Survivors call everything tunneling! How the ######### are devs supposed to get a condition coded that'll please the crowd?
You make me laugh with your response, I love it🤣
-(Not mocking you)
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396359#Comment_3396359
Well, the tunnel is an effective strategy, as you will only face 3 survivors, and this makes it much easier to pressure them
This doesn't mean anything code wise.
You need to define what is tunneling so it can be coded as a trigger for your system.
Issue is your defination will be either too vague and can be abused (it will trigger when it's not supposed to) or it will be too strict (can play around to ignore it).
So what is the tunnel from your point of view?
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@Archael said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396359#Comment_3396359
So, if im playing fair, and did not kill anyone before 8h so i streched the game as much as possible and did not removed one person as soon as possible, so i was not tunneling in your definition, and yet survs will get one free generator done because your idea.
Then I was tunneling or not? In one place you say no, in another you say yes.
This is a suggestion to solve the tunneling problem, not Genrush's problem
And I didn't contradict myself, maybe you didn't read it well or I wrote it badly
And let me remind you that not all problems can be fixed at once. I know that my proposal will greatly reduce tunneling, but we haven't talked about the killer side yet.
And I don't know why you're talking that way, as if the game now
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@Archael said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396272#Comment_3396272
No, it is not.
You said "tunnel" i asked You what does tunnel means and provide a situation, and then You turn back. So either You think about words You are saying or not.
Im gonna ask again.
If i hooked 3 survivors 2 times each for total of 6 hooks, and then i hooked last survivor two times in a row do that noone was killed before 8 hooks.
Was i tunneling?
And what should be the algorithm to determine what tunnel is.
You are talking about tunneling, so explain what You have in mind when saying "tunneling".
Well, the tunnel is an effective strategy, as you will only face 3 survivors, and this makes it much easier to pressure them
So the tunnel is focused on one survivor (let's say it's Bill) and trying to get him out as quickly as possible (all this once the survivors save Bill from the hook)
You say that what if all the survivors were on a hook, and Bill was put on a hook until he reached the second stage, but he did not take any Conspicuous Actionsyet, so is this considered a tunnel?
Fortunately there was a system in the PTB where he was known as "The Last Standing" where if he was down it was game over.
It can be used so that the game does not consider that you have tunnel Bill because he is (the last one standing) and you have nothing to do but kill him
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@Archael said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395986#Comment_3395986
This is your idea, so im asking You
Well, the answer is in the other line
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396009#Comment_3396009
Being tunneled into a dead zone?
Maybe don't go into deadzone? Killer is chasing you, you decide where you go. If you went into deadzone, it's on you.
Well, the killer is hook you in the dead zone, and then he back to tunnels you
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You must not have experienced being tunneled into a dead zone
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@[Deleted User] said:
Lets skip the foreplay and have the match start with the exit gates open.
Thus, the problem of genrush and tunnel and camping was solved🤣
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@Archael said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395946#Comment_3395946
So if i could not find one persone through most of the trial, and 3 survs was on hooks 6 times total, and now i have found this 4th survivor, hooked him once, and as soon as i heard he was unhooked, i went for him to hook him 2nd time because hooking anyone else would means killing someone, and i will not let him to do "conspicous action" - i tunneled him?
I'm not a developer to discuss with me, so it's just a suggestion that they might find a solution for
The system may act as the only survivor standing and thus not consider the tunnel
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@Archael said:
https://forums.bhvr.com/dead-by-daylight/discussion/371662/idea-to-make-the-tunnel-more-difficult
How the system can distinguish if this is tunnel or not?
Im sometimes hooking one surv 2 times in a row, bit never kill anyone before 8 hooks, is this tunneling?
until he rises To take "Conspicuous Actions"
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@PowZapBamWoofMeow said:
I don’t get how hard this has been to balance for years.
Theres a game called Project Zomboid where you are forced to equip negative effect perks along with positive effect perks so you can’t just have all positive effects. I like that.
So,
If SWF team, then each SWF player gets some kind of general debuff. If 2-3 SWF and 1-2 solo the SWF still gets a debuff and the solo MAYBE a buff, or not.
If all solo, then they get some kind of buff.
So what kind of debuffs/buffs?
Maybe each SWF takes longer to repair gens, or heal, or both. Something like that. Maybe 2 SWF has to each choose 1 debuff each. 3-4 SWF maybe the same, or maybe 2 debuffs each. Or stick with 1 rebuff each player the first time this is implemented.
And a pure Solo team gets some kind of buff, again could be faster healing , faster gen repair, both, whatever makes SoloQ life a little better, but not OP. Each solo chooses their buff for the entire match.
How hard is it to code this? You detect SWF and solo. Done.
Now the Solo players don’t get steam rolled by killer, and the SWF’s don’t steamroll killer.
Seems easy to me.
Why would you want to punish players for playing with their friends?
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@jmoyano92 said:
Noed is currently a waste of a perk slot.
I'm tired of facing 2 to 3 adrenalines in all my games. Noed was it's direct counter, but this perk is terrible nowadays to such an extent that it only guarantees a down and one hook stage because of how easy it is to remove.
Not only that, but after the HUD icon buff to Solo Q, survivors can see now the progress of the last gen (another huge indirect buff to adrenaline btw), so when the last gen pops the gates are opened instantly, greatly reducing any endgame chance for the killer.
Adrenaline is meta (it is used both in low mmr by Megheads and high mmr by already good loopers to make sure they get away) so it needs a decent strong killer perk to counter it.
-Adrenaline benefits:
heals you 1 health state, gives you Sprint Burst, makes you stealthy during endgame if you were injured (no more grunts of pain nor pools of blood), allows you to go rescue a teammate during endgame (because you're not injured) and on top of that it encourages gen rush since survivors with adrenaline don't waste time healing. They can also finish the last gen in your face without repercussions.
-Noed benefits:
-It guarantees you to down a survivor, 2 max if you slug, and one hook stage on average (sometimes not even that). After doing this, the perk is usually disabled, so with a bit of teamwork plus the basekit BT all survivors can safely escape even against a killer using noed.
Meanwhile, survivors can have 4 adrenalines vs 1 noed per game (I mean nothing, that's how bad this perk is, only facecampers at 5 gens use it)
So could you bhvr, please buff this useless perk to do it's only job, which is counter adrenaline? thx.
Because right now they cleanse it so fast (in less than 30s) that it's not even good for that.
Adrenaline rewards survivors for completing their mission and for their perseverance until the end of the game
And while rewarding the killer for failing to prevent the survivors from repairing all the generators
I think Noed has the worst design in the entire game
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390588#Comment_3390588
I had an idea for a perk that reduces footstep sound by 25%. Reduced breathing sound is a perk and the perk is called Iron will however the perk only works when injured for balance reasons.
Footstep sounds and blood-marks are reason why boon:shadow step is not a very good perk and in my opinion is worse boon perk in the game. At the same time, buffing it could potentially give game-breaking stealth ability. I think large reason why the game has heavy restrictions on stealth perks is because the killer losing the survivor in the chase is highest reward in the game. It goes past endurance perks or anything else in the game because killer cannot eliminate survivors if he cannot find them. Stalling a chase through looping is one thing, but escaping a killer entirely is exponentially more powerful then anything else for survivor
For that reason, stealth has to be balanced in such a way that you need to commit all 4 perks to balance its effectiveness.
Well, it's not a guarantee of escaping a killer completely, and all Perks that hide scratch marks have positive and negative aspects and cannot be abused
Some perks have requirements to be activated and I don't think reducing the normal breathing sound (not pain grunts) by 25% would be as powerful in chase as it improves stealth style more than chase style
Developers can adopt and modify this idea (I just suggested it)
Point clarification: All of these suggestions only occur if the scratch marks are masked using these Perks
Thank you. I really enjoy these discussions, which are free from bigotry and hate
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390542#Comment_3390542
Right, what I mean is each of those perks have a purpose Parental Guidance can get you out of a chase if you hit the Killer with a pallet. And while it would certainly be a buff to slap on 50% to 75% scratchmark reductions and 25% breathing sound, it would not speak to the purpose of the perk. Thats my point.
I understood you, but my idea does not make this perks OP, but more useful, because its goal is to waste the killer, and whether you are far or close to him, it enhances the style of stealth, and this is part of his game, and I see that loud running sounds and loud rhythmic breathing sounds like (Jeff, David, Meg, and others) do not help these perks
Point correction:I mean the reduction of running sounds between 50% and 75% and not gradually like (overcharge)
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@Emeal said:
I think the point of Scratch mark perks if to prevent the Killer finding your position from long range, if you are running around and the killer is close enough to hear you. You are either in a chase or should be. These perks does not mean you should make no attempts at hiding yourself, its just the scratchmarks.
I don't think so because (Parental Guidance) is used while being chased
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@Technature said:
The person being affected by someone else's perk should see the perk's picture alongside any perks they may be being affected by positively or negatively (I'm not saying it does or it doesn't, but it should pop up either way).
The person providing the perk should have a visual indicator similar to Spine Chill so you can more accurately figure out if you need to be closer to the person or not. There's no reason it should be affecting more than one person, so I don't see why the perk doesn't do it already.
Good idea, you'll know if you're about to go out of range or not, but especially in indoor maps, you might not know where the user/patron has gone. You will keep running in all directions to see where he has gone
The idea of making the survivors look like a semi-halo is aimed at distinguishing who is under the influence (such as three Dwights with the same skins), and this will prevent losing the effects by mistake.
Finally, the visual range: its goal is to know the limits of distance, and this will also reduce the possibility of missing effects by mistake
If they do that it will be interesting and also in line with the Types of the Perks that have visual effects
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@Kagari_Leha said:
Teamwork perks don't make sense to me, they don't add any type of mechanic (unlike hex, boon, scourge) and there were already perks that did the same job (blood pact), and on a thematic level there are other perks that also have that same dynamic (prove thyself) and they don't get included as a pass in the category.
So I just don't get it, why is it a new perk archetype ?
Teamwork perks affect all survivors themselves and not on a specific survivor
You can use it as desired and easily
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@Kagari_Leha said:
Teamwork perks don't make sense to me, they don't add any type of mechanic (unlike hex, boon, scourge) and there were already perks that did the same job (blood pact), and on a thematic level there are other perks that also have that same dynamic (prove thyself) and they don't get included as a pass in the category.
So I just don't get it, why is it a new perk archetype ?
(prove thyself-leader - and others) All of them speed up the process and not on the survivors themselves
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@Kagari_Leha said:
Teamwork perks don't make sense to me, they don't add any type of mechanic (unlike hex, boon, scourge) and there were already perks that did the same job (blood pact), and on a thematic level there are other perks that also have that same dynamic (prove thyself) and they don't get included as a pass in the category.
So I just don't get it, why is it a new perk archetype ?
blood pact Only affect the obsessive which can be bad and depend on obsession a lot (like baby Bill)
If the obsession dies and there is no way to change the obsession (perk useless)
If you become obsessed (perk useless)