ChrissyG88
ChrissyG88
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- Username
- ChrissyG88
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Comments
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Well, considering South Asians (India/Pakistan/etc) take up 25% of the world population, I think there should be more South Asian characters, as Haddie is the only one. I think this should be prioritized of Afro-centric characters, as there are already 4 (though I'd still like to see more African-based characters).
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@AmpersandUnderscore said:
The disincentive to tunneling does literally nothing here. Even with a 10% bonus to many actions, the lack of an entire survivor cuts efficiency by far, far more than this bonus.
The main problem with tunneling has nothing to do with repair or action speed, it's about action economy. With 4 survivors, you should have one on hook, one in chase, and one going for unhook, if you're pressuring correctly. That leaves one survivor on gens.
If you tunnel one out, this removes the survivor on gens and leaves no gen progress being completed, since the roles of 'hooked', 'chased' and 'going for save' are literally mandatory for survivors.
Tunneling one survivor out can mean the difference between *any* gen progress, and *no* gen progress, which is why it's so efficient. And it's also why this solution wouldn't change a single thing about tunneling.
Thanks for your comment. Well, if the devs took my suggestion seriously, they will have a better calculation of what the number %s should be to make it to be effective and balanced. The numbers I mentioned were mostly without too much thought; it was the general idea I wanted to put across.
But also, it wouldn't just be a 10% bonus, but a 15% bonus, if you also factor in the loss of the 5% penalty for the survivors should the killer decide to tunnel anyway.
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@Coffeecrashing said:
Part 2 is absolute garbage, because some survivors like to excessively hide, and aren't worth the effort to find them, while there are other survivors that are much easier to find.
SWFs could just make sure there would be 1 survivor that's excessively hiding, or excessively protected, to make sure the killer never gets part 2 happening. Solo q could just have 1 player with perks like Distortion + Calm Spirit, that is excessively hiding and pre-leaving generators.
Thanks for the comment. In the earlier comments, some have suggested that the 4th survivor's aura is revealed to the killer until they are also hooked, which will prevent hiding/etc. I've updated my original post just now to reflect this.
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Hi, hope you make some cool UK contacts in the DBD community. I don't have discord myself, but I enjoy SoloQ anyway!
FYI, if you weren't looking for romantic suggestions, you could probably have abstained from letting everyone know you're a girl with your post, as it's rather unnecessary.
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@EmpireCity830 said:
It might work. But i feel like killers have to tunnel cause survivors are too damn efficient. Doing gens is boring and I think most players have gotten better at looping over the last 2 years. Most games that I play on both sides get to end game. Whether I'm playing the strongest killer or the weakest. Even when I put a lot of pressure on a team they still can get through 4-5 gens.
At some point the survivor objective needs to be changed into something else or they need to be given additional tasks to escape. But first maps need to be reworked so all of them are balanced. Then killers need to be buffed/nerfed.
How long that will take is anybody's guess. I wish BHVR would take a year to focus on just rebalancing the game instead of making new content every few months.
Until that happens we are stuck with the current meta of tunneling/slugging and gen rushing.
I 100% agree that killers have to tunnel due to survivor efficiency, which is what my suggestions purely revolve around. At the moment, tunnelling make the game less fun, and anti-tunnelling makes it too difficult for the killer. SO my suggestions were to balance that out a little bit.
I also agree with you that there are plenty of other elements of the game that need reworking, including maps/perks/killers/etc.
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@Marc_go_solo said:
It's a bit like what Grim Embrace was trying to achieve. Although the reward was a bit meagre, there's no reason for other perks to follow in a similar vein for high rewards for spreading the hooks. So having some reward for playing in such a way should be rewarded.
The only thing I'd say is punishing a player for doing their role isn't a fair idea, so disincentivising a playstyle with substantial boosts for the other players will only ever end in resentment and people leaving. Rewarding is the way to go.
Yeah, that's fair enough. Whilst part 1 of my suggestion was a punishment to the killer, I think part 2 of my suggestion was an incentivization.
I'm a killer main and tunnelling is meta. Whilst there will always be meta strategies, if the meta is not seen as fun, I believe the meta should be changed, including punishing those who make the game less fun. Just my opinion.
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@solarjin1 said:
i forgot to say but after hooking 3 different survivors the last one aura should be reveal. Otherwise people will start hiding the last survivor as a tactic.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587990#Comment_3587990
100%
Yeah, I like it. It would also prevent those random SoloQ survivors from just crawling around the edge of the map hiding all the time.
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@Xernoton said:
I'm not against this suggestion but I'd rather they don't play around with Haste. Movement speed is finicky that way. There is a reason that some killers are 5% slower than others and MfT is considered overpowered.
They could turn up the other numbers, or maybe even add something to help the killer find whoever they haven't hooked or hooked twice yet to incentivise going for more hooks and a higher bonus to healing and repairing could also be used to compensate for tunneling.
Yeah, I probably agree with the comments about movement speed. I also like your idea about making the aura of the last unhooked survivor being visible as soon as the 3rd survivor has been hooked.
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They should remove the ability for more than 1 blink. A one-blink nurse would still be very strong but obviously makes the game more balanced. The could even reduce/remove her fatigue.
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For me it's Spirit. Even after the nerf I always struggle against her.
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I agree, visionary is completely useless right now. I think the perk as whole needs to change rather than simply buffing it.
My suggestion for visionary:
Whenever a killer comes within 16 metres of an incomplete generator, the killer's aura is visible to the survivor with visionary for 5 seconds with a 120/90/60 second cooldown. If the survivor has blindness status effect during the cooldown, then the cooldown timer is paused.
It would be fairly useful at best without being OP at all, but at least it wouldn't be as completely useless as it currently is. It would be a similar effect as the perk Alert.