Cymer
Cymer
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To all those who thinks NOED, Ranchor, Haunted Grounds are the equal to DS, check out my previous post and inform yourself first. Those perks only active at the end of the game or when the survivors chose to trigger them.
If you want to understand DS, just think of a perk, that lets the killer start the match with everyone exposed. Yes instadown from the start. Would you consider this as fair and balance with no counterplay? No totems to cleanse nothing? Just his first hit instadowns you. If you are lucky you can get away with a DS, flashlight safe or enough bodyblock. Such a perk would be the mechanical equivalent of DS, just for killers.
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@AlwaysInAGoodShape brought it on the point in his post https://forum.deadbydaylight.com/en/discussion/34870/solution-to-the-death-efficiency-problem-solving-the-games-biggest-issue#latest
As the game is right now, the first kill/down is crucial for the victory of the killer.
DS simply denies and undo all his/her effort with a single button press with no counterplay and can lose you the entire game.
NOED is nothing nearly that powerful as DS is, regarding on the impact on the game.
If you are really invested and interested in DBD go read his elaborate post, think again about how DS works and impacts the game and come back and post your opinion. -
They don't have to play the game, at least not to the extent we play it.
They have their vision of the game and at it's base it resonates with something in us.
If they would play the game, they would understand it better, what would help them approach obstacles within the game from a different point of view.
Thanks to amazing people like @not_Queen who collects and rephrase our complains, wishes and suggestion into a constructive message for the devs, like a interpreter, the game progress into a better future. The more they listen/have great community managers like @not_Queen and @Patricia our voice will get heard. Even the devs themselves are on this forum and try to learn from us directly like @Janick.
The problem is, the most of us fail to communicate in a constructive and reinforcing way, so after reading "toxic" and negative comments and topic about your beloved game over and over again you just give up, to protect yourself. DBD is like the child of BHVR and seeing it being bullied just hurts them.
@not_Queen understands that we as a community love the game and because we are so emotionally invested we sometimes fail to hit the right tone within our posts and comments. But this love and passion is why she describes us as an amazing community.
At this point, thank you to all the devs and supportive managers of BHVR!
Communication is everything. The more insight and clarity we have, the more we understand each other and can help each other.
Wish you all a great day and happy gaming! -
Wow you have done an amazing job!
I just wrote a similar but far less elaborated comment in: "Survivor gameplay is terribly unappealing right now"
I think here it would fit even better and add to the discussion:Cymer said:The problem is the core idea of the game. The game itself is a progress bar simulator. As a survivor you need to complete the progress bar of 5 generators and 1 gate to walk away and win the game.
Alternative you can complete 2 generators, hide and stay alive until the end and jump through the hatch.
Or if you got yourself a key you can take the hatch as soon as it spawns. (Gens done equal survivors +1)
The killer tries to disrupt you and take you out of the game. Disrupting you not really wins him/her the game, only downing and take you out will.
Saddly hooking isn't the fastest way, slugging is, if you don't run Unbreakable/No Mither/Tenacity.
Tunneling and camping secures a kill and with each survivor down/sacrificed the game become totally different.
4 survivors the killer has no chance if they are on the same skill level.
3 survivors is where his/her impact can be felt real hard.
2 survivors, it's basically game over.
You even slug one to chase the other, so there spawns no hatch.
Chasing is the "fun"/interactive part for the survivor, but for a killer it's a waste of time. If a killer cannot down you asap, he/she should look for easier victims.
Here lies the inherit issue of the game.
Chase is the fun part, but it's not rewarding.
Well for a survivors team it is, because they know, that the killer is occupied with one runner, but for the killer a chase has only downsides.
Solution: make the chase more meaningful.
Slow down/halt the progress of gens because they are all to terrified to concentrate properly.
Give the survivors more tools to help each other out during a chase, like prepping escape routes and signaling the chased one where to go.
So the survivors would get more to do/fun and interactions and the killer won't lose time.
But those preparations should use up some mutual resources of the survivors to prevent infinite games.
This alone would open the gameplay to so many new options like, resource gathering, prepping ect. and more interfaces with the killer and survivors. -
The problem is the core idea of the game. The game itself is a progress bar simulator. As a survivor you need to complete the progress bar of 5 generators and 1 gate to walk away and win the game.
Alternative you can complete 2 generators, hide and stay alive until the end and jump through the hatch.
Or if you got yourself a key you can take the hatch as soon as it spawns. (Gens done equal survivors +1)
The killer tries to disrupt you and take you out of the game. Disrupting you not really wins him/her the game, only downing and take you out will.
Saddly hooking isn't the fastest way, slugging is, if you don't run Unbreakable/No Mither/Tenacity.
Tunneling and camping secures a kill and with each survivor down/sacrificed the game become totally different.
4 survivors the killer has no chance if they are on the same skill level.
3 survivors is where his/her impact can be felt real hard.
2 survivors, it's basically game over.
You even slug one to chase the other, so there spawns no hatch.
Chasing is the "fun"/interactive part for the survivor, but for a killer it's a waste of time. If a killer cannot down you asap, he/she should look for easier victims.
Here lies the inherit issue of the game.
Chase is the fun part, but it's not rewarding.
Well for a survivors team it is, because they know, that the killer is occupied with one runner, but for the killer a chase has only downsides.
Solution: make the chase more meaningful.
Slow down/halt the progress of gens because they are all to terrified to concentrate properly.
Give the survivors more tools to help each other out during a chase, like prepping escape routes and signaling the chased one where to go.
So the survivors would get more to do/fun and interactions and the killer won't lose time.
But those preparations should use up some mutual resources of the survivors to prevent infinite games.
This alone would open the gameplay to so many new options like, resource gathering, prepping ect. and more interfaces with the killer and survivors. -
I catch myself playing less and less dbd, because of the grind and repetitive gameplay.
You need around 1334 games to level one character...so you can start experiment and enjoy the game on a different level.
I can play save with the killer and farm BP or hold m1 sim with survivor.
Most of the time I'm getting now one of the following games, either I just do my stuff and farm points or a super toxic swf group destroys me with almost no counterplay.
So it's rather unfun or frustrating.
Now and then I get motivated to try again, only to be reminded why I left.
I love the game idea and would love to play more, but with every patch and every dev stream it becomes clearer to me, that the game is going a direction I am not willing to follow.
What's the point of a ranking if only nurse and hillbilly are viable on higher levels?
The devs themselves stated. If you want to climb and win, play nurse and hillbilly. They are not interested in a balanced killer roster, they just throw in, what they think is fun, regardless what's really happening everyday within the game.
The role of the killer becomes more and more the role of an entertainer and partyclown and the survivor play feels more like a catch and m1 simulator than actually a struggle to survive.
I love competitive games, where I can outplay and show off my skill within a game. Even if I lose against aomeone truly better I would then not get frustrated or toxic, the contrary, I am getting motivated and inspired to better myself. But within this game my options are limited and from the game mechanic there is not a lot I could do.
I cannot outplay a DS, SB, Unbreakable, hatch standoffs, new flashlight-pickup interaction, Breakdown, Hex totem placement and mechanic (it's so fun if your totems gets broken before you go even can reach it at the start of the game).
I will come back every now and then, because of the amazing community and potential I see within the game. Hope is the last thing that dies.
Best luck in the fog!
Cymer -
well now you need around 1334 games to level one char
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So you will need around 20 million BP. 10-20k per game, let's say 15k per game, 1334 games or around (one game 5-10min) somewhat of 156 hours. One survivor or a killer.Delfador said:I might be wrong but according to current system, to get all of the survivor perks for a single survivor, you have to earn 13 million bloodpoints to unlock every survivors' teachables and after that aproximately 6-7 mil bloodpoints to unlock them for one of your survivors.
Survivors are just skins so you don't need to get them for all of your them. However, killers are unique and you need to get perks for everyone.
Players should be able to get 2 perks in a bloodweb. In that way the grind would at least cut in half and even more since it is easier to get perks in early bloodwebs. Altering bloodwebs and the amount of bloodpoint is a bad idea because there would be an addon, offering imbalance.
Thank you. -
Honestly, I only would want some of the perks, but as the bloodweb is right now, it only would add to the grind. So I will skip this chapter for now. Grind up BP unlock all the perks on killers I enjoy to play and my survivor maybe in a year I will come back to buy it.
Sorry DBD/BHVR I would love to support you with my money, but as it is right now, it only would hurt my goals within the game. I only hope that I am still motivated to play the game a year from now (I really do not like mindless grind and rng/gambling with my BP to get the perks I would love to toy with...and that 3 times...) -
@WhiteAqua7 said:
There is DS and then there is nurse with 3 blinks bbq, ruin, noed and an ebony moriTHAT
S EXACTLY WHATS WRONG WITH DS!
You compare ONE perk with the strongest killer in the game, with 3 specific perks, add-ons and a rare item.
You can use DS every game, but with 3 blink and mori you have to grind for these items and add-ons after every use. -
We all don't like hatchstandoffs. Claudette is racist and Kate has nice personalitits
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My issue with the hatch is the follow:
It's free for every survivor. It takes no skill to jump the hatch.
If the killer just would get the ability to instadown and mori one survivor when all gens are powered, we all call it unfair (see all the discussion around NOED ect.) But the hatch don't even need a perkslot and it offers no counterplay, only unfavorable standoffs...
I would rather be able to close the hatch as a killer or "cleanse" the hatch as a survivor for the escape (or just bring a key
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Apparently they still refuse to balance around SWF
That's the real issue.
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@redsopine01 said:
Cymer said:The real issue with DS is the follow, you cannot counter it, but DS itself is not that bad, it is just annoying. It only becomes really frustrating if you don't know about the DS, so it would help, if there is a indicator next to the survivor portrait. It would be nice if we could change DS in a way to counter it or, what I would prefer, the killer can Mori the successfully DS survivor after the first hook. So DS becomes a real choice and raise the stakes. The game becomes more intense for the survivor and is satisfying for the killer and not frustrating/less frustrating.
Thing went funny so sorry it's in your comment lol) and this would discourage multi ds users as if your already been hooked and use it boom moried along with the obsession
So what is the issue here? multiple DS in one game is unfun to play against, now you have to consider when to use your DS and the killers don't mind multiple DS anymore that much.
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The real issue with DS is the follow, you cannot counter it, but DS itself is not that bad, it is just annoying. It only becomes really frustrating if you don't know about the DS, so it would help, if there is a indicator next to the survivor portrait. It would be nice if we could change DS in a way to counter it or, what I would prefer, the killer can Mori the successfully DS survivor after the first hook. So DS becomes a real choice and raise the stakes. The game becomes more intense for the survivor and is satisfying for the killer and not frustrating/less frustrating.
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@Incarnate said:
Personally, I've always thought the hook mechanic were bad, especially because they're based on RNG rather than skill, I for one would like to see the hook mechanics change to something more skill based, and something that doesn't break our space bar or other button due to having to keep mashing it.Firstly the 3 times hook mechanic I think is bad, simply due to the fact that you can be re-hooked quite fast, and thus can be eliminated from the game quite fast, all due to other survivors/victims not caring about if they make a safe save.
Secondly, having to keep mashing your spacebar or other button, also quite bad and boring, and it wears on your control device unnecessarily.
Thirdly, your chances of getting of the hook being completely based on RNG is very bad - RNG is always bad for gameplay if use improperly, like in this game with the hooks or bear traps.
I understand what you are suggesting, how would you balance the skill part?
With a incredible hard skill check? like in hex ruin?
In the lower ranks this might work, but as soon the players get accustom to the skillcheck, everyone gets off the hook without any outside help. It don't matter how difficult you will make it, if it is skillbased, there will be a point, where the majority of the playerbase will easily be able to jump the hook with no help.
RNG is the only way to provide a "fair" solution for all players. And to be honest, only in the rarest cases a selfunhook will lead to an escape. -
Great idea! The devs changes a game mechanic and now you have to spend one perkslot to get a prepatch experience with Freddy.White_Owl said:If you're worried about lockers use Iron Maiden.
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I wish exit gates blocks players who tbagging inside it. The revenge would be so funny and sweet!
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The biggest issue I see is the lack of viable alternatives for the killer.Peanits said:Not to undermine your points, but it's still a valid complaint. If you down a guy once and camp him until he's sacrificed, he's not going to have barrels of fun sitting there on the hook. You're absolutely within your rights to do so, but you still have to acknowledge that when all is said and done, you're making the game less fun for them. Sames goes for what is essentially the survivor equivalent; pallet looping. If you play in a way that makes the game less fun for the other side (even if it is within the rules), you can't be surprised if they're not happy about it.
I will totally disagree about adapting and overcoming, though. There is no way for that hooked survivor to do so. The other survivors can ignore the hook and rush the generators, but that still doesn't change anything for the guy getting camped. He can't just adapt and unhook himself.
Hooking someone, using the survivor as bait to get at least another one and you have cut down their power in half. Removing one player from the game is too much rewarding.
Not from a BP point, but from a gameplay point.
If the killer would have other good ways to disrupt the progress of the survivors, we all would love to do so.
Right now a killer have 3 options.
1. Chase. You occupy one survivor from doing gens, but also preventing yourself to halt the progress of the other 3 survivors.
2. Hooking a survivor, you basically occupy at least 2 survivors. One on the hook, one to the rescue. 3 if one is distracting you in the chase. Only one left for gens. Plus after the rescue healing also prevents progress on the gens.
3. Kick a gen. This action feels the least rewarding and feels like a miniscule influence on he game without specific perks.
No wonder a killer is so obsessed with hooking and slugging someone, because those are the most effective way to influence the game.
The only reasonable way to counteract this, is not to punish the behavior, but put a greater reward on an other task. (Buffs over Nerfs)
Declining points for camping and tunneling only strenghen the incentive to do so.
Some as protest and others even see them as a hidden reward, so they do not pip, derank and get easier/funnier games.
Without a leader board your rank means nothing. It just makes the average game harder and more toxic.
So if you at Bhvr want your player to let the survivor get of the hook, give the killer something more rewarding!
Right now hooking/slugging is the only viable way to progress the game as a killer.
Everything else just stalls the game. And elongated games are also unfun.
So please implement more meaningful and exciting interactions between killer and survivors.
(As a survivor you can do gens, cleanse totems, loot chest for goodies, sabo hooks, loop the killer, drop pallets, bodyblock for your fellow survivor, unhook, healing yourself and each other, flashlight blind and safe, even your perks are more interactive and rewarding like DH, SB, DS you actively can do something) -
The Hag, she was the reason I started to play this game. I love her ability to prepare the map and control the game. You have to be smart and plan before you start the chase, so the survivor will run into the traps. You also can secure basements, hooks, totems and frequently used pathways to pressure more the survivors.
I love her lungeanimation, you can truly lean into the move. It feels so organic.
And her Mori just looks so gorgeous!
She is one killer that still can jumpscare the survivors and put the feel of horror on. -
Just take doctor and walk around in treatment mode. It will be a long game, you get around 20k BP for doing nothing then walk around and derank on top of it. Just chill and watch something on your 2nd monitor.
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@White_Owl said:
I think just the point 2 would make him stronger and more menacing (when No Mither doesn't really have have a downside, that's a problem). My main problem is that currently the Deep Wound doesn't put enough pressure, especially since it's silent and not affected by aura reading, so survivors can do it in safety even near the the killer. I'm not sure if it should be affected by Mangled and Coulrophobia, though.As it is mending and healing is not the same and do not benefit from the same perks/conditions.
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@Peanits Thank you for your honesty and I admire your positive attitude. If it wouldn't be too much of work, could you summarize your experience within the game in a little Guide?
So new player and veterans have something semi-official to take guidance.
New players get encouraged to play the game within your vision and veteran players may learn to face obstacles within the game with a new attire and less frustration. -
@Samayel said:
I had this on my mind yesterday. You stalking me brah?Shh, just stroke your head while you sleep.
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its not about op, plz nerf. just play against it and judge for yourself
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No Mither and Tenacity. You are well come.
Spice it up with Deliverence and the new Breakdown perk or just DS/DH. -
IFenrir said:Devs are just really dumb sometimes
I don't think they are dumb, they probably just implemented the deep wound mechanic to prevent the legion from running around and stab someone to dead like a normal person, without looking at the weapon after every hit. And deep wound is probably coded differently to not spaghettify the healing code.
Ok, normal heal time is 16s plus mangled, plus deep wound what exactly shall I do human? Code just hung itself. As a separate code, the devs can tweak deep wound as they see fit, without fiddeling with the entire healing mechanic. -
Hmm...can a killer do actively something to prevent DS for taking effect...like cleansing 5 totems and getting BP for the task? And DS activate only if all gens are powered? Otherwise you just play the game with 3 perks.Shadoureon said:@GT_Legend2 said:
Shadoureon said:
* Killers need to stop complaining about looping.
* Killers need to stop complaining about teabagging.
* Killers need to stop complaining about genrushing.
* Killers need to stop complaining about DS.
* Killers need to stop complaining about BT.
* Killers need to stop complaining about SC.Boi what the hell are you on? I can inderstand something’s, but like DS? Really? The most overpowered perk on the game? Sounds like we got a survivor main who really doesn’t like gettin camped, after teabagging, DStriking and posting ez in chat kinda guy here
I am indeed a survivor main but I run DS only when levelling a character and dont have choices that are good. I run Self Care, Empathy, Balanced Landing and then Choose Botany Knowledge if I play solo or Well Make It if I play with others.
Also killers have NOED wich is just as a terrible second chance perk as DS so killers dont really sould complain in the first place. If its up to me they both can be removed I am all up for it.
Can we killer have a perk like deadhard that let us hit a missed attack, if timed right so we can down a survivor, even if he would have escaped?
Can we also have an item, that let us sap the survivors and blind them, so they can see where to run like some kind of mindblast when aimed right? -
Master said:
distortion
Guess what happens if the killer sees noone on BBQ lighting up, yes survivors are swarming the hook, we all know what to do.
aftercare
Another SWF included perk, doesnt bother me tbh
breakdown
If survivors want to have a boring and annoying game, then they can have one. I know how it feels to bleed out on the floor, spinning circles and just waiting for the timer to tick down. If thats the gameplay you wanna have, fine go ahead and pick the perk. That one doesnt bother me either tbh
The only relevant perk this DLC is distortion imo
My biggest issue with the patch however is the BT buff
Just wait until they realize Unbreakable is a perk. No slugging.
With the new Breakdown perk you as a killer get punished for playing the game.
You chase down a survivor, DH, hit him again, DS, chase again, put him on the hook, breakdown, chase him again, DH, chase further, no hook, slug him, Unbreakable, he up and walking again, and you got a perkslot free for personal flavor(SB,SC,BT,SD ect.)
And now think of this 3 times for each survivor. When the first survivor dies on the hook, already 3 hooks are gone. With the new perk you need now 3 different hooks for each survivor...only chance is now an Ebony Mori... -
Survivor favor.
As a survivor I dictate the pase of the game. I can decide what gens get done and prevent the 3 gen endgame.
I can cleanse annoying totems and preventing NOED to take effect in the first place. So basically I decide that the killer only plays with 3 perks and I get some extra BP on top of it. (2 or less perks if he runs Ruin and someone spawns right next to it or it is right next to a gen)
Even if the killer finds me, I can loop, use pallets, break line of sight and reset bloodlust (even if the killer knows where I am, if I am not "visible" on his screen bloodlust goes down. SB helps to run away and if I misplay and get caught, I still can use DS. If I get slugged Unbreakable, Safety Deliverence is fun too, wait to unhook someone else and then you can just sit on top of the killer with no consequences for you. There are so many ways to reset the chase. As a survivor I even can decide when the game ends. All gens done, totems cleansed. Everyone off the hook. Every chest looted. Killer has no Franklin so you just wait at the gate for the last extra BP.
You can even win the game by doing almost nothing.
Just hide in the furthest locker and wait for the hatch to open and then go for it or take the key, and as soon the hatch spawns it's goodbye and gg.The killer has to patrolling the gens, totems, hooks, chest, gates and hatch. If he can't down you fast enough, he just wastes time and lose points. As a killer I have to rely on their bad play.
If all players are equally in skill and level, survivors should win.The killer has no perk similar to DH or DS.
Just think of a perk that would let you hit someone, after you would have missed, just a free hit. Or that you have an add-on that let's you blind survivors, so they don't see where to run, like a mindblast ability.
Or a mechanic that let's you deactivate certain gens for 180s unless they run a specific perk to counter it.The new survivor should be able to break the hook after he goes off.
Just think of it. You as a killer did everything right.
You track down a survivor, chased him down, DH, hit again, pick him up, DS, chase him down again, put him on the hook. He gets off the hook because you are not a camper and are chasing someone else on the other side of the map, and now you lose a hook and have to start the chase again. But this time it gets easier for the survivor, because there is one less hook, so you slugging him in the end...just to find out he also runs Unbreakable.Edit. I forget about playing with SWF. The game balance is out of the window. You get so much information, can run. specific perks to synergies and you decide if you just want to goofe around and have a fun time or go tryhard and make killers cry.
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Survivor favor.
As a survivor I dictate the pase of the game. I decide what gens to do, I can prevent 3 gen endgame.
I can chose to cleanse annoying totems or prevent noed from taking effect, so the killer plays with 3 Perks.
I can loop the killer and waste it's time. Thanks to DS, Unbreakable, SB, Adrenaline, DH, SC, safety deliverence, even if I misplay, (yes often the killer gets me by my hickups, rarely outplayed or nurse) I can medigate the consequences and reset the chase. You can even play happy camper sitting in the furthest locker and go for the hatch. Or with the key you say goodbye and gg as soon the hatch spawns.And don't let me get starting to talk about playing the game with some friends. You can either goofe around or go tryhard and make killers cry. Powerrole pff.
As a killer I am so limited in my options to dictate the pase of the game. I have to rely on their mistakes or to play something that can surprise a survivor to get a hit in, play a power killer like nurse, hillbilly, jumpscare/tombstone Myers, Spirit.
As a killer I have no power over what the survivors are doing. I can control 3 survivors at max (the chased and hooked one, the one coming for the safe and the one distracting me/I am chasing new) unwise they play stupid, swarm the hook and blame me for "camping" (just maybe don't go all to the hook, take a hit and then try to unhook your friend before my nose...)
And don't start taking about the endgame as a killer, after all gens are done and the gates are open. Sometimes you wish that the survivors would just leave. Other times is fun pur, when they all die trying to safe the one hooked friend.I am aware that 60% of the survivors die, but they die mostly trough own misplay.
5 skilled players at same level (4 survivors 1 killer) my money is on the survivors. -
@Entità I see your point and understand your intentions, if we would implement these changes into the game the game itself could theoretically during forever. I already can see survivors waiting and camping chests to get better equipments, especially when the gates are open, what would take the game hostage. The endgame would become a hide and seek and less a struggle to escape.
The current obstacles of the game are not the depleting resources, but the time mechanic.
To this day I do not understand why the killer is on a clock and not the survivors.
If something should "regenerate" is the degenerate of the generators. I understand this would further incentives to gen rush, but also forces the survivors to plan careful how the invest their time. Do I have time to check the chest for loot, time to save a fellow survivor, time to cleanse a totem.
What also would be cool, if there is a map timer.
Like 8-10min.
If the survivors couldn't escape during this time the entity sounds a horn like in Silent Hill, blackens all the gens, blocks all the exit and reveal the aura to the killer, with exposed and Mori option. Only way out is finding the hatch.
If you wasted so much time your team should lose and as the killer, if you successfully disrupted the survivors so long you should win, in epic style.
No longer game hostage taking.
More pressure on the survivors.
More fun in the end game.
This may only happens every 10 games or so, but would be funny as hell. -
If the killer can destroy/sabo pallets before they can be used. Yes, they should regenerate.
But like successfully hooking a survivor till death removes the hook completely out of the game. So if a survivor is using a pallet to gain distance and create an obstacle, the pallet was used successfully, therefore no respawn required. You choose when to use that limited resource of you and not the killer. If your team mismanages this resource you are out of luck. I am sorry.
So if you want them to regenerate let the killers manipulate them. So when you are running to a false pallet and try to throw it down, the killer outplayed you and get a hit or down on you. -
Well...easy solution to this one. Just make an indicator on the survivor portrait, like a mini obsession ring, or mini tentacles. So you know, this survivor has DS too.steezo_de said:I don't mind one DS. It's the nonobsession DS that gets me.
I am pretty sure with a cup of coffee and nicely ask you could persuade a dev to do this.
@not_Queen @Patricia one cup of coffee for that wonderful dev please and take something for you too! You deserve it! -
So there IS really a lack of counterplay...
And with DH I gave the example myself. -
So you would like to see those changes?
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I would love such a mode!
As a challenge when I play survivor or for fun as the killer.
Just think of all the cool killer combos or themes!
But a legacy mode should be implemented. So you all have to pick different survivors and different killers.
2 nurses or 2 docs would be unfun. -
To every survivor out there who thinks they need a buff I have one single question: are you feeling frightened, overwhelmed and scared during the game?
If yes, you are at the right spot for this kind of game. If not, more need to be done to make you run for your life and crap your pants! -
No why should we want this? Where would be the fun and interactions?Johdude said:Why not remove windows and pallets as well so every killer can 4k all the time
It's not about 4k. It's about meaningful choices and interactive gameplay. And Moris are always fun to watch, even as a survivor.
I think it is better than just slug the obsession, avoiding DS entirely and damn the player to do nothing for 4min and bait other survivors to heal you.
So you want the DS for more fun.
And being under pressure and scared is the point of the game. -
I agree to a certain point. If the sole purpose is to slow down the game, that would be an option.Master said:You cant slow down the game with objectives taht are not mandatory.
This has been repeated several times now, 2nd objectives must be tighted together into the main objective (search for parts to repair e.g.)
But what the event shows us, that an optional objective also can slow down the game if it offers some kind of reward.
Yes it won't solve the genrush, but normal games get elongated due to the fact, that less players are on gens all the time.
I am against forcing players into a certain playstyle and promote more options with meaningful decicions attached to them. -
I fully understand the desire to punish dcers and wish to do it sometimes myself. The truth is, we can never proof with 100% that a player dced on purpose and not due to other influences.Master said:@Cymer said:
Hello there!
Can we get a bigger reward if someone DC's and we have BBQ equipped?
A DC should reward a point in BBQ.Theoretically yes.
But I would prefer that the devs finally punish Dcing hard, so that DCing reduces and basically vanishes like in other competitive games because noone likes waiting in insane queues (queuetime punishment e.g.)
The only thing we can aspire is to build a game that is as fair and fun as possible.
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Well, the devs answered the question in the lore stream on Thursday.
The entity rewards the player with blood points.
The more you please the entity, you will get more BP.
So playing for maximised BP is the game played as intended. I still don't get it why you can derank, despite having a lot of BP made during a game but didn't killed them all.
If only kills rewards you with a rank you end up with tunneling and camping, as well as hook farming and time wasting for survivors. -
If big changes aren't possible how about simple but effective band-aid?
Let there be consequences for getting hit.
Like for every hit the survivor's movement speed or actionspeed get reduced by 1% or 2%.
With this little change, not only the killer gets emphasized to hit multiple survivors and rewards the killer to break a chase after one hit to disrupt the other survivors and kick gens.
This will slow down the game naturally and the survivors are getting under a time pressure if they get hit too often. -
As it is right now, the killers are on a timer. I always found that wierd.
Why aren't the survivors under pressure?
Why is there no time pressure for them to get out? Or a real consequence for getting hit and injured?
What would happen if each time you get hit, your movement speed gets reduced by 1% or 2% or your overall action speed?
So if you don't hurry or goofing around you really lose something.
And after 60 seconds a gate is open, the entity blocks this gate like blood warden. If you miss to escape, you have to find and open the other gate and if both were powered, there will only be the hatch left...but if you are not the only one...somebody has to die first. -
If the entity is feeding of hope.
Are the survivors supposed to escape?
By escaping the survivors are on a high only to be thrown back, without realizing they are trapped in a endless loop. The killers are just there to enhance this illusion. And the survivors won't get eaten at the hook, but rescued by the entity, so the cycle can continue. -
I would love to hear both sides. Survivors and Killers, what would make the game fun for you and what do you expect from the game?
I as a survivor would love to feels the danger of a killer and a rush to complete gens and get out alive.
But as it is right now I just press m1, run in circles or hang around if I messed up.
As a killer I would love to feel empowered, be able to hunt down those survivors and kill them.
But right now I just run around, run in circles, eat pallets all days, that they should release a Willow wood character and pick up and hook the survivors like I do with laundry at laundry day. -
I know but slugging is bad and unfun to play against.DexyIV said:This is why you selectively slug and get as many survivors onto the 2nd stage of the hook as fast as possible early game. Plus survivors are overly altruistic in the current meta so chances are, all of them will hop off their gens for Benevolent points if they aren't SWF.
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@Wolf74 said:
@Cymer said:
well it is easier for the survivors to play in a SWF and a lot harder and frustrating for a killer to face a SWF.
A SWF only queue would only split the community and as it is right now 70% of the games have SWF in them in any combination.
The result would be, a SWF queue with incredible long waiting times for SWF due to lack of killers and a legacy queue with incredible long waiting time for the Killers because to many killers.Same question to you: What does your conclusion about the two queues tell you about the current state of the game?
Just read my thread about why we need to acknowledge SWF and their voice com potential and rebalance the game around it. Maybe buff the killers vs SWF only so they still are a threat to them.
As a killer I rather play against 4 randoms than SWF in any form, because it feels more fair and rewarding. But playing against SWFs feels like playing against whitelisted cheaters, mostly one survivor from a higher level. A high level Killer may know how to deal with this, but not someone who just started to play the game and not even have all the perks and addons unlocked.
And if someone is telling me, rank doesn't matter, then why do we have it in the first place?
For all the SWFs out there, if a killer dc because he wants to play a normal game and have fun, you shouldn't flame him. It is his right to chose what to play, with whom he likes to play. And sorry if he don't wants to play with you and your friend. Maybe you can find a killerfriend and play with/against him. -
well it is easier for the survivors to play in a SWF and a lot harder and frustrating for a killer to face a SWF.
A SWF only queue would only split the community and as it is right now 70% of the games have SWF in them in any combination.
The result would be, a SWF queue with incredible long waiting times for SWF due to lack of killers and a legacy queue with incredible long waiting time for the Killers because to many killers.