Deadeye
Deadeye
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23rd
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I think almost everyone in this game is x-biased, either way. In most cases it is not fun to argue as it is not about arguing rather than proving that someone is right, by whatever means.
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As survivor it is not that easy because you depend on teammates. Looping is, despite that everyone seems to wave off at that, the most difficult part of survivor gameplay, and mindgaming, being able to look behind you while chase without bumping into objects and estimating distance correctly is essential for good chases. Even wall hugging makes a huge difference, if you can just run around a small loop once or 3 times. I once watched Puppers loop a Hag around the two wooden boxes in the coal tower for 5 laps!
Beneath that, an important note is, that you don't have to be a perfect looper to have decent games. Map awareness and reading situations, when the killer has too much pressure and how you can break it or which actions would even emphazise it, is totally enough. A bit of time management to know when you should do gens or let the others do gens can already save games.
Killer gameplay is harder. Not just because of the mass of different powers. You could just focus on one killer, and most killers ("M1" killers) need the same skills for chases, using their power properly is normally just on top of it. Complete different gameplay is normally just expected by a handful of killers.
But from a killer there is more to expect to have decent games. You need to be good at chases: mindgames, learn the loops to know when to leave or when to swing etc. You need to be aware of gen locations and how good you can protect them to know if you have to let go of a gen or make sure that you definitely not lose another gen etc. Try to create deadzones by pushing survivors into certain pallets. Estimate survivor strength to know who to chase, remember all of their perks to not fall for them, assume perks depending on gameplay.
And the problem is, you need to be good in all of these points. Each mistake can cost you the game. So my choice would be also: survivor is easier.
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@lordtomato said:
https://forum.deadbydaylight.com/en/discussion/comment/1363289#Comment_1363289
when I see the word weak, I ignore this post...
Good starting point for a discussion... "other opinion? #ignore"
You might consider not creating threads in this forum with this attitude
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@lordtomato said:
I said pyramid head will be the same tier as nurse and spirit ifYOU GET GOOD MAP LIKE SCHOOL. He can be bad in bad maps.
You didnt say "if", you said that he is "even stronger than them" in special maps
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@Exor said:
Personally I don't like the Headpiece for some reason... but my god the rest. I think the bloody outfit fits him SOO much more than the non bloody version.
would even make sense to run the skins without prestige head. All the blood splatters are catched by the pyramid, it is just dripping from the bottom side. It is too big to let survivors splatter on top of it XD
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The naming is just "oldschool" because for 4 years it didn't make a difference if you say "hook at least once" or "is on struggle" because it was simply the same in every point of view. Now they maybe need to change the Mori description (or decide that Moris indeed should only be triggered by hooks, and not by sacrifice progress)
Same again like regression: until the introduction of Surge and the reworks of Ruin and Surveillance there was just one way to start regression. Now having other possibilities, they had to change some things and descriptions
Btw, changing that moris work only on hooks might be a thing, but I think it is not a bug but intended at the moment. But it might be focussed because for example White Wards also got a change. They used to save your items and addons when you die. But since they changed addons to be lost always, they needed to change the White Ward to always save your addons. That did not happen the first week, when you survived with a White Ward equipped, you lost your addons. But that was not a bug, the White Ward still worked like intended. But they decided to adapt it to the changed addon behaviour
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Because the mori is not triggered by hooks but by entity progression. The "entity summoned" and "sacrifice" steps are progressed by cages, so cage twice then hook will instantly end the sacrifice.
Same like gen regression and kicking is not the same. Kicking is an action that starts the regression afterwards. But regression can be started by perks or by kicking. So the entity progression can also be pushed forward by hooking or by caging, both different actions with an effect that follows after that action, which is the sacrifice progress.
The mori is possible when the survivor is at least on struggle phase.
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I think the topic is misspelled. I thought the post will be about "Let's never be happy about anything, there is so much to complain about!"
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@Wubalubadubdub03 said:
https://forum.deadbydaylight.com/en/discussion/comment/1363243#Comment_1363243
Many people like tier 3 better, so the problem would still exist if they were switched. Also, tier 1, even though it is arguably better, is quite annyoing because of spammed noise notifications. And while it might not be that big of a deal, this is literally a discussion about the perk.
I never heard someone complain about the notification.
And yeah, if you have people complain about tier 3 and people complain about tier 1 then we need a rework... or we just say there will never ever be everyone happy with everything in the game. This is seriously a topic then that shouldn't even be adressed
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"If the poorly wall of planks wasn't a clear enough indication of a breakable door then I don't know what is!"
What do you think this perk is used for? How bout getting map awareness?
Or should I say "if the huge gap in the wall isn't a clear enough indication of a window vault..."
@edogast said:
https://forum.deadbydaylight.com/en/discussion/comment/1363091#Comment_1363091
that NEVER happens. Killers that down survivors in that room have to drop the survivors and then break one of the doors, and then pick up the survivors again. From my experience, no killer ever goes to that room anyways. You don't need "information" on breakable doors because of how the breakable doors are designed.
So in Midwich Elementary School stage, there's a lot of dead end rooms with breakable door, what "information" does it give to the survivors? it takes literally 2 seconds to break a door, survivors aren't going to react in time anyways. "Oh there's a breakable door near the generator I'm working on! Thanks Windows of Opportunity!" Said no one ever.
Window of Opportunity is use for panicked people looking for WINDOWS AND PALLETS, it helps them find safe places quickly, like a minute of life and death kind of thing. What is this "INFORMATION" that is just a clustered mess on the screen that distracts survivors from actual windows and pallets. And yes, I do know the difference between a pallet and a breakable door.
Unless you pulled them out of a locker it would be pretty dujmb to first pick up the survivor... And even then, there are at least 2 hooks directly next to the saloon. You could drop them twice and still make it. And I'm not sure if this perk is just for panicking people. My idea was more "learn maps". I think if you start a poll there would be a lot of more uses, not only the single use oneself has in mind
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@BigTimeGamer said:
Heres an example of the map being hot garbage- You are on a gen on 1st floor and someone is hooked across the map on 2nd floor:
Survivor POV: Potentially have to cross half the map to get to the stairs in order to cross half the length of the map again to get to the hook.
Killer POV: Same thing but to reach where Survivors were on BBQ
add this with Scott's points about the map and it just makes it feel even worse for both sides.
The survivor hook thing doesnt really make sense. There are 2 stairs and the broken floor, so 3 spots in the edges of the map to get up and down. So the longest range you have to travel would always be 2 quarters of the ring. At most one quarter to reach a stair and then at most a quarter to get to the hook. You of course have to travel to the stairs that is bringing you closer to the hook. But thats it.
The only problem with this map is that these 3 spots are in the edges of the map. Compared to Gideon you also have stairs to reach the other level in the middle of the map (and I think you have 4 or 5 of them in total). Having an easy way down with a lot of drops and vaults, but getting up is simply painful
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@Wubalubadubdub03 said:
https://forum.deadbydaylight.com/en/discussion/comment/1363160#Comment_1363160
I guess we just disagree on this. Do you have any suggestions on how to fix the current discordance?
Just switch the order of the seconds. There is no rework needed for this perk.
And I personally wouldn't even focus on that perk because this "issue" is not really that bad. Tier 3 is still a good perk regarding it's purpose. You just get the information 4 seconds later if they are still on this gen or not. But you know that there is a gen where at least 2 people were working on, so even if they left it might be worth kicking it. Not the biggest problem in the game for me right now
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@Wubalubadubdub03 said:
https://forum.deadbydaylight.com/en/discussion/comment/1363136#Comment_1363136
I think weaker tier 3 is a bigger probem than weaker tier 1 and 2.
no it's not. unless you max out your characters it is most likely the case that you have perks not at tier 3. the average for a level 50 character for me is 3-4 pages of perks with not even one full page of tier 3 perks. with such a design it would mean that I can't use 80% of my perks. Again, as I said, they changed a lot of other perks for a reason, to have the main purpose work on tier one and just give a bonus with higher tier.
Next point: having the information when they leave is a pretty strong addition, that is why they have a lot of conditions on gearhead. If the perk works, it is a pretty strong information, the perk is just weak because you get the information very rarely at that time where you need it. If you would do such a feature to Discordance without any cooldown or prerequisites other than muliple survivors, it would especially in endgame become pretty OP
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@Wubalubadubdub03 said:
https://forum.deadbydaylight.com/en/discussion/comment/1363083#Comment_1363083
Tier 1 and 2 would be weak compared to tier 3, but that is how perks should be. Tier 1 would have it so discordance only activates if all 4 survivors are on the gen, with tier 3 having it activate if 2-4 survivors are on the gen.
Perks should not be weak on tier 1, that's b***t
They even changed a lot of perks to make them viable on low tier like NOED and Devour (previously only got exposed on tier2/tier3) or BBQ (previously had the 40m distance only on tier 3 and like 60m on tier 1) or Kindred (previously had only reveal auras to single survivors and the killer aura revealed only on tier 3)
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@Wubalubadubdub03 said:
I think the perk should work like this
"Any time 4/3/2 or more survivors are working on the same generator, the generator's aura is highlighted in yellow"
Instead of getting constant noise notifications, you get one when discordance activates, you will also know exactly when they get off the gen. This also makes tier 3 without a doubt better than tier 1 or 2.
@GodNap said:
https://forum.deadbydaylight.com/en/discussion/comment/1361180#Comment_1361180
that is really good! also because i was forced to take discordance T3 on my legion and i can't reset anymore T. T
No, thats crap. On the one hand because you barely have 4 survivors sitting on a gen, on the other hand because most gens can't even be worked on with 4 people. Same goes for 3 gens, and with the new team slowdown it is not even recommended anymore to have 3 survivors on the same gen unless it is a very critical one.
This change would make Discordance a lot worse than the current "tier 3 is weaker" problem
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I didn't have the news pop up for the last two days, just checked and there it is 🙄
Maybe they should just give the message a header like "anniversary gift: ..." so that not everyone thinks it is a bug XD
Happy about it anyway, don't wanna complain 🤑
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@Ivaldi said:
https://forum.deadbydaylight.com/en/discussion/comment/1361967#Comment_1361967
Which doors are you referring to?
exit gates
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perfect, that helps a lot. thanks
Just one addition that may need mentioning: the doors can also spawn in a 90° angle, had that today
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1361112#Comment_1361112
Sure,but i don't see any reasons to why we should keep this kind of mechanic in the game.It's unnecessary.
@Harmonic said:
https://forum.deadbydaylight.com/en/discussion/comment/1361112#Comment_1361112
For new players this can be a problem for a while because if they want to play a multitude of characters, they are forced to a single slot until they unlock every slot. Obviously this isn't a problem for veterans and even I don't consider it too much of an issue, but it's still annoying and it would be a quality of life change, even a small change that is good can add up to a lot in the long run. It doesn't break game progression to allow people to at least use the three perks the character starts with as a base, so why not just remove the feature? It's old anyhow.
As I said, REALLY new players would rather forget about half their perks or how they work rather than complain about not having enough space. And I would recommend for new players to level a single character because the grind is too hard. And even then it is one more day to stick to the leveled character and get the next one to level 15 if they heavily want to play another character. Each day another character on level 15, does that sound so much of a problem? Is that not fast enough? I hardly can believe that new players got all the playstyle with the new character ready and already find them boring, so that they need to play 3 different characters a day. How about learning the game core mechanics first?
We have seriously bigger issues in this game than a tiny mini timeframe where these perkslots are not unlocked
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1357906#Comment_1357906
Or about 10 to 15 good games in general (for people without BBQ).
Still possible to do that within one day as preparation without serious problems. And beneath that I would say that people that are completely new have bigger problems managing 4 perks they don't know rather than not running a full build.
I mean, how long is this a problem? One day? Once every full chapter? Come on!
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I had a game 2 days ago where an apparently SWF group did a pretty good job at exchanging hooks. When I was on the hook I saw them all swarming around my hook getting hit one by one. Then one of them came back injured to get me and thanks to the killer who saw this and decided to not take the easy double down the game was not done yet.
On the hook I could see that 2 of them on the other side of the map finished a single gen. That was their first action in the game as I was the first one to go down, finish a gen while being unpressured. From then on they swarmed hooks, constantly getting hit before the hook and during unhook every single time. That's why I decided to focus on gens, to get the hatch spawning before everyone is dead. I finished 2 gens, sometimes healing people who came across me. And doing one single unhook, that was attempted by another survivor as well, while the last one was already on hook. I decided to let that one die as he was being camped and I was already knowing that we don't get any more gens done, except the ones I'm working on.
We had a healing party on that unhook, or tried to while the other two aborted the healing many times to point me at going for the unhook, that was already too late to even try to. In chat they blamed me with reportable offenses. The game ended with a double down of the other two and me escaping through the hatch, as I could search for it during the others sacrifices, because I did 2 gens, after the first gen was done by 2 of them within first minute.
Conclusion: Try to learn and play as good as possible, try to think about that you don't always know everything that is happening in a match, but it is perfectly fine to just play your own game when your team sucks hard, no matter what they say. Don't bother, try just once to explain them what happened but if they are resistent to insight, just let them and move on
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@yandere777 said:
How strong is it really? Its like a 5-10 second time save
Not just saving time, also being in a chase with a survivor close that could have escaped instead and also denying pallet / flashlight saves or Breakout / sabo attempts.
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@Maievh said:
https://forum.deadbydaylight.com/en/discussion/comment/1359318#Comment_1359318
15 various pick up/carry/hook related perks it counters. "Change up your limited build choice or risk having parts of it not work at all" is not what I would call good incentive. Personally I think hard counters has no place in the game. Its lazy and as mentioned earlier it feels awful for the receiving end.
https://forum.deadbydaylight.com/en/discussion/comment/1359331#Comment_1359331
Self Care is a special case, its popular in solo because it gives the user full control over when and where to heal without reliance on the other solo survivors. Solo survivors tend to put their own survival over the teams survival.
As far as the meta list go, I agree, sounds about right in my experience too. And I think most of the perk collection being mediocre to straight up awful contributes a lot to this result.
As for killers with alternative play styles to play around, you can have that without a bunch of hard counters to perks.
Again asking for how you would do that ^^ So far, and also taking into account current development of perks, evolution of meta and simply experience of 3 years DbD, I would say again nerf meta or create perks stronger than meta is the only way to change pick rates.
The complain about Pyramid Head cages is jsut a personal dislike, I already said that there is a mass of gambling in the game, and it is not a problem because it does not affect every killer, just one of 20. The "issue" here is not a newly raised issue, it is known for a lot of situations and it is not a problem in any of the other cases, especially as it is not common to happen. The only thing might be that everyone is running meta perks being affected by that and everyone playing PH at the moment, so the yellout is louder than people complaining about having a medkit wasted while encountering Plague (if ever someone did complain about that).
I would not call this bad design. If so, then the whole game and its DLC nature is bad design. And if anyone would claim that, I would answer "no cure in sight, deal with it or leave".
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Yes, it is possible, if you have a free day and the time to do so. Just play another killer with BBQ and BPS, or for example I got like 50 gruesome gateaus on my GF and Myers left as well, both have BBQ tier 3. So you get like 75-90k BP in many games.
With all my saved BP and double shrine I got Pyramid Head to 50 and Cheryl to 40, and I got all the good addons to use them. If you want to just prestige, you gonna focus on brown bloodweb items, so getting to P2 Pyramid head would have been possible for me too if I go for cheap webs and don't level Cheryl.
Needing just another ~1,3 million for P3 or 2,6 million for P3-50 (with cheap bloodwebs) which would be like 30 games with BP booster, which is like 10 hours of gameplay. And you don't know if the player had challenges left from the last 2 tomes
Another note: Having 4 good perks on tier 3 doesn't mean the killer is level 150. The build you wrote would not be the meta build for Pyramid Head, so I think he just took perks that he already got leveled up.
Yet another note: I got several party streamers from other players as well, who probably also wanted to level up faster. So this reduces the needed time as well
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@Maievh said:
https://forum.deadbydaylight.com/en/discussion/comment/1359244#Comment_1359244
Yes buffing older, weaker perks is one is one of the obvious ways to do it. And I dont agree that this would bring imbalance at all. There should absolutely be a baseline for how powerful perks are and at the moment it swings waaay too much from the best to the worst. And there is far more ######### tier perks than good, on both sides. The more perks closer to each other in power level the more variance we would see in the "meta".
https://forum.deadbydaylight.com/en/discussion/comment/1359258#Comment_1359258
Ah yes, nothing like a passive aggressive response with baseless assumptions to my play style and perks of choice and not a single argument for or against the actual topic at hand.
I see for example some Inner Strength running around. Arguably the best healing perk. Still I see more Selfcare and the DS/Unbreakable/BT/Spinechill meta has not been touched in the slightest way. Same for Kindred, which is arguably one of the best solo perks, at least when you trust the feedback. I don't even see the perk that often. How about Bond? Look at the feedback and how high it is praised to be a better healing perk than Selfcare. Still at the same pickrate like Kindred.
The 4 mentioned meta perks will never be touched unless you create OP perks. Or bring in more killers like Pyramid Head that have alternative playstyles to play around that.
I counted some of my games with an extended list of meta perks being the above 4, Iron Will, Adrenaline + "Exhaustion perk" (DeadHard, Lithe etc. -> that's why I say "extended" because like everyone runs an exhaustion perk but not everyone runs the same, depending on playstyle). In like 80-90% of the games there are 10+ of all 16 perks from this extended list, the average is probably around 12. Just a rough guess on the average, I would need to note, but pretty sure on the 10+ percentage
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I would downvote if I could. Keep my boi invincible :P
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Agree on the Undetectable perk. In my opinion this is even better for survivors than running Premonition. You don't get an area, you get a clear location where the killer is. So you know where he is coming from and where you have to watch out. And even feeling safe when you are far enough away, knowing 16s is not enough to reach you. Also the killer can't really walk around you without LOS to surprise you from behind or something. 16s is not enough for that, especially combined with the clear indication where the killer is. I don't see how you could ever get good advantage out of this perk, unless the survivors just don't pay attention.
@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1359134#Comment_1359134
Nothing they can do about the Legion skins also? They can't even just say "this was not our decision".
https://forum.deadbydaylight.com/en/discussion/comment/1359154#Comment_1359154
Usually ever change in dbd has it's lovers and haters. I haven't seen a single person say they are happy with this.
I think so, the Legion Bunnies are a reference to Silent Hill when I got that right. Legion is original, but the costumes are not. Correct me if Im wrong
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@Maievh said:
https://forum.deadbydaylight.com/en/discussion/comment/1359170#Comment_1359170
Except the killer knows (hopefully) that he will be in the game and pick perks based off of that. The survivors do not have the same luxury.
https://forum.deadbydaylight.com/en/discussion/comment/1359188#Comment_1359188
As with plague, as with freddy, the whole cage mechanic just straight up denying perks is lazy and awful game design. Only good part about the cages is the changed struggle phase. You have a very limited loadout as is, you should not have to gamble on being allowed to use it every other match. There is better ways to shake up metas.
Which better ways are there? Nerf meta perks?
If you buff weak perks, you get most likely even more imbalance in the game because the perks need to be stronger than current meta.
Btw it is not only gambling about Pyramid Head. Medkits against Plague is gambling, Iron Will against Stridor is gambling, even Blendette against Freddy is gambling (because of the shimmering in dream state). BT is also gambling against Freddy and every stealth killer that can easily deny th TR condition. I'm surely forgetting about even more gambling effects that are probably more common. With this mass of perks, status effects and killer powers it is pretty much the nature of the game that you run into situations where your loadout does not work as intended. Wait one or two weeks and Pyramid Head will be less frequently played, then it will be less of a "problem"
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@Wubalubadubdub03 said:
Several times I got survivors to abandon loops or take wider paths to avoid trails. It also seems to be decent at tracking in some situations. I have found myself getting better at knowing when and where to place them the more games I play, so while it may need a slight buff but it is just too early to tell.
Agreed. A bit like trapper/clown. You need to learn where to block paths, where you can scare off survivors, where you force them to waste time if they have to crouch to dodge it...
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/1357770#Comment_1357770
Level 15 on a single character runs about 300k BP.
Yep. Thats like 6 BBQ games
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Hooks with survivors (like 4m around the hook) make the trail disappear too, so do exit gates switches (like Demo can't place portals closer than 4m as well) and I also noticed that you can't 'block' the basement stairs neither
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How long do you need to get to level 15? I mean, you don't have to store dailies or challenges for that, even the BP cap doesn't block you from getting both characters to level 15 on a new chapter. I really don't see a problem with that
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@Cheers said:
https://forum.deadbydaylight.com/en/discussion/comment/1357167#Comment_1357167
You need ten hooks however to get iridescent devout emblem, and at red ranks you need four iridescent emblems.
you need only 9 hooks for that 10% on devout if below red ranks. That's the point
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@Bovinity said:
https://forum.deadbydaylight.com/en/discussion/comment/1355718#Comment_1355718
That's actually not totally true. The Entity certainly isn't their friend, but it also seems interested in letting them put up a fight. (it would be easy to just spawn the survivors and killer in a 5 foot by 5 foot room and let them be instantly killed.)
Also, Repressed Alliance shows that survivors can actually call directly on the Entity.
This is the first occurrence and explained by Cheryl being bound to evil by her backstory. All other occurences are like "you don't work on this gen anymore" or "let's block this window, time to get down". I don't see any clue that would support a positive or neutral position towards survivors. Cheryls perk would be in my understanding an "abuse" of her unnatural bond, that the entity does not necessarily like
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@JHondo said:
https://forum.deadbydaylight.com/en/discussion/comment/1355710#Comment_1355710
I got up to a million in two days using Hag with setting speed and teleport distance add-ons using BBQ, Corrupt, Unrelenting, and Monitor
Yeah, 2 days, not 40 minutes. So he needed BP boost as much as possible ^^
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1355861#Comment_1355861
https://us.v-cdn.net/6030815/uploads/V1M3XVV85Z0J/image.png
It would appear that they're doing SOMETHING. This kinda reminds me of the lanterns survivors had the option of collecting and killers had the option of breaking during a previous event. Theres also skins being released of course, so could be tied to an event as prizes.
I didn't bring that because I got a post deleted when referring to unofficial leaked content ^_^'
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@fcc2014 said:
Don't get too excited probably crackers and cakes.
They no longer make things feel special(No actual Events) and it continues to make the game feel old and repetitive.
If there are cakes to find, I want to have a million BP ready on day 1 :P
And I already heard stuff about accidentially leaked event items, so not 100% sure about this one. I also thought, as they mentioned they will tie events to the rift regarding event currency, that there will be nothing special because the rift has no currency and is almost over. Let's see what we get, maybe they listened to the bad feedback regarding the latest two events (the latest event, only having gen and hook cosmetics that didn't even grant bonus BP, didn't even feel like an event)
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@DrDeepwound said:
yes it covers up chat box and if you have daily rituals you cant type until you close it all, definitely annoying
And +1 on that. No matter how to relocate this, stop auto popup or whatever. It should simply not hide the chat automatically.
You could even do a "1 line" popup that just says "new fragment / challenge finished" instead of the whole window. Just make it not hide the chat in any case or at least only when you manually open the overlay
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I also opened a thread about that when it was new. And I responded to two other threads on that topic. Let's repeat this until it gets heard.
The automatic popup is not necessary, it should only have a shining or exclamation mark like the dailies has when some are ready to collect. A new rift fragment is finished every 2 games, I don't need a popup every two games.
And talking about it: having the dailies pop up after each game just because you want to save them for the next chapter or for your next prestige is annoying as well. Pop up once when a daily has been finished is sufficient, the exclamation mark is enough as a reminder.
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Why should the entity protect survivors? It f***s survivors where possible
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@Dehitay said:
oh crap, it's dropping today? I messed up and used all my bloodpoints thinking it was coming next week.
Then go RUSH and spam BPS! 40mins left!!!
I suggest nurse with BBQ, Distressing, Thrill and Beast of Prey + the two bad addons to remove blink lunge and decrease max blink distance to get increased deviousness points. Just hook everybody once, ez max Hunter and Deviousness times 3. GO FOR IT!
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@PatBrutal you posted that 3 weeks ago saying "More information as we get closer to the event". The event starts in one week, is this close enough to get more information? 😎
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thanks
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@Lewed_thout said:
https://forum.deadbydaylight.com/en/discussion/comment/1355360#Comment_1355360
And you are right, but this one instance the bill looped him all game. Out of all games I have played against most campers is they go out of there way to camp, and then tunnel without much reason. Sometimes I'm around for these chances or my group of two others see it, and there is no reason or warning. I will invite a handful of killers, if they just camp then tunneled a poor person on hook. The answers I get more often then not are just doing it to dump on another's experience. Or will call our three man trash survivors even though they get one kill. It's a rough guesstimate of numbers but 60%+ camp just to ruin others experience.
The others will do it to eliminate a good player, not skilled, or didnt do to hot at the games initial start. I'll say it's a strat you can use, but going out of you're way to ruin the fun for laughs isnt fair. Nor right.
Serious? I never heard a killer saying "I wanna ruin your game". Seriously, never. The one comment going most into that direction was "idc"
And still stands: you don't follow the other guy for the entire game, you don't know everything. Had that several times that both killer and survivor admitted something, survivor like "so ez to loop, he got triggered by tbags" or whatever, and I thought in game that the killer is just a plain camper
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Point 1: in most cases I see, the killer gets rewarded for camping by super altruistic play.
Point 2: "to ruin peoples experiences". Pretty generalizing at the moment. I would say I see more killers tunneling specific survivors that were trying to be a total "male chicken" on purpose, rather than the killer just face camping for no reason. I don't see many killers starting a game to ruin gaming experience.
In addition to that, "random survivor" might be just your view. You don't know what the guy did during the chase, it might have a reason why they get camped. Opening a thread saying "I know why people camp, they are asses!" is not pretty farseeing. Of course you will always have people around that do exactly this, no matter where and no matter what you try to restrict that, but it is pretty sure not the majority
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@Freesham said:
Apparently they don't want to make the mistake again of certain DLC perks being too powerful, as that would make the game seem pay to win. So to avoid that, they just make all the new perks insanely underpowered and useless so you'll never see them used unironically in matches.
Wouldn't be the better choice then to repeat the OP perk approach to gain more money and THEN nerf them to an appropriate level? Like businesswise...
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@EnderloganYT said:
tbh for me the OG looks much spookier. with the new one doesn't because it looks scary in the world it's placed in, meaning there is no way anyone with half a brain would trust him. the OG just looks like any other clown, and nobody would think it could be who it really is.
This is actually the reason why I think the new movie fits better to DBD :P
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@53nation said:
Ya to add to the high stakes element, it might be neat if instead of 2 standard boxes rng at start, 4 total are spawned (one still being basement).
With one of them having a guaranteed green key haha. Then once all 4 are opened, the secret stash acts like the hatch and reveals itself.
This way it takes longer to open all chests and no one will know where it's even at. Might give struggling killers an extra opportunity to get some momentum.
Also just thought about that. It might fix killer tier lists, because you would say something like "Billy gawd no, no time to go for the stash" or "just a Clown? Time to loot"
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I would add that a white ward doesn't save you the unique item. That would be too easy. Another addition might be that one character can only hold one item of each of the possible rewards. Meaning that if you have it already in your collection (not in the match), then you cannot find it again in the current match. Also, if you bring one unique item, you cannot find it again in the match (which would in ridiculous cases allow 8 omega toolboxes, 4 is already heavy to deal with). That would make them really "unique" (which is ok because they are pretty good items).
And targeting the fact that others might do the work for you by opening chests and then die while you go for the loot: I would add (or replace) that you have to find a key (maybe 4 of them hanging on random hooks) to open the secret stash. Carrying such a key could increase your chest search speed by 20%. And I don't mean keys as items, more something like the events (the chinese lanterns) or like charms, that blinks slightly on your waist, to make you a tiny little bit easier to spot, when trying to hide in the grass, as long as you carry the key around. And each survivor can carry one of these to get his chance at the stash.
Btw Alex is one of the developers, this is an easter egg. And lorewise I would at least question why Alex hides his tools, meaning to help survivors, in a box that injures them o.O Maybe the tools are produced by another survivor as support, but the entity tries to trap the stash or something.
@Deathslinger said:
Im not a survivor main, so I looked at this from a killer perspective. I would be upset that survivors get a new objective and exclusive (powerful items) and I get what? A possible distraction for survivors and another element I have to keep track of. I’m just saying you could expand on it to reward the killer with something too.
As far as the suggested objective of opening all chests before opening a final chest and doing some difficult skill checks...might be the killer in me but I found it to be too easy an objective. Also, survivors might upset each other if they burn to spawn more chests and clash with those trying to quickly finish a chest opening challenge. I’m assuming your saying once every chest is open then any survivor could take a turn to earn their own prize, regardless of whose dead or not.
Personally I think a challenge where a killer could fight back would be more entertaining and suspenseful but a killer could only stop this by babysitting the mystery box lol.
i won’t comment on the prizes cause I’m not too familiar with them. If I took this idea and moulded it into something to my preference. I’d say amp up the difficulty. All totems done and all four survivors need to do their skill checks to unlock. So a killer can fight back by killing a survivor. 4 lights on prize box that lights up as survivors open it, 1 by 1. Sadly by version promotes killer tunneling so it’s no better D:
End of the day, I like any idea that tries to add another much needed element to the game. I’m just not sure I’d choose this idea over some other ones. Nice post though~
At least I would laugh my nipples off when I play a trapper with injuring traps, seeing how a survivor gets injured by my trap and then dies to the stash skillcheck :D Regarding the objective, I wouldn't add totems to that, killers don't want totems to be cleansed, if they want to run totem perks. So opening the chests would be the better choice. And the idea is to give the survivors something else to "waste time", a competitive objective would waste killers time as well, not sure if a killer wants that. And killing survivors as "counter" is not really a solution as you already said.
But in general: yes, I would like to see an optional objective for the killer as well, that can consume some time but help you with your objective in another way if used properly. Something like ripping out a special part of the gen, forcing the survivors to find a replacement on the map for that part, or ignore the gen. (although this might just stall the game unnecessarily, but just as a rough first idea)
@JustCats said:
The primary issue with additional objectives is really that killers have no way of working towards their objective without 100% successful quick chases. Gen speeds aren't really too slow, in other words, killers are (not in terms of walkspeed). Survivors are bored with gen repair probably because the current meta makes it too easy. You don't have to care much if the killer shows because wasting their time in a chase is like, the number one thing that helps you.
I am not sure that adding another means for survivors to prolong chases really addresses the underlying issue.
Just as a side note: that is number two actually. The number one thing to waste killer time would be hiding from the killer :P because when he chases you, he will eventually progress towards his target. When you hide, he's not ;)