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Dreamnomad

Dreamnomad

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Dreamnomad
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  • But you can cut yourself free from claw trap already? I second the opinion that we need more than just x2 speed for replays.

  • @TragicSolitude said:

    There is, "Strip." You can see the option at the bottom of the screen when you open up the menu to choose block type/trap/etc.

    And that removes everything from the map?

  • @TragicSolitude said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3412129#Comment_3412129

    If we aren't supposed to have enough resources for that many bases (bc we have raid issues) then why do we have 5 slots in the first place? I just can't get it.

    Two reasons.

    One: There are five types of GenMat (five Advisors), so you can have five bases.

    Two: You're not supposed to be able to only build. BHVR designed the game to force everyone to raid. You can just raid, or you can raid and build, but you can't just build. That's why the grind is the way it is. If there are too many Builders and not enough Raiders, no one's bases get raided and the game dies. The more bases a player has, the more they're forced to raid. Unless you want to make the game a full-time job, you're really not meant to keep five bases activated at all times.

    I don't think anyone here has an issue with doing some raiding. The question is how much do they expect us to play on a daily basis? I personally feel like it shouldn't take more than 2 hours of playing to keep your bases operational. Like we have lives to live and stuff. You can't expect to keep players if you don't make it reasonable. The easiest way to do this is drastically increase the daily bonus for synth.

  • I would like to see 2 things done after thinking about this. Increase the daily bonus to 1000 synthite. This will just help everyone across the board and encourage logging in regularly. My next idea is more complicated but hear me out. I think when an outpost hits level ten and runs out of gen mat effectively retiring the outpost, I think the player should get bonus synthite based on how much excess prestige the outpost earned. The math on this part would require knowledge only the devs have. Namely, on average how much extra prestige do outposts have when retiring. Take the average and add like 25% by rounding to the nearest 500. Let's just say for argument sake the average outpost has something like 4000ish extra prestige when retiring. Let's round that up to 5000. That would be the cap for bonus synthite.

    Then you figure out how much bonus synthite players should be able to earn this way. I think 1500 to 2000 would be about right. There are several reasons why I think this should be done. One to reward players for maxing out an outpost. Two- to help players retiring an outpost buy a new outpost. Three- To help with the daily synthite grind. Four- and this is the most important reason, to give players a reason to care about the advisor that gives a boost to prestige. I also think that advisor needs a massive increase to duration compared to other advisors since the bonus only applies to outposts. Instead of increasing boost duration by 3 mins per level it should be like 12 minutes per level.

  • I can understand the sentiment. I've seen some bases that must have taken an extraordinary amount of time to build. But with that said, I think it is actually a wise choice to force players to constantly build new outposts. After all, if you have a base that you are happy with, gets good amounts of kills/raids then what is your motivation to build a new base? It's easier to just keep activating the same one forever right? Then we all wind up playing the same bases and base innovation stagnates. I think 10 is a pretty fair amount of times to recharge a base. If you really like the concept of a base then you can always build a new base using the same concept. Hey, you might even make some improvements along the way.

  • @wydyadoit said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/373625/advisor-boost-balance

    the boosts are there because the devs needed something for the game to be aesthetically balanced. not necessarily gameplay orientation balanced.

    your views on the various boosts are accurate. suits is the most useful. parts is the least useful. prestige barely works. synthite is a must. and genmat gains are universally beneficial.

    it's around level 480. it's like... 3 minutes a level.

    24x60/3=480. idk the exact value because my metamorph has a value that isn't exactly divisible by 3, but it doesn't show seconds. only hours and minutes.

    at level 20 all boosts are an hour. so 20x24=480.

    Well, that is fundamentally a problem isn't it? If two of the five advisor boosts don't give any tangible benefit then why would players build/raid those particular advisor outposts? I can tell you the only reason I would do it would be because using the suit boost I can see that those particular outposts are pretty easy to raid. Like if I see the top 2 trap types are impaler and bolts and that makes up like 80% or more of the total traps then I'm down to speed run that. But each advisor boost should at least be appealing to use.

  • It is a fair criticism that players should know the rewards that they are working towards. No amount of penalty/reward is going to stop me from abandoning an outpost if it uses cheesy strats though.

  • Great work with limited resources. I do have to say though that some of those are a little rough without context. If I saw the "K", "Y" or "8" in isolation then I wouldn't know what they are. But considering that you've done it with what amounts to 2 paint stamps is impressive.

  • @wydyadoit said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3411186#Comment_3411186

    1 block being broken wouldn't break the game. 2 blocks? maybe. but 1 block? i think there would be an incentive to make double layered walls which could allow for some interesting trap baits.

    Okay, a couple counter points. Players shouldn't be forced to double layer their walls because one equipment exists. That takes a monumental amount of time and resources for no benefit. This is particularly troublesome for new bases with lower build counts. Try double layering walls and building traps with a build count of 750. And btw, coop exists in this game. So if you don't want 2 players with explode block ruining your map then you have to TRIPLE layer your outpost. Raiders should simply never have the ability to break blocks in this game. It feels crazy to even have to have this conversation. Why would you even want to completely bypass a level? If you don't want to actually play the game then don't play the game.

  • @wydyadoit said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/373585/new-equipment-ideas

    i've already made like 200 items that i've commented in various posts about. might as well give you one.

    demo charge - destroy 1 block.

    That would break the game. Base builders shouldn't have to build around their blocks being broken.

  • Yes. The game is basically unwinnable with 2 survivors barring some very specific circumstances. If the last gen was basically at 95% progress with someone working on it when the second player died/dc then it's possible to finish the gen and for the remaining 2 survivors to get out. Or if there is a gross player skill difference between the killers and survivors. But generally speaking, two survivors means no one is working gens and it is a game of which survivor manages to not get killed and find the hatch.

  • Can this post be unpinned please? I'm pretty sure anyone interested in reading it has had a chance.

  • I haven't experienced this yet. I suppose it might get annoying but I would argue that raiders can do whatever they want in the game and shouldn't have to worry about what the player watching the replay thinks. I can only recall one time when the raider seemed to leave a message for me. That was when they tried to loot a tomb and got killed by a bolt trap. They nodded after reviving which I took as "laughter".

  • Plastic Explosives or Satchel - Small room full of stuff giving you trouble? Short throw range, detonates upon activation, large explosive range. Run in, toss satchel, run out and explode from safety.

  • Who are these buzz kills arguing in favor of limited revives? Coop players surely aren't in favor of this. Why would they be? So that only leaves Base Builders. So I guess there are two category of base builders here. Those that like their bases to get lots of kills and those that want raiders to beat their base "fair". I would argue that unlimited revives are "fair". I would also argue that any artificial limit on deaths can be gamed. Raiders can just take turn being the risk taker. I would also argue that being a raider that has run out of revives forced to sit around and watch their buddy do the raid solo is no fun and only one raider getting the gen mat is also garbage and no fun.

  • I'm in favor of unlimited revives. And I play primarily solo and generally focus on base building. Unlimited revives equals more kills. Why would you want your base to get less kills? It doesn't make sense. Limited revives means the players have to play more cleanly which is less kills. What is hard to understand about this?

    I had a normal difficulty mission that a pair of raiders showed up for today. They spent 47 mins and died collectively over 50 times! For reference, the mission they were attempting has a average kill rate of 6 per raid. They single handedly raised the average to 7. With limited revives there is no way that would have happened. Either they would have taken less risks or given up. Don't ruin a good thing people.

  • I pretty much exclusively play brutal maps. You level up way faster playing brutal maps. I think a lot of players overestimate how difficult brutal maps are. Sure, some are nigh impossible. If it's obvious that it will be a super frustrating experience (lots of opaque cubes, pistons, grapple traps, or plasma orbs are good indicator of garbage map) then just abandon the map and move on. Here is another tip for you. Level up your suit advisor as fast as possible then use his boost. The value you get from the rank 2 or 3 boost is massive. If you know how long the harvester path is and how many and what is most common on the map then you can avoid bad brutal dungeons in the first place and just speed farm the easier ones.

  • @Darkyan said:

    That increases the difficulty rating to brutal though ):

    I can't patrol my very last guard without it updating to brutal, so he's just facing a wall in the corner now, being bait for bolts which triggers another trap ( that thing somehow has a 80% unintended kill rate so far.

    So... good for him, I guess his life, sitting in one spot forever, isn't worthless after all.

    I've never noticed guards patrolling increase the difficulty rating before. I have normal difficulty bases with lots of guards patrolling too. I have noticed that the difficulty rating thing is pretty finnicky though. I would prefer it if there was a very clear marker like a progress meter on the side of your screen depicting how close you are to increasing difficulty.

  • That trap was pretty clever, but you can actually see the hardened skin cubes through the regular corrosive cubes. I can see falling for it once but it's pretty dumb to keep falling for it. I don't have a problem with it existing so much as I just think the cost should be different. Instead of costing +5 I think it should be -5 and refund you 5 build points. A hardened skin cube costing a total of 10 points seems fair.

  • Obviously a bug. It would be a garbage game if that was intended.

  • I like the idea of a boss type creature but I feel like there will have to be a limit of one per map or it would get really dumb, really fast. Even then it will be tricky to balance because it's not like map builders are going to put a boss creature in a room by itself. Flamethrower, Grapple and Stealth mobs all sound good too.

  • @Onlysur5er said:

    Yes but a regular block isn't deadly to touch. Like everything else it's situational. If you have a lot of corrosive cubes and people are zipping through a few hardened skins will stop it. If you dislike hardened skin how do you feel about splatter cube?

    I rarely come across it but I've at least been killed by a splatter cube once and thought if it was used in the right situation that it would be good. Like if you have a couple splatter cubes near the entrance to a room with a bunch of enemies that shoot projectiles, even if you dodge the actual bolt the splash can still kill you. It is extremely rare to find the hardened skin cubes in the wild. I think I've only seen them once or twice and never died to them.

  • For me it is far less to do with number of deaths and has everything to do with time and frustration levels. I could care less if I die 100 times as long as I'm having fun and it doesn't take too long. Generally speaking, I play on brutal difficulty and typically clear the missions with around 0-5 deaths. If I walk in and can instantly tell this mission is absurd then I'll just abandon it and move on. If I see a dozen+ plasma orbs with the cloud mod on it or a room full of opaque plasma cubes on it then I'm out. If someone has a piston killing the harvester and the path isn't obvious, I'm out.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3407407#Comment_3407407

    Certain bases get destroyed from it. Some bases thrive off of it. Either way Im fine with it, Ive kind of gotten use to Co-Op players raiding my bases.

    I've watched replays where the coop players stand around killing each other for a few minutes too. I certainly don't want to dissuade them from doing that! Feed me kills!!!

  • I found it odd how many questions they asked about coop players having unlimited revives. I honestly love coop players killing and reviving themselves in my dungeons. It just means more kills. Is this considered a controversial subject? Keep unlimited revives!

  • @ironblade said:

    Grappling hooks doesn't work through hardened skin corrosive cube or when you have guards or traps behind it, custodians can't shoot through it and destroy it.

    But all of those things are true for a regular old block too. Guards and traps can't attack through a hardened block either. Might as well save 19 pts and use a regular block.

  • @Darkyan said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3406241#Comment_3406241

    I do agree with Phoenix going busted to some extent, but I disagree with the range.

    Having the ability to throw shields at the traps creates a safe zone, and destroys the traps.

    Throwing your phoenix across the traps to a safe zone you've created with your weapons and using it as a "Teleport" if you die in the kill box sounds amazing to me and changes the perspective of always using Phoenix as a checkpoint behind you. (Don't forget that coop has infinite revives, 4 phoenix is no different, and prevents frustation while still providing kills to the builder.)

    Grenades obviously benefits from that.

    The only equipment that doesnt get a bonus is the stim.


    A hybrid specialist. One that gains a bonus to melee when using ranged and a bonus to ranged when using melee. For example:

    • When destroying a trap/guard with a melee attack return the last bolt fired. Cooldown 10/5/1 second.
    • When destroying a trap/guard with a ranged attack this ability activates. The next time you destroy a trap/guard with a melee attack gain a shield that makes you invulnerable for 1/1.5/2 seconds. Cooldown of 4 seconds once shield deactivates.
    • After destroying a trap/guard with both a melee weapon and ranged weapon, create an explosion centered on you that doesn't harm you. Cooldown 15/12/9 seconds.


  • I'm not opposed to new weapons, but the disabler seems really lackluster. Why disable when you can just destroy? I could get behind a melee weapon that can hit from an extra tile away though (with the downside being longer cooldown and no deflect).

  • @NoPride said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402789#Comment_3402789

    My idea isn't for it to be a punishment. The increased values cause more of a challenge for players with higher MMR. It's not a reward or punishment system. However I did just realise that my proposed system makes low MMR survivors have it easier and high MMR killers have it easier since values scale. I don't have a full idea for how this would be implemented, since I'm not a game designer, but I thought it was an interesting idea.

    ANY system you come up with that increases or decreases players effectiveness in game based on MMR would by definition be a system of rewards/punishments. If players can heal faster (or do anything more effectively) if they have a low MMR then there is an incentive to have a low MMR. Therefore players will attempt to keep their MMR low. How do players keep a low MMR? They do stupid crap to ruin the game for everyone. Do you see the problem now?

  • @Darkyan said:

    Override melee and Ranged "Destroy trap" mods and get a 60% speed boost, alongside the stim.

    Goodness me, I wouldnt even need to dodge anymore

    edit ; You can put max level mods on other custodian, so your 1st and 3rd are basically copies of the melee. ( Unless I'm getting the wrong vibe from "Lunge speed", which i now realize is probably the speed of the lunge itself and not the attack speed )

    also 2nd (melee gives ammo back) makes "Pick up range" worthless on the ranged custo

    edit ; I counter your hybrid offer with ;

    An Equipment custodian.

    -Increase equipment carry capacity by 1/2/3

    -Chance to not use equipment on deployment by 10/20/30%

    -increase max deployment range of equipment by 20/35/50%

    It actually doesn't make "pick up range" worthless on ranged custodian. You would have to have a melee weapon equipped to make use of it. Whereas ranged custodian typically wants to use both ranged weapons. Therefore the visual indicator on spent bolts still has value.

    Maybe the ranged skill giving movespeed could be problematic. So something that gives a bonus to melee when using ranged. For example: Whenever you destroy a trap or guardian with a ranged weapon this ability activates. The next time you destroy a trap or guardian with a melee attack gain invulnerability for 1/1.5/2 seconds. Cooldown 4 seconds.

    As far as your equipment custodian goes, the idea holds promise but the execution would be a problem. 4 phoenix equipment base plus an additional 30% chance to not consume on use is pretty broken. Alternatively, the range bonus is pretty lackluster. The only thing it actually effects is grenades and it is very rare for range to be an issue with them.

  • @chezpizza said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3403836#Comment_3403836

    Harvey killing wasnt a big thing i saw in bases I played during the beta nor was the corresive block exploit.

    I agree builders should have the ability to tag their base as a mazes perhaps even 2 player raids. Maybe depending on the tag hrv will react differently or not at all.

    Personally mazes are frustrating simply because there is no payoff or reason for it. Some have created mazes that venture toward tombs but many other have not.

    Yeah, mazes as a rule suck. I came across a unique dungeon recently that was a reverse maze. The dungeon was a large box with a clearly marked route to the roof. On the roof was a plasma cube entrance and the raider could safely drop down next to the gen mat. Once you pick up the gen mat, there are more plasma cubes that activate near the roof entrance making it impossible to grapple back out. Then you just go down the only path back towards the entrance which naturally has guards and traps.

    The interesting thing was when you get to the entrance there are multiple dummy paths so if you don't follow the dungeon builders design you could get lost and waste a bunch of time finding the gen mat. This dungeon also had a piston killing harvester at the start of the match. This was the only dungeon I've come across where I felt killing the harvester was actually functional. Now with all that said, I still stand by my opinion that it is for the greater good that this practice is abolished.

  • @MythicMikeneto said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3405709#Comment_3405709

    'Ok buddy, hold this, run in there, and hug something."

    "I dont like the sound of this plan...'

    "It will be fine, Ill rez you after"

    Doesnt rez them. Gets the get mat and leaves.

    Diabolical and I love it.

    On the suit mod idea: The consunable pheonix item makes thst work. They ciyld also build in a thing that drops a pheonix, and started your self detonation timer. When you pop, you rez where you activated the suit.

    This idea needs to happen. The builder gets a kill and the raider solves a kill box. I see no down side here. Everbody wins.

    On the note of stickies; I agree if the blast radius is smaller or you get even less than 2 of them.

    I have made builds/seen builds with grenades in mind. Deep slopes and pits for grwndaes to go iff into useless nothingess. Stickies would defeat all that.

    So while I agree with the use to destroy plasma cubes, I disagree with the unexpected uses that counter other valid building techniques that would come from it.

    I hope for a happy medium sticky-nade somehow.

    No reason the player should only get 2 sticky grenades. Sometimes the very fact that they are sticky can backfire. Base builders can adapt accordingly. Ultimately, it's up to BHVR to balance the game.

  • @Canas said:

    BHVR needs to learn when to actually nerf something that's in dire need of nerfing instead of giving compensation buffs. CoH always was broken beyond belief and by DOUBLING its healing speed it's almost as good as it was before, now that's just plain absurdity. This patch is quite literally a wrist slap to survivors whereas killers got nerfed HARD.

    Killers didn't get nerfed hard. What are you even talking about? Pain Resonance is different but viable. I agree that the gen kick perks didn't need that big of a nerf, but they are both still viable and were never necessary. Dead Hard took a big hit which is a killer buff.

  • Sounds to me like you are just looking for an excuse to leave. After 5700 hours, you are probably burnt out. Which is fine btw. People are supposed to move on and do other things when they get tired of something. Just don't make lame excuses.

  • I think there should be a mechanic where if 2 players are colliding for 10 or more seconds then they should both lose collision for 3 seconds. Notice that I said 2 players and not killer and survivor. There are rude survivors that like to body block other survivors for trolling purposes.

  • I built a normal difficulty map that I got to prestige 10. The average death rate was 4 and the total number of raids was close to 100. I was pretty happy with those results. It was fairly popular too. I had quite a lot of accolades. I don't know if I'd be very happy with a map that got less than 3 deaths on average. I've built more difficult maps that had higher kill rates but they didn't get nearly as many people raiding them.

    So I feel like I've dialed into a pretty sweet spot in terms of difficulty and map size. I'll keep experimenting though. Obviously the goal of map maker is to get as many kills as possible but to do it in a way that keeps the player coming back for more. If it's obviously nigh impossible (which is easy to do) then people will take one look at it and abandon the mission.

  • Oh, let me clarify something. I only started playing this game 2 weeks ago. I don't even know how long this game has been online. I just started playing since it was a free game with playstation network. Maybe it's a new thing that's spreading like a virus. I just know that it shouldn't be a thing at all. Clearly it goes against the spirit of the game.

  • I've come across a base like this. It was great. Not only did it have each trap type but it also would show the effective ranges along with mods. It had a "reset" button which was a plasma cube. I gave the base designer a handful of kills for being so cool.

  • @UmbrellaWeapon said:

    I’ve been playing since release, the day after to be precise. Overtime I realized what kind of capacity bases get raided more than others. Small capacity bases are more prone to raids due to 2 main reasons

    #1. Small capacity = short and sweet

    #2 small capacity = manageable death cubes ( not as much fighting)

    your medium and large capacity bases only get raided by duos way way way more than solos. But the player base is not as high yet , so very few duos are out there… but they are out there, my medium and large capacity bases may suffer to maybe 2-3 raids on a good day, 1 on a daily basis, which forces me to refill the base instead of prestige. The main reasons why solo’s avoid these types is for several reasons

    #1. not enough equipment can be brought to fight off death cubes.

    #2. the raider don’t want to spend more than 20 minutes fighting off a death cube, then get killed later, and do it over again.

    #3. raider rating , the higher you are, then the faster your rating decreases if you die a certain amount of times. ( example, I’m silver 3, if I die twice, I earn 0 rating points, if I die a 3rd time, I get -30 regardless, you go down in ranking. I’m only allowed to die once to even get points if I succeed, of course more if I don’t die, but you get the idea).

    after learning the above, I invested in nothing but small capacity bases, and I get my results.

    It sounds like the ranking is a problem. I don't think players should be punished for dying. Wasting the players time is punishment enough.

  • @2leggedmachine said:

    Does glass building blocks amplify the laser beam?

    There is no way that will be a thing.

  • Imposters? What are you talking about?

  • I have the exact same problem. It's absolutely infuriating. It's going to take a very long time to max out both suits so I can swap abilities. Hopefully they fix the issue before then. I hate only having one functional suit.

  • What is the point of this post? I really don't know. Just bragging? Trying to encourage others to attempt brutal maps?

  • No. Just no. For like a million reasons but the biggest of which is it simply isn't fair. Good players shouldn't be punished for being good and bad players shouldn't be rewarded for being bad.

  • Playing survivor is harder than killer. I can relatively easily pip up as a killer. At the very least it is exceedingly rare to de-pip on killer. Even if I play an equal number of games as survivor the results are clear. It is much harder for me to pip up as a survivor. It is not uncommon at all for me to de-pip as a survivor and pipping is much more difficult. A double pip as survivor for me is a near miracle. I simply do not understand the pervasive idea on these forums that killer is harder to play than survivor.

  • I'm honestly surprised by the number of people saying Myers or Freddy. Against competent survivors, it's got to be Trapper right? If we are talking about who I personally would be the worst at with no perks or add ons then it would be nurse. I'm terrible with her. I'm just better off with literally any killer with normal base movement speed and no power.

  • I get being frustrated, but I also see the wisdom in having an endpoint for dungeons. Otherwise we'll all winding up playing the same dungeons forever if there is no mechanic to force players to build new dungeons. The fact that any given dungeon is a limited time experience is a good thing imho.

  • Game sounds like trash. Take your social marketing and get lost.

  • If I find the level impossible then I won't give accolades. I don't mind dying a few times. But there is a difference between difficult and hair pulling out frustrating. I also won't give accolades if the tomb is inaccessible. I don't care if it's trapped, but don't block it off completely and if your level is huge then give clues as it it's location.

    Outside of that, I give accolades based on the level. If someone made the effort to make it visually pleasing then I give out artistic. If it is difficult but winnable then I give brutal. If it was a good time then I give out fun. If there was particularly devious and unique traps then they get cunning. (if those aren't the exact names then you know what I'm referring to)

  • "Anyone playing Killer, who has good skills, should be able to pick ANY killer, equip ANY 4 perks (vs 17 survivor perks (BT basekit) plus potentially an additional 4 items & 8 addons) and get 2 kills every single time against GOOD survivors. Login, play killer, play well, and “win” with a 2K every time. 0K and 4K should be rare outliers."


    Dude, if this is seriously your expectation then you will inevitably be let down. It isn't even a realistic goal.

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