Dreamnomad
Dreamnomad
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- Dreamnomad
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It is premature to jump to conclusions at this point. They could make any number of changes before this goes live. Maybe the channel time will be shortened, maybe there will be add ons that shorten the channel time, maybe after playing with it you realize it isn't as bad as you thought.
I do have one suggestion though. I would like it if when Freddy teleports to a gen, that it auto kicks the gen.
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@megdonalds said:
GF should just be immune to OoO, that would be enough imo. Only a very few amount of players use Spine Chill and that perk alone does not counter his ability yet.
Agreed. Object of Obsession shouldn't show a killer's aura if they have 0 terror radius. Period. Spine Chill on the other hand specifically states that it defeats killer's stealth abilities, but it doesn't give away the exact position of the killer and it has a cooldown. Considering that it is fairly rarely used, doesn't give the killer's exact location, and has a cooldown, I think it is fair.
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Yeah, I'm against the first one for the reasons Peanits stated. The other two I'd be fine with.
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Keeping a game going for 30 minutes with no intention of winning should be against the rules. If the killer was attempting to down the survivors and hook them that is something entirely different.
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My expectations are very low. Ghostface needs some real work done and I think it is unlikely they will make the needed changes in the amount of time they have. I think it is perfectly possible to make him a fun and interesting killer in time. But I seriously doubt he'll be worth a crap when released.
PS: 2 of his 3 perks are garbage and need a rework.
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Killer:
Top 5- BBQ, Ruin, NOED, Bamboozle, Sloppy Butcher
Bottom 5- Monstrous Shrine, Shadowborn, Territorial Imperative, Dark Devotion, Play With Your Food
Survivor:
Top 5- Self Care, Decisive Strike, Mettle of Man (until it is nerfed), Borrowed Time, Adrenaline
Bottom 5- Deja Vu, Sole Survivor, Mettle of Man (after it is nerfed), Left Behind, Autodidact
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You're entire thread is about how "tunneling isn't real" and then you proceed to offer absolutely no evidence of your theory. There were a lot of words in your post. None of them supported your argument though. Here would be an example of an argument you could have made:
Tunneling isn't real because it is a concept made by the players. There is no reference, support, or obstruction to tunneling within the game itself.
Now, I'm not saying that is a good argument or one that I believe, but it is an actual argument supporting your theory.
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It would be kind of cool if you could look at your past history and see your highest rank earned each season. But since the entire rank and season aspect of the game is rather pointless, it doesn't really matter either.
As far as your question about ranking up goes, yes they changed the criteria for ranking up. You're right. Once you get past the potato players, it does get absurdly difficult to rank up. I've had lots of games as a killer where I get 3 or 4 kills and don't even get a single pip. Hell, you can get 2 kills and lose a pip.
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Yeah, that happens. I wish there was a 45 second immunity for active hex totems at the start of the match. At least give the killer a chance to find and defend their totem.
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I wouldn't mind if they did this sort of thing. It's a cute drawing and would certainly give players a laugh if they noticed it in the game. With all that said, I wouldn't be surprised if they didn't respond or said "no". We live in a world where lawyers have their claws into everything.
I'm no lawyer and I don't know of a specific reason they couldn't do this, but I can imagine a lawyer saying stuff like "we would need consent from the artist and you can't get consent from a minor, blah blah blah". Another good reason to not do this is it sets a bad precedent. Other players would want to incorporate their art or photos or whatever in the game too.
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643 responses on that survey. How did you get so many? Did you post this survey in other places too?
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@[Deleted User] said:
Corrupt Intervention is perfectly fine and a favourite perk of mine. Killers forget that you get scored for how long you can keep gens from being repaired in a trial, so limiting yourself (and the survivors) to only 4 gens for a whole 2 minutes is huge. Small numbers count in this game and a smart killer can do a LOT in 2 minutes. Even if survivors choose to wait the 2 minutes out to start working on the farthest gens, that doesn’t greatly hurt the killer.
@DudeDelicious Yeah, it does actually. If you fail to hook any survivors in those first 2 minutes then you are for all intents and purposes playing a game with 3 perks. And just because survivors aren't necessarily working on generators doesn't mean they are just hiding in lockers either.
They can be clearing out all your totems during that time or opening chests. That also gives them time to spread out over the map and position near generators. Having survivors spread out over the whole map makes it very hard to push them off generators.
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Killers:
Corrupt Intervention: add When the generators become unblocked, the corruption spreads to 3 random hooks. Corrupted hooks can not be sabotaged and survivors hooked on corrupted hooks are sacrificed 10% faster.
Dark Devotion: remove obsession component. Last survivor hit gains your terror radius.
Distressing: remove percentage bases increase. Increase terror radius by 8/12/16 meters.
Dying Light: make it a pass/fail system when checking. Was an obsession killed or sacrificed yes/no? If yes, it remains active the whole game regardless of whether or not a new obsession is in the match.
Fire Up: Blocked generators count. (yes, this would stack with Corrupt Intervention but you'd lose 3 tokens when the generators become unblocked)
Furtive Chase: remove obsession component. Change to: "You lurk in the shadows, toying with your victims. When a survivor is rescued from a hook at least 24 meters away, Furtive Chase gains a token up to a maximum of 5 Tokens. The first 4 tokens decrease your terror radius by 15/20/25% while in a chase. You lose the red stain when you gain the 5th token. You lose 2 tokens if a survivor is sacrificed or killed."
Hangman's Trick: add Whenever a survivor is sacrificed with a reverse bear trap, add 1 reverse bear trap to your inventory.
Hex: The Third Seal: add When this hex is destroyed the effect persists for 120 seconds, but survivors not currently afflicted will not gain blindness if hit.
Hex: Thrill of the Hunt: remove current effects. Change to "Other active hex totems can not be destroyed while this perk is active. This perk's hex will have bright green flames. You can see the aura of survivors cleansing this perks totem. Gain 25/50/75% more bloodpoints for actions in the hunter category" (Not included in the perks description, but active totems protected by H:TotH will have a visible shield around them so survivors know they can't be destroyed until H:TotH is cleansed)
I'm all ears: remove terror radius restriction and reduce cooldown to 40/30/20 seconds.
Monstrous Shrine: remove current text. Change to Whenever you hook a survivor in the basement, 3 random unfinished generators are blocked for 30 seconds. Gain 500/750/1000 more bloodpoints for survivors sacrificed on a basement hook.
Play With Your Food: only successful attacks remove tokens.
Predator: Scratch marks glow brighter and fade more distinctly making the direction of travel easier to understand.
Remember Me: Change back to the way it was, but add "when there is only one survivor remaining the effects of this perk are reduced by 75%"
Save the Best For Last: No longer remove tokens for hitting obsession, however you do not gain tokens for hitting the obsession. Lose 4 tokens if the obsession is killed and can not earn new tokens.
Shadowborn: Add "vegetation within 12 meters of you is 50% transparent"
Territorial Imperative: change to- "Survivors auras are revealed to you when they are in the basement and you are more than 36/32/28 meters away"
Thanatophobia: penalty applies for sacrificed, killed or disconnected survivors in addition
Unnerving Presence: penalty remains for 15 seconds after the survivor is out of the terror radius.
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Survivors:
Autodidact- Increase odds of skill checks when using this perk
Boil Over- Increase distance killers can't see hook auras to 10/15/20 meters
Buckle Up- In addition to seeing the killers aura for 6 seconds, also you and revived survivor do not leave scratch marks for 6 seconds.
Deja Vu- Reveal all generator auras at start of match for 60/120/180 seconds
Diversion- Add token system. Max token 3. Add 45 second cooldown.
Head On- Remove 3 second hiding in locker requirement
Left Behind- Add if the hatch is closed by the killer and you are the only remaining survivor, increase the speed you open exit gates by 25/50/75%
Lightweight- Add decreases the noise made by running
No Mither- Remove constant broken status. Add "whenever you are injured you gain the broken status effect for 120 seconds". Begin the trial injured.
No One Left Behind- Add if you are the last survivor to leave the trial, gain 2500 bonus bloodpoints.
Saboteur- When a hook you break respawns, it has 50% progress toward being broken again.
Solidarity- When you are injured, you can see the aura of the nearest injured survivor.
Technician- increase the odds of preventing gen explosions to 60/75/90%. Apply this bonus toward other survivors working on same gen
Wake Up- Change opening exit gates to 20/30/40% DECREASE in time it takes to open
We're Gonna Live Forever- Change to 10/15/20% bonus to all bloodpoints gained for each token. Gain 1 token for each completed generator
I'll work on killers perks later.
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If they gave her the Legion treatment then I might actually start playing her. 115% move speed with 1 blink (max) with a 5 sec stun. Even with a 20 sec cooldown on her ability, that would be 100% playable. I would probably try to land the first hit w/o blink and go for the kill with the blink.
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I've posted this on the PTB forums, but what I would like to see happen is when Ghostface activates his power, for 10 seconds survivors have their camera snapped in directly behind them and lock in place. Survivors would have to actually turn their bodies around to try and see Ghostface this way, but it only lasts a short time. Both survivors and Ghostface would have periods of strength and weakness this way. Timing when to use the ability would be crucial. Ghostface would not be able to cancel his stealth ability to prevent abuse and maybe the cooldown might need looked at. But I really think this would create an interesting and fair game play for both sides.
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It's actually not bad advice. I'd volunteer to sign an NDA to give free well thought out advice on upcoming content.
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It should be 2 regular hits and one protection hit imho.
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Am I the only one who clicked this thread hoping to hear a funny story about how a player got into a fight with his girlfriend over this game?
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Well played.
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Seems like a reasonable request. How large is the Turkish gaming population?
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I'm all for a WGLF buff, but I don't think the bloodpoint gain percentage should be increased. I just think the conditions for getting tokens needs to change. Personally, I think survivors should get 10/15/20% bonus for each generator completed. If the survivors do well and finish all their gens, that is 100% bonus bloodpoints. That is their win condition after all.
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@Almo said:
He's absolutlely right. The power is meant as a delaying tactic.
When we shipped Pig, the complaint was "hey nobody dies from RBTs". But that was by design. :)
@almo The problem is that it isn't enough of a delaying tactic. By the time you've even hit a second survivor, the first guy is already done mending. That is assuming Feral Frenzy didn't wear off before you made contact with the second survivor, which is usually the case. Killers don't win the game by injuring or delaying survivors. At some point, you need to put them on hooks.
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This is what happens when you make it so ranking up is so difficult. Only good players will achieve it. I preferred the game when there was a good mixture of potato survivors in the red ranks.
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First of all, skip end game chat. Nothing good comes from it. But to answer your question, "why are survivors toxic?" My theory is that survivors can't hurt or kill the killer and therefore they act out in the only way the game allows them to. What's the point of winning if you don't rub your opponent's nose in it a little right? There is always going to be a certain percentage of any player base that is toxic, but you are right in that this game seems to breed it. I think that is why.
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This would be a nice feature. Lots of things would be nice though. They do have finite resources and time though just like all of us. Apparently they decided that this wasn't what they currently want to focus those resources and time into this year.
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Someone had to say that. This green perk called im all ears is laughable. It even has cooldown. Like it won't even trigger once for whole match.
I think they played it a little too safe. Which is usually their problem. I liked your suggestions to the obsession perk. I don't know if I'd use it even then, but it might at least be worth trying. But with the version they are talking about, you would have to hook 8 survivors w/o killing the obsession to get your standard terror radius to 0 during a chase. That is just laughably bad.
About the only killer that would get much use of their version might be a dead rabbit Myers. His terror radius at EW2 is low enough that the 4 meter increments would actually have an effect. But they really shouldn't be designing perks that are only useful on one killer using a specific add on.
I'm all ears would actually be decent if there wasn't a restriction on the terror radius. Then if a survivor fast vaults in a chase and tries to mind game you, they will lose the mind game. But the restriction on terror radius makes it only fringe playable on stealth killers. It's not like survivors run around vaulting stuff outside of a chase, the killer already gets alerts for those. I would even be okay with a 20 second cooldown if they just got rid of the dumb terror radius restriction.
I will say this much though. At least his perks have synergy with each other and the killer in particular.
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As long as he can teleport to gens, I'm not too worried about how they go about the fake pallets and snares. This is the danger of revealing something so early. Players get expectations in their heads and are generally disappointed when they get their hands on the product because changes were necessary after play testing. Let them do their jobs and try and properly balance the game instead of making demands. When it gets to the PTB, that is the time to voice what you think should be changed.
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@No_Cluie_Louis said:
Also with the new micro sleep mechanic, has anyone considered the new possible strength of tinkerer on Freddy?
Actually a good point. Freddy might be the one killer that can actually make proper use of Tinkerer. The 0 terror radius is kind of cancelled out by the blood spurting from the gen though...
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I only watched about half of it, but I think they did a pretty good job. They showed the new road map with lots of plans for the future, showed the Freddy rework in detail even though some of that is subject to change, showed Ghostface's power and perks, talked about map reworks, etc, etc, etc. It was about as comprehensive as one could hope for.
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I think you've been out voted chief. You seem to be the only one here who thinks Myers could use a nerf (on console or otherwise).
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I pretty much hate the ranking system in this game. I thought the victory cube system was perfect for killers. 2 kills or proportionate number of hooks equal to 2 kills was a black pip. Anything worse than that lost a pip. 2 kills plus 1 hook was a pip. 4 kills was 2 pips. Pipping was based off of what a killer should be doing. Killing.
The current system is just crazy. The number of times that I've got 3 kills (and hooked the 4th at least once) without pipping is mind blowing. I don't know what more the game wants from me honestly. Even 4 kills doesn't guarantee a pip. I have a completely dominate performance and don't pip... Seriously, just bring back the victory cube.
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I will be amazed if you get an official response with more depth than what amounts to "thanks for the feedback".
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If it was a noise indicator like when a gen is done then I think that would be fair. Makes it more of a mind game when both players know which door the killer is closest to.
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If you think it's unfair toward the survivors then you can always do things to make it more fair. Like perhaps just hook the survivors and don't slug them and look for the hatch. Then it is more of a 50/50 chance who finds the hatch first. Or you could close the hatch and only guard one gate, again making it more of a 50/50. But changing the whole game in a way that would annoy 90% of the players so 10% would be happier seems like a bad decision.
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I think it would create unnecessary animosity. As either side, I would be greatly annoyed if I found a "fake" hatch. I don't really see any upside to this either. If the killer does like you say and slugs the second to last survivor and finds the hatch then hooks the survivor and immediately closes the hatch then that is just smart play that deserves to be rewarded.
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@Judgement said:
Devs already explained in a livestream that they are changing Enduring to only affect pallet stuns, and fixing it so the stun reduction is actually 75%, instead of the calculated result that is currently 43%.
So Head On doesn’t need to be changed, since Enduring already is being changed.
Head on needs changed cause it blows, not because of any interaction it may have had with Enduring.
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Said this before, I know it'll get ignored again. Anyway. It's ridiculous having DS proc after hooking TWO other people.
DS is fine. If you've hooked 2 players after a survivor is unhooked and they still have time left on DS then you are winning hard enough that eating one stun isn't going to lose the game for you.
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@IronKnight55 said:
I honestly think it's balanced right now. No changes are needed in my opinion.
Agreed. It's time to leave decisive strike alone and put effort into other things.
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I have all DLC's and I think I spent around 40 in the shop.
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@Karl_Childers said:
I’ll bring up the elephant in the room. What would be done with regards to camping? The time spent by survivors going around to collect 2 gas cans for each gen is going to play right into anyone who decides to camps favor. That is a fact, as the survivors can no longer rush gens against them. Their punishment is significantly lessened. Let’s say killer gets a hook fairly quickly and camps. Unless it’s a full swf, at least one person is going to go to the hook, at least initially for a good chunk of time. That leaves 2 survivors collecting gas and then repairing. At BEST, 2 gens might get done (if there’s ruin it might even be 1). So now we are 3 survs/ 3 gens left and they still have to collect gas. Safe to say where this game is probably headed. This can not happen. Just saying they’ll lose emblem points for camping isn’t nearly enough.
Also, I’m interested to see the next set of stats released that include EGC. Given that the 1 v 1 is very killer sided I am curious to see how much all these 3 Ks now turned 4Ks due to hatch closing effect the survival rate stats. It’s very possible things could be around 50% even at high rank, in which case if you add something like this, something would need to be added to killer as well. I’m not opposed to an additional objective for survivor, as long as things are balanced and the camping is dealt with.
I think this is a fair criticism. I think there needs to be some kind of "come back" mechanic for survivors if things are going south. For example, if a survivor DC's or is killed/sacrificed then the Entity fills all generators with gas so the remaining survivors can focus on just repairing generators. This might also act as a deterrent for killers camping/tunneling since it would increase gen repair speed.
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@C3Tooth said:
Perk Corrupt intervention doesnt affect if there is 2nd Objective, but Hex ruin does. I concern about that, too.
Abit details idea from me to Gas as 2nd objective:
. Gas stations should not appears aura to Killer to patrol, I really want 2nd main objective isnt a dangerous work as doing gen.
. Currently doing gen take 80sec. I think its fair to get max gas for 10sec, the time to put maximum gas you're carrying into gen is 10sec. Repair gen time is 40sec. (get gas 10sec twice + put in gas 10sec twice + repair gen 40sec = 80sec)
. The maximum gas you carry fill 50% of the gen, you can only repair to 50%.
. Regression: lets tell you put 50gas into a gen, you fix to 30% then you get chased, the gen get regression not the whole progress, but only the gas (the gen lose 20gas that you're not done fixing). Regression gas can not be stopped. You can continue repair through remaining regressing gas. If you fill gas while regressing gas is happening, it will only lose that 20gas then it stops.
. When you're in dying state, you drop waste gas on the ground, you will have to get gas again when you're back to injured state.
Nice little animation, but why in the hell would the gas go down after the killer hits the generator? I think that is too extreme against survivors.
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I started my own thread about a similar concept some time back. Here's a copy + paste of it:
Once a generator is at 50% repair status, survivors will not be able to progress further without finding and installing a part for the generator. When a survivor reaches half repair state they will see an icon on the generator showing the color and shape of a part at which point the part will spawn into the world at least 32 meters away from the generator. If a survivor is within 16 meters of a part, they will be able to see the aura of the part. The aura will be color coded to a specific generator. Once the survivor has picked up a part, they will be able to see the aura of the generator that it goes to.
Multiple survivors can pick up the same part, but once the first survivor installs the part it will be removed from all survivors inventories and survivors that had the part will no longer be able to see the aura of the generator. When a survivor with a part returns to the generator, they will receive a 1000 bloodpoint bonus for installing the part. If the generator is no longer at 50% repair status due to the killer kicking the generator while the survivor was looking for the part when they install the part it will repair the generator progress up to 25%, but will not raise the repair state past 50%.
If one or more survivor(s) are dead or DC then any generator that hasn't already reached the "part missing" stage will not be missing parts.
Brand New Part will lose all current text and be replaced with the ability to repair a generator without having to find the specific part. Using the part will consume it from the player's inventory.
I would also like to see it changed so when killers kick a gen, there is 5% immediate damage to the generator. That would put a little bit more power back in the killer's hands fighting gen progress. I'm open to other ideas and suggestions.
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I'm going to have to disagree with a number of fundamental premises to your argument.
"The only viable way to play Survivor is to Loop. And nobody wants that."
I disagree with both parts of this statement. Looping is not the only viable way to play survivors. Survivors have a deeper toolbox of strategies at their disposal than looping. Many of which are in fact viable. But it is the simplest and most commonly accepted strategy. Also, quite a few players do enjoy looping. Generally, not the killers. But many survivors find great joy in running the killer around.
"next step is to buff survivors in other ways. Make stealth viable and a good option."
I don't think making stealth the primary method to play the game is a good choice. Stealth is pretty boring honestly. Being chased is much more entertaining. It is also difficult to properly reward bloodpoints for stealth play.
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Any idea that involves cross platform play can go screw itself.
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SWF isn't nearly the problem that these forums would have you believe. I don't remember the percentages, but 4 man teams are actually quite rare. And 4 man teams that are actually good are even rarer. If you believe that you are playing against a SWF team, the thing to do is use that against them. They tend to play more predictably.
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This is for the developers The "DC" icon.
To what end exactly? That seems to serve no purpose. It's usually pretty obvious if someone intentionally DC's anyway because they just got downed or you are having some interaction with that player that they view unfavorably. If you aren't even near a survivor and they DC (and they aren't on hook or slugged) then it is most likely unintentional.
So you already should be able to tell an intentional vs unintentional DC to begin with. What difference would a different icon make? So you can screenshot and shame someone later? So you can know who has properly earned your righteous indignation? Just get over it and move onto the next game like everyone else.
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Obviously this hyperbole. That might be how you feel each game goes. But it isn't how each game really goes.
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I think there are valid arguments to be made for a DBD2. It would give them the flexibility to make drastic changes that might be considered "too much" if they did it to the current game. For example, they could completely change the way that players are sacrificed so that camping is a non-issue. They could completely change the way escaping works so gen rushing is a non-issue. They could introduce completely new mechanics like "map mori's" or "killer traps". Big change stuff is dangerous to a game like this. One wrong move could completely kill the game. But a brand new game starts with a clean slate.
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Probably shouldn't post the correspondence on public forums.