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Dreamnomad

Dreamnomad

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Dreamnomad
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  • @TAG said:

    This sounds like a lot of work for something I would not expect people to play much.

    Also, just as a personal, biased opinion, I'm not playing a game mode where my main character is down to exactly one add-on combination I'd like to run.

    I think you would be surprised by how popular a system like I've described would be. It wouldn't be for everyone. But there are a lot of casual players that aren't happy about many aspects of the game. This system would effectively address the majority of those issue.

    Camping? Solved

    Tunneling? Solved

    Gen Rushing? Solved

    Overpowered Items? Solved

    Overpowered Add ons? Solved

    Overpowered Offerings? Solved

    This should be everything casual players have been begging for.

  • Updated. Added yellow mori effect based on feedback and also made it so the 2 minute repair penalty at the start of the match is negated if the killer brings Hex: Ruin. The 2 effects together would be too oppressive plus hopefully that would free up killers to use other perks.

  • It seems like the OP is completely ignoring the option to use shards to unlock cosmetics. OP also ignores events that allow players to unlock cosmetics free of charge. Given those options, there are actually not that many cosmetics that can only be bought with Auric Cells. It's actually quite a generous system imho.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/358283#Comment_358283

    Well, grinding for stuff you can only use in the not-relaxing mode is not fun either. And who's to decide what's fun? I think being mori'd is fun because I like the animations.

    Casual should just mean unranked, and the playerbase should play in whatever way they want. Y'know, like in every other game ever.

    Who is to decide what is fun? The players. The players have spoken. Over and over and over again. I've been listening. A game mode where you don't have to worry about camping, tunneling, gen rushing, overpowered items or add ons is exactly what players have been asking for.

    Again, I say that if you like the way the game is then you can continue doing exactly what you have been doing. If you like being mori'd or performing mori's on others then play ranked. If you like gen rushing or being gen rushed, play ranked. If you like camping or being camped, play ranked. This is an option for the players that don't like those things.

    Making the same exact game, but having an unranked version does NOTHING. There is a significant portion of the playerbase that enjoys bullying. It isn't their fault either really. The game basically pushes players into that type of behavior by design. Having a casual game mode with no limits would basically be inviting a fox into a hen house. The only way to get players to play in a certain way is to limit their options.

    Let's say a group of tryhard survivors wants to bully a newb killer in the casual game mode I have described. What is the worst they can do? All purple or pink items and add ons are off the table. No insta heal med kits, no purple toolbox gen rushing, no hatch keys etc. No fog or reduced number of hook offerings are available. They can try to gen rush, but they will be handicapped. The end result would be that the killer at least had time to get in some chases and couldn't be bullied by the more overpowered options.

  • @PhantomMask20763 said:

    Perhaps this mode could have a built in yellow mori? It would be fine since it wouldn't impact the match for the most part. I'd like a casual mode though

    I'd be good with that. At that point in the game the match is already decided anyway. It might be confusing for players though with the 3 life system. 3 of the players would have to actually be dead and not just in the spirit world to perform the mori.

  • @Orion said:

    How does it make sense that casual mode should be the more restricted one?

    I would think that part would be obvious. How many threads have you seen where people have complained about the following things: Camping, Purple Flashlights, Tunneling, Gen Rushing, Mori's, Keys, One Shot Hatchets, Brand New Parts, Frank's Mix Tapes, Alex's Toolbox, etc, etc, etc? Cause I can't count that high.

    Someone looking to play a casual game isn't looking for a game where they face the most overpowered stuff. The real question is how does it make sense NOT to restrict those things? If they just released an unranked mode with no changes then it wouldn't accomplish anything at all. It would just needlessly split the playerbase. If you would prefer the game the way it is then nothing is stopping you from continuing playing ranked.

  • @HeartStompKid "The guy who mended comes back and forces the legion to frenzy attack them removing the scratch marks of the first guy they were chasing and more than likely losing them if the first target had somewhere to (disappear)"

    This is the flaw to your plan. Survivors can't "force" the killer to do anything. You can attempt to bait the killer, but it is up to the killer whether to take the bait or not. Also, Legion doesn't have to use their ability. If someone is running around injured they can choose to just chase for a regular hit to get the knockdown. If everyone is healing to full then you are requiring everyone on the team to be able to pull off extended chases. Otherwise your rotation falls apart. So it might be a strategy worth attempting, but it is hardly a guaranteed win.

  • @Mandy said:

    Personally I would rather it go the other way and NOBODY would see anyone's name in the lobbies.

    I'd be fine with this. While they are at it they should make it so the killer can't see which survivors are picked or their items. Just a generic shadow outline. Everyone goes into the game with no knowledge of what's in store for them.

  • The new PTB has the new function that survivors are now blind in lockers. I would like to ask this to the devs to see why this was done for understanding.

    This was actually intended to already be in the game. It's more of a correction of an error than anything else. As far as why, it should be common sense really. If the locker can block the killers ability to read your aura it only makes sense that it blocks the player hiding inside's ability to read auras. Object of Obsession was particularly problematic since the survivor could hide inside and not be seen while still seeing the killer's aura. Making the locker only affect certain perks is needlessly complicated. So now there is just one rule to remember no matter which side you are playing as. Lockers block auras. The end.

  • Mine. About a minute. I refuse to participate in that waste of time. I just hit and move on to the next match.

  • @se05239 said:

    Tunnelers and Campers are still gonna tunnel and camp, there's nothing anyone can do to fix it. It'll never end.

    You are wrong about that. It is 100% possible to fix camping and tunneling. But it requires a more heavy handed approach. Here is just one possible solution:

    https://forum.deadbydaylight.com/en/discussion/44817/how-to-fix-the-camping-tunneling-issue

  • PTB isn't a good indicator. Nothing you do there carries over to the live servers so there isn't exactly any motivation to care about rank. With that said, there really isn't a reason to care about rank on the live servers either. So making it harder to rank up isn't a very good deterrent to keep killers from camping. Besides, a very good argument can be made that securing that first kill will still make the rest of the game easier to perform well, countering any penalty.

  • This is what WGLF should look like:

    We're Gonna Live Forever: Whenever a generator is completed, gain 1 token. At the end of the match gain 10/15/20% bonus to all bloodpoints gained for each token.

    Whenever you unhook a survivor, both you and the unhooked survivor don't leave scratch marks for 4 seconds.

  • Base game. I don't mean to take over your thread though, I'll post it in another thread.

  • Welcome to the forums. Honestly, I'd be fine with the suggested change. At some point, I would like to see some form of counter snowball system in place for both survivors and killers. For example:

    Killer is winning-

    If 1 is Survivor dead and 3 or more generators need finished then remaining survivors gain 15% bonus to repair speed.

    If 2 Survivors are dead and 2 or more generators need finished then remaining survivors gain 20% bonus to repair speed.

    If 3 Survivors are dead and 1 or more generators need finished then the remaining survivor gain a 50% bonus to repair speed.


    Survivors are winning-

    At the start of the game there is a 25% penalty to generator repair speed until one generator is finished or 2 minutes pass. The survivor(s) who complete the first generator gain a 2500 bloodpoint bonus as compensation. If a survivor dies during the first 2 minutes then this penalty is cancelled.

    If 4 survivors are alive and 3 generators need finished then the survivors gain a 15% penalty to repair speed.

    If 4 survivors are alive and 2 generators need finished then the survivors gain a 25% penalty to repair speed.

    If 4 survivors are alive and 1 generator need finished then the survivors gain a 35% penalty to repair speed.


    If they were ever to implement something like this then obviously your idea might not be compatible.

  • Maybe you should actually read what Object of Obsession does. You don't HAVE to be the obsession to get value out of the perk. Here, I'll copy and paste for you.

    As the Killer's Obsession, this effect applies to a maximum range of 56/64/72 meters. Otherwise, it applies to a maximum range of 44/56/64 meters.

    Even if you are not the obsession you will be able to see the killers aura and reveal your own if you are outside the killers terror radius but within 64 meters. That is still a very large distance.

  • On the console, this would actually be a buff. I'm in favor of this idea.

  • I would be fine with increasing the range that auras of hooks can't be seen. I don't agree with an increase in the wiggle speed though. Throwing the killer into walls and stuff is enough of a hindrance.

  • Favorite to least favorite:

    Hillbilly- Used to be my "go to guy". I rarely play him anymore since all the killer buffs though. It almost feels unfair.

    Michael Myers- I don't really know why, but I just like the guy.

    Cannibal- I don't care what people say about Leatherface. Anyone that can knock down multiple players with a single attack has got my attention.

    Trapper- Get someone in the basement shack and it's just GG

    Hag- This was my original main when I first started. Things were great until I got to around rank 10 or so. By then survivors had figured out how to exploit her weaknesses. So I stopped playing her, but then she got a much needed buff and it was game on again!

    Spirit- Love the mind games.

    Wraith- The next group of killers are all just 'okay' to me. They have their strengths and weaknesses and I rotate through them all on occasion.

    Doctor- see above

    Pig- see above

    Legion- see above

    Freddy- see above

    Clown- see above

    Huntress- I'm not great with the hatchets. I don't think any amount of practice would increase my skill with her by much. Don't get me wrong. I do 'okay' with her. I'm just not a big fan for some reason.

    Nurse- I HATE playing as the nurse. I play on console where she is widely regarded as awful. In over a year of playing this game, I've only come across a handful of decent Nurses. Notice, I said decent. Not good or great. I don't think they exist on console. Granted, I primarily play as killer. But even so, that says something.

  • There is a very simple solution to hatch stand offs. It's an option that has been available to killers all along. When you get to 2 survivors slug one instead of putting one a hook. That gives you 4 minutes until the slugged survivor bleeds out to find the other survivor. If you can't find the survivor within 4 minutes then they earned the escape. If the other survivor rescues the slugged survivor and they finish the gens then they earned the escape. Either way, the hatch will not be an issue.

  • What I would rather see is portals on the map that only the killer can use. While the killer is in an active chase the portals are deactivated to keep survivors from trying to abuse them. This would be easier to balance while also allowing all killers larger amounts of map pressure.

  • Devil is in the details for a lot of these perks. Dark Devotion will likely be awful since it is an obsession perk, which imho are inherently flawed. But if it lasts around a minute then there could be some practical applications. It pairs really well with Coulrophobia.

    Infectious Fright looks great for some killers. EW3 Michael Myers could straight up end games if all the survivors are reasonably close to each other. This isn't a perk for all or even most killers though.

    Corrupt Intervention is interesting. I think the perk needs to be active for at least 2 minutes to be worth it though. I seriously dislike that the perk is guaranteed to be worthless after a pretty short period of time. It would be nice if there was some small secondary effect that took place after the intervention wore off. Maybe 3 random hooks can't be tampered with by survivors or something.

    The survivor perks all 'meh'. Solidarity only has value if both you and the survivor you are healing are injured. If you are playing solo, that is just beyond bad. Even in SWF, in 9 out of 10 games you would be better off with something with less restrictions like Botony Knowledge. I think for this perk to ever be a "thing", it should come with limited range empathy that only works when you are injured.

    Poised is probably the most practical of the 3 assuming that it works when any generator is finished and not just the ones you finish. 50 seconds of no scratch marks during a match is nothing to sneeze at. I just don't really see what I would bother dropping to use this for. In a SWF group, it might be fun to try and coordinate with your team when to pop a gen so you can escape from a chase though.

    Head On feels like it is both super troll-like and bad bait. Survivors are going to get themselves killed a lot trying to use this. Or wind up hanging out in lockers a lot for no reason. It's the 3 second requirement that really ruins this perk. Would it be that awful if there was no requirement? Or even just 1 second? Sure, the survivor would run into a locker right in front of the killer and get an easy 3 second stun. Then they are exhausted and can't do it again during that chase. Is that really any different than the advantage given by other exhaustion perks? I don't think I'll even bother unlocking the new survivor honestly.

  • The survivor perks all 'meh'. Solidarity only has value if both you and the survivor you are healing are injured. If you are playing solo, that is just beyond bad. Even in SWF, in 9 out of 10 games you would be better off with something with less restrictions like Botony Knowledge. I think for this perk to ever be a "thing", it should come with limited range empathy that only works when you are injured.

    Poised is probably the most practical of the 3 assuming that it works when any generator is finished and not just the ones you finish. 50 seconds of no scratch marks during a match is nothing to sneeze at. I just don't really see what I would bother dropping to use this for. In a SWF group, it might be fun to try and coordinate with your team when to pop a gen so you can escape from a chase though.

    Head On feels like it is both super troll-like and bad bait. Survivors are going to get themselves killed a lot trying to use this. Or wind up hanging out in lockers a lot for no reason. It's the 3 second requirement that really ruins this perk. Would it be that awful if there was no requirement? Or even just 1 second? Sure, the survivor would run into a locker right in front of the killer and get an easy 3 second stun. Then they are exhausted and can't do it again during that chase. Is that really any different than the advantage given by other exhaustion perks? I don't think I'll even bother unlocking the new survivor honestly.

  • @The_Crusader said:

    Wait until people play it.

    Survivor mains will claim OP. Killer mains will claim to weak.

    Truth will probably be somewhere in the middle.

    In that gap of time between when the killer is first played on the PTB and the first couple of weeks the killer is released, this is almost always true.

  • I like the inverse skill check idea. Most of the time survivors just stop working on whatever when they see the skill check to auto fail. This also opens up the possibility of making one or more of Freddy's add ons make it so the skill check is smaller or more difficult.

    And yes, I know lower sleep transition time isn't needed. But I also know that the quality of games when using faster sleep transition add ons is significantly improved. So yeah, these four things are what I'd like to see:

    1.) Survivor actions other than unhooks will not progress during the sleep transition.

    2.) Survivor skill checks while in the dream state are inversed. (they will need to press a button during a small window to fail the skill check. can not perform great skill checks while sleeping)

    3.) Faster base sleep transition.

    4.) Survivors performing the self care skill do not generate skill checks while sleeping.

  • If they just decreased the base sleep transition time and made it so that survivors couldn't perform actions during the dream transition, I would be happy. Possibly make it so self care failed skill checks do not wake the survivor too. There is no need to throw the baby out with the bath water.

  • Must be console with the number of nurses you've ran into. Otherwise I'd have to think that a lot of people exaggerate on the internet!

  • I don't really understand the rules of this post. You can buff anything you want, but only in certain ways? Whatever. I'm just going to pick the one thing I want buffed the most and do it my way.


    We're Going to Live Forever:

    Whenever a generator is completed gain a token. At the end of the game gain 10/15/20% bonus to all bloodpoints gained for each token.

    Whenever you unhook a survivor, both you and the unhooked survivor don't leave scratch marks for 4 seconds.

  • This is an hommage to Boss' thread here:

    So you would give yourself an "I win" button. Sounds super fair and fun.

  • @Eninya said:

    To be honest, original killers allow a lot more creativity in aesthetic and gameplay.

    Sure, Michael Myers is iconic, but his gameplay isn't... particularly interesting from either side.

    Comparatively, the Hag, Spirit, and Legion were a lot more interesting.

    Shut your blasphemous mouth! Michael Myers is one of my favorite killers. To play as or against. If you wanted to make a point about licensed killers then you should have mentioned Freddy. Or maybe Leatherface. Leave Michael out of this!

  • You still earned the 2nd highest amount of bloodpoints and you were only using one rank 1 perk. Forget about the rank. It literally means nothing. Bloodpoints earned are the only thing that actually matters. In that regard, I see no problems here.

  • I seriously hope this Legion spam doesn't become a "thing".

  • @PureHostility said:
    I'm up for counter to remaining totems on the map, but not on the HUD / UI / Interface in general.
    Instead, I had this idea few weeks ago where it would tell you number of totems when you look at one of the existing / cleansed ones, a small hovering embers, sparks, fireflies that are only visible when extremely close to one, each such small spot of light would tell you how many are left.

    This way it doesn't pollute the hud with pointless counters and adds more things to "look for" in the game world.

    I would be okay with this too. But the problem with it is that it isn't intuitive. New players wouldn't figure this out at all. Meaning it would be one of those things that only a small percentage of players know about. Maybe if they added the info to one of the "clues" in the loading screen.

  • Close to 200 votes and 62% agree that it should be added to the UI. While we are at it, can we get a sacrifice tracker on the UI as well? Like a simple red slash near the survivors name for each sacrifice stage would be nice.

  • Claudette is no surprise. She seems to be picked around 20% of the time in games I play as the killer. That is a rough guestimate though. Trapper on the other hand is a little surprising.

  • @not_Queen said:
    This is the official response that our Designer team gave when I ask the question.

    DS change happened, how about NOED changes?

    We aren't planning to change NOED at the moment. We consider that NOED has multiple gameplay counters and is currently in a good place. We do not think of NOED as an equivalent to DS.

    /thread

  • Spirit is the most balanced and fun of the 3 options, but Clown has the best perks of them. Both Bamboozle and PGTW make it into regular rotation with me. Spirit's perks are pretty 'meh' frankly. Legion isn't as bad as people on the forums would have you believe though.

  • You don't need to. If you enjoy playing the game that way then just keep on keeping on.

  • Different ranks need to do something, but I agree that at rank 3 it should be like you say. It would still be a pretty bad perk anyway.

  • @Yamaoka said:
    Happened to me a couple of times. At the start of the game it wouldn't stop displaying the map name so the complete hud was not active. I didn't see survivor names, skillchecks, their health states etc. 

    It was hilarious because I was forced to gen tap (which someone made thread about) the whole game as the skillchecks made the notification sound but weren't visible during the entire trial. Same happened when I healed someone. Guy probably thought I was trolling him. 

    Bugs by daylight. It is/was a rare bug, though.

    Actually this reminds me of another bug that happened to me only one single time. When the last gen popped one of the gates was not active. Nobody could interact with that gate but the other gate was fine.

    I've come across this bug and it is awful. Only had it happen once and I hope to never see it again. I don't know if the map had anything to do with causing the bug but it happened on one of the Chapel maps.

  • This is one of those things that isn't likely to change. It isn't against the rules to camp or tunnel. The devs have made it very clear that they don't intend to ever make it against the rules. There are ways the game could be modified to fix the problem, but that would require a pretty drastic change and many players are against such things.

    So that really only leaves you with 2 options. Option one is to play as the killer. If you are the killer then you decide how to play. Option two is to accept the game for what it is. It can be very frustrating at times. I doubt there is a single player who has played this game for any length of time that would disagree with that. But bottom line is that camping and tunneling aren't going away any time soon.

  • All this would do is lead to a different meta. It doesn't matter what system is used. Players will eventually gravitate toward what is generally accepted as "the best" option available.

  • Fan Creations is the forum you are looking for. Also High Tension would break the game.

  • @Eveline said:
    You can win without items unless you suck

    Nice bait.

  • Let me re-frame your question. Why would my opponent do something to help him or herself win? Seems like a silly question now huh?

  • It's no secret that the devs don't particularly care for camping and tunneling as a strategy. They have steadily given reasons for killers to leave the hook with perks such as BBQ, PGTW, Devour Hope, and Make Your Choice. They have also given survivors tools to help with dangerous hook rescues such as Borrowed Time, Breakdown, Deliverance, Kindred, Decisive Strike, and We'll Make It. But that is a very soft handed approach. Obviously killers still actively camp and tunnel.

  • @wladimiiir said:
    Bumpy Billy build. Just rev your chainsaw and go straight until you bump to something. Very often some survivor just stands in front of the chainsaw as they are curious creatures. Then you act very surprised that you hit him. After the game is done don't forget to say in chat "Stop calling me bumpy Billy, my chainsaw is broken."

    This feels less "troll" and more "slapstick".

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