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Dreamnomad

Dreamnomad

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Dreamnomad
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  • @Vortexas said:
    Doctor.

    Add on: The Yellow and Purple Calm ones.

    Offerings: Leerys or The Game map offerings.

    Perks:
    Unnerving Presence, Distressing Presence, Hex: Ruin, Overcharge.

    Then Three Gen them.

    I'm going to go out on a limb and say that you meant Distressing instead of Distressing Presence. And yes, it's pretty easy to stall a game out for a very long time like this. Honestly, if your plan is to go 3 gen then there really isn't much reason to even bother with Hex: Ruin. Even if you get lucky with the totem being near your 3 gens, you can't keep it alive and defend the generators.

    The only real advantage to running ruin in this build is that maybe with a little luck you can get a chase or two in before you are down to 3 gens and have all the survivors hit madness 3 at least once. I think you would be better off with PGTW, Coulrophobia, or Brutal Strength. BS less for the pallet breaking and more for the faster gen kicking. You'll be kicking a LOT of gens...

  • @PigNRun said:
    Freddy:

    • Rancor
    • Tinkerer (optional)

    Maybe even Dream Transition add-ons or Pill Bottle, but generally not needed.

    You will only get one kill, the Obsession, but its so so troll (and satisfying). Find your Obsession, dont sleep them, just chase them around. When the last generator is completed (you might even know beforehand because of Tinkerer), sleep them, down them and mori them. You will deny them of points, an escape, and most likely their DS. You will derank, but you will be killing someone.

    And its the perfect excuse. "I was just doing my daily ritual!".

    Lol, that is super troll. There really is nothing the obsession can do about it either. That player only has the dream transition time to start looping the killer. I would run NOED and Bloodwarden too just for the off chance that I can pick off another survivor or two.

  • Why do you want to nerf unnerving presence, coulrophobia, overwhelming presence, etc?

  • @The_Crusader said:
    It has its pros and cons.

    Its definitely going to make the game more enjoyable for survivors by punishing tunneling, however it does look like it will become OP at the late game.

    Says who?

  • @gongasdd said:
    I'll make some good killers not like Freddy or Legion
    I'll put a new perk called: Eagle Vision- When you hit somebody allows you too see the most far away survivor.

    Let's see an example of what a "good killer" looks like to you. What would the different ranks of Eagle Vision do? That perk would destroy any chance of a survivor getting the hatch which is your goal I assume.

  • @Spork said:
    The memer part of me wants to make David wear nothing but Undies.

    But seriously, I'd want to give the Killers their personal chase music. It would definitely give the game a new feel.

    That's a cool idea. I have to admit that I really like The Shape for music cues. Like when you hit EW3, the music kicks in, I get a shot of adrenaline, and go into "KILL, KILL, KILL" mode! If they added some creepy banjo music when the Hillbilly starts a chase, I'd love that.

  • @Brady said:
    A Story mode would be cool. I want to dig down more into the lore of the game and a new game mode would be nice.

    A story mode would be cool. I don't think anyone would argue against that. But it would also be a very expensive and time consuming project. It might take upwards of a year to develop a proper story mode and hardcore gamers could chew through a story mode in a weekend. Average gamers will beat it within a week. Story modes are notorious for lack of replayability. From a financial perspective, does that seem like a good investment?

  • @PiiFree said:

    @Dreamnomad said:

    @PiiFree said:
    The DS changes seem to be fine but I don't like how it nerfs some of the already weak Obsession perks for Killers.

    I guess that's the sacrifice we have to make for that much needed DS nerf.

    The only one that really gets hit hard is dying light. Remember Me is somewhat nerfed in the sense that if you killed the obsession, and new one could be made and they could open gates fast. On the other hand, having obsessions change mid game could also lead to gaining more stacks. The other killer perks are neutral with Rancor being a buff. But let's be honest here, all the obsession perks are rarely played as they are inherently flawed.

    True, I just don't understand why it has to have impact on Obsession.

    What if DS was just a typical non-Obsession perk that gives you a 2nd chance once per match if you happen to get farmed or tunneled? That whole "active Obsession" thing is BS, it just makes things unnecessarily complicated imo.

    I don't disagree. The actual impact is pretty minor in the large scheme of things though. It could lead to some pretty interesting games though. I might actually run Rancor the first week of the change just for a chance at the multi mori Rancor.

  • @PiiFree said:
    The DS changes seem to be fine but I don't like how it nerfs some of the already weak Obsession perks for Killers.

    I guess that's the sacrifice we have to make for that much needed DS nerf.

    The only one that really gets hit hard is dying light. Remember Me is somewhat nerfed in the sense that if you killed the obsession, and new one could be made and they could open gates fast. On the other hand, having obsessions change mid game could also lead to gaining more stacks. The other killer perks are neutral with Rancor being a buff. But let's be honest here, all the obsession perks are rarely played as they are inherently flawed.

  • @mintchapstick said:
    1) Add more objectives for survivors. Gen repair & escape is boring and repetitive. It'd be cool to have a second set of objectives that change thematically with the maps?

    Care to elaborate? Bear in mind that in this hypothetical question where you own the company, the money for development is coming out of your pocket and the results impact your bank account directly. If your idea falls flat, you lose your house. If your investment in development is successful, you get a mansion.

  • NEW DS HAS NO COUNTERPLAY!!1!! except for all the counterplay options such as going for the rescuer instead of tunneling, slugging the unhooked survivor, camping and not letting anyone rescue in the first place, Mori's, etc, etc. Nice overreaction.

  • Given it's limitations, I don't think the skill check should be difficult to succeed. It is definitely a massive nerf to DS.

  • @ToxicAddiction said:
    When my community manager announces a time, we’ll meet it or I’ll find a new CM.

    In fact, that’s really the biggest change I’d make- dates made public would be rock solid.

    So you're a real "kill the messenger" type of leader huh? The community manager has absolutely nothing to do with dead lines being met. The CM isn't the one who makes up the dead lines or even in charge of the ones who make the dead lines. Firing people for things they have no control over is a good way to lower morale and loyalty. Which in turn will effect your productivity, employee retention, recruitment, and eventually the viability of your company as a whole.

  • Even though I asked for the first change you would make, I've seen a lot of "step 2, 3, 4's". That sounds like fun, so I'm going to get in on that action too.

    Step1: Create a transfer system for unwanted items and add ons for characters at level 50. Players could pay bloodpoints equal to the item or add on cost to exchange it for an item or add on of equal rarity of their choice. There would be a 10% discount for each prestige rank.

    Step2: Address the rewards at higher rank or lack thereof. I would actually take a multi-step approach to this. First thing I would do is immediately add a bloodpoint bonus for each pip earned at rank 1. The bloodpoint bonus would be around 5 to 10 thousand bloodpoints. Enough to matter, but not so much as to be considered "required". The idea being to reward players for getting to rank 1 and hopefully inspire them to stay there and try their best and hopefully keep them from disconnecting.

    Step3: Address the end game issue of survivors hanging around at the end of a match. My solution would be to put a 90 second timer once the final generator is finished. Once the 90 seconds are up or until a player is put on a hook, the killer will be able to see all the survivors auras. If all survivors are unhooked then the 90 second timer starts again. Lockers and perks will not protect you from this aura vision.

    Step4: Add rotating alternate game modes each weekend that offer bloodpoint bonuses. Once the alternate game mode has been introduced, it will permanently be available on Kill Your Friends. You can see examples here: https://forum.deadbydaylight.com/en/discussion/17700/alternate-game-modes/p1

    Step5: Address the bloodpoint grind issue. There are a number of different things I would do, but a couple of examples would include changing We're Gonna Live Forever to "Whenever a generator is completed gain 1 token. At the end of the match gain 10/15/20% bonus bloodpoints to all categories for each token.". I would also change the prestige system so that each time a character prestiges they get their own teachable perks for free equal to their prestige rank. You can see more ideas here: https://forum.deadbydaylight.com/en/discussion/39591/addressing-the-bloodpoint-grind

    Step6: This step is really step 2 of step 2. I would continue my work on addressing the rewards of higher rank. I would extend each season to 2 or 3 months. I would make it so players can earn unlimited pips at rank 1 which are displayed and used for match making purposes. This would create essentially "unlimited ranks" so that all rank 1's are not really the same. I would introduce exclusive cosmetics that can only be earned by attaining a large number of these rank 1 pips.

  • @ToonaFish said:
    Literally delete the game and company. 

    So you own a company that could potentially make you quite wealthy and the first thing you would do with it is "delete" it huh? I'll be sure not to take financial advice from you =p

  • @XavierBoah17 said:
    Alot of people want 2v8 but that really cant work. The perks would all need to be changed to fit the game style and of course the player base would be split, leading to increase queue times for both game modes.

    As with all alternate game modes they could rotate an alternate game mode on weekends when the number of players is higher. I agree that they shouldn't have too many permanent game modes available otherwise the player base would become too fragmented. Also, they could make these alternate game modes available as KYF options.

  • @Gamzello said:
    I don’t think the game is dying anytime soon lmao.

    There’s about 20-25 thousand players who play regularly on steam.

    Along with console players which should be a couple thousand as well especially since it was free for PS4. (PlayStation plus back in August)

    As for Xbox I’m not particularly sure.

    This game has been out since 2016 so it’s only 3 years old at the moment yet it’s still pretty active.

    I would be very interested in knowing the average number of players on consoles. I wouldn't be surprised at all if the number of console players dwarfed the number of steam players.

  • @vampire_toothy said:

    @Dreamnomad said:
    This thread is getting pretty negative. My largest gripe about your proposal is that it is entirely too complicated. Players shouldn't have to read a short story to understand what a killer does. It isn't intuitive either.

    Yeah I unfortunately can't do anything about some of the responses on here by a particular individual so unfortunately this is pretty negative because of that.

    I understand this part and why you might think this is complicated but really this is only an in-depth way of explaining exactly how the power should function, this in no way would be the finalized explanation of the power. I'd imagine most powers would need a lot of explanation to fully explain exactly how it would work while an actual description can get rid of the specifics, for instance you wouldn't need some of the paragraphs in my post nor explain in the power description regarding the anti-moonwalk or anything like that.

    Here's an idea then. Why don't you write what the in game tool tip would read? Don't worry about explaining the "why's" and specifics. If your change was in the game then what would I read when I look at the power description?

  • All games have a limited lifespan. Except Chess. That is eternal =p

  • This thread is getting pretty negative. My largest gripe about your proposal is that it is entirely too complicated. Players shouldn't have to read a short story to understand what a killer does. It isn't intuitive either.

  • I would prefer they left Legion alone rather than make any of these changes. But if I HAD to pick one then I would choose rework B. I think that would probably be tougher to balance than the current version though. Think about it for a second. At 115% move speed and 3 dashes survivors would have almost 0% outplay potential and the chases would be short. 2 of those dash hits would have their tokens refunded. By the time you are in a chase again you'll easily be at 3 tokens again.

  • "Why do people hate NOED so much?"

    Here's an idea. Read one of the 1,000 or so threads discussing why players hate it. Personally, I don't have a problem with the perk. The way I see it, if you don't cleanse totems then you don't deserve to complain about it.

  • Everyone is entitled to their opinion, but what exactly is the OP even saying? I got that he/she didn't like the last patch, but didn't bother mentioning anything specifically. So in short "Last patch bad. Me don't like." Thanks for sharing I guess.

  • I would like to refer you to an Alternate Game Mode thread I've put together. There is plenty of inspiration to choose from here:

    https://forum.deadbydaylight.com/en/discussion/17700/alternate-game-modes/p1?new=1

  • Totally Random: All Perks, Items, Add Ons, and Offerings are randomly chosen. Perks are chosen from all possible perks and are at rank 3 (regardless whether the player has unlocked the perk or what rank the player's perks are currently at). Items, Add Ons, and Offerings are chosen from all possible options minus event specific offerings. These Items, Add Ons, and Offerings do not consume the player's resources. They are provided by the entity.

  • There are a couple of ways to do decent with Legion. How to play him depends on the add ons you plan on running. Frank's Mix Tape paired with anything and you can focus down a survivor with hits. Feral Frenzy stab twice then follow until you are close enough to secure one more feral frenzy hit. That is his strongest add on by far.

    Going with something like Stab Wound Study paired with Filthy Blade is quite good too. Get your two feral frenzy hits against a target then purposely drop out of the chase. Use Bloodhound with these add ons to follow the blood trail while still out of chase. Stab Wound Study increase the rate that they bleed out and filthy blade extends the time they have to mend. You will eventually catch up to where they are mending then they will likely just fall to the ground in front of you. If not it would be an easy time catching up and finishing them off.

    Those are all very rare add ons though so if you play the character enough your stockpile of those will run out. Most of the other add ons are just 'okay' with smiley pins being worthless. As far as perks go there are actually quite a few decent options. Anything related to injuring survivors works well on Legion. Bloodhound, Sloppy Butcher, Remember Me, and Thanataphobia for example. Monitor & Abuse works especially well with Legion. You get the best of both worlds with that perk. Legion has a smaller terror radius by default when paired with M&A it gets down to 16 meters out of chase. That is small enough to really surprise survivors. But when you are in chase you get the extra terror radius which works great for tracking other survivors with feral frenzy.

    Other perks that work well with Legion are ones which help you track survivors such as Nurse's Calling, BBQ, Whispers, Discordance, etc. Perks that slow down generator progress such as Hex: Ruin, Pop Goes the Weasel, Overcharge, etc. Personally, I consider Sloppy Butcher to fall into that category somewhat since if they are healing then they aren't working on generators. And we already established Legion is good at hitting survivors. If you toy around with some of those perks you are bound to find something you like.

  • About the only idea in this thread so far that seems decent is the one where 2 survivors could push a heavy object to block an entrance. I like that idea for a couple of reasons.

    1. It can backfire on the survivors. You might block the killer from coming in a certain way, but you are also blocking a potential exit too.
    2. It makes logical sense. This is something you see in various scary movies.
    3. It is feasible with only moderate effort.

    As for my idea, what I would like to see is a couple of crafting tables on each map. The survivors can find various components to build things. I would tie decisive strike into this system and require the player to actually build the shiv to use to free themselves. They could also build various traps for the killer. Nothing too extreme. An example might be finding a handful of tin cans and a string which the survivor could use to build a "noise trap". If the killer walked through it, it would make a loud noise and show the killers aura to all survivors for 5 seconds.

  • Fun thing about this game is it will tell you if you do good or bad. If you did bad then you will lose a pip. If you did "okay" then you won't gain or lose a pip. If you did good then you gain a pip. If you did great then you gain 2 pips. Whatever killer, perks, add ons, offerings, or strategies you use is irrelevant in terms of determining if you did good or bad.

  • Well, personally I wouldn't quit because I typically play killer. But when I do play as a survivor, it is typically as SWF. So if they got rid of SWF then I would very rarely play as a survivor.

  • So taking into consideration people's replies so far I've reformulated my suggestion into a 3 phase map choosing plan.

    Phase 1: The game looks at the last 3 maps each player has been on. The Killer's 3 maps are automatically removed as an option. The survivor's maps have a 50% value. If 2 or more different survivors have been on the same map in the last 3 games then that map is removed as an option.

    Phase 2: Realms that have 5 maps have 3 randomly selected maps chosen. This selection is based on phase 1 results.

    Phase 3: The 9 maps from the 3 realms of phase 2 are added to the remaining maps which have been adjusted from phase 1. A map is randomly selected from this pool.

    This will reduce the chance of having a map from MacMillan Estate, Coldwind Farm, and Autohaven Wreckers by 40% as well as reduce or eliminate the chance of having a map that was recently played being chosen again.

  • Short answer, because eventually everyone would be rank 1 thus defeating the entire point of having a ranked system.

  • @Science_Guy said:

    @BigBadPiggy said:
    I have my own idea. Group all of the maps that are the same location (All the farm maps for example) and if the game chooses Coldwind Farm, it would then randomly choose one of the farm maps. Therefor decreasing the chances of getting coldwind three times in a row since the game sees it as one map until it chooses it, then chooses one of the variations after. Kinda like MKX where you turn on randomize character, the game chooses the character, THEN it chooses one of the variations.

    This is exactly how it used to work. They changed it because it led to the opposite problem; you saw the newer maps way out of proportion with the others.

    That's why I'm recommending something in between. It would decrease the frequency, but not to the point that the other maps are ridiculously overplayed.

    To the main topic, even if they're in the same realm, each of the maps are laid out differently. The gameplay changes between maps in the same realm and maps in different realms is comparable. Beyond aesthetics there's not much of a reason to prefer different realms over different maps.

    I can't speak for everyone, but for me the aesthetics do matter. I realize the map geometry is different between say Azarov's Resting Place and Wretched Shop, but it doesn't feel all that different. It's still a bunch of wrecked cars littering the map.

  • @BigBadPiggy said:
    I have my own idea. Group all of the maps that are the same location (All the farm maps for example) and if the game chooses Coldwind Farm, it would then randomly choose one of the farm maps. Therefor decreasing the chances of getting coldwind three times in a row since the game sees it as one map until it chooses it, then chooses one of the variations after. Kinda like MKX where you turn on randomize character, the game chooses the character, THEN it chooses one of the variations.

    We're pretty much getting at the same thing. But your method would result in more maps being seen even more rarely. Whereas maps like Lery's Memorial, Haddonfield and The Game would be seen much more frequently. It would also be nice if they took into account the last 3 maps all players in the match have been in and gave those maps a lower chance of being chosen.

  • Survivor side I rolled Deja Vu, Calm Spirit, This is Not Happening, and Wake Up. I thought that was pretty close to the worst possible options then I rolled No Mither, Leader, Ace in the Hole and Borrowed Time. Pretty sure that I would rather have the first option.

  • First roll: Agitation, A Nurse's Calling, Bamboozle and BBQ. I could live with that actually. Neat idea.

    Edit: realized that is the default (alphabetical) when you first choose a side.

  • @Master said:

    @JoyfulLeader said:

    @Dreamnomad said:
    Well seeing how I don't dodge lobbies and play killer then I'd have to say yes. Dodging lobbies is for wussies.

    That's a pretty bold thing to say, I disagree with that last comment

    Look at his posts, should tell you sth :wink:

    I agree. Everyone should look at my post history. I have great ideas.

  • @Arsoul said:

    @Dreamnomad said:
    For the same reason that crazy people act out during a full moon. In other words, it is a confirmation bias. Because you have assigned special meaning to the event you pay more attention to when it happens and disregard all the times that don't confirm your bias. Just like how people will swear up and down that people act more crazy during a full moon. It's known as the lunar fallacy. Study after study has shown no correlation between human behavior and the moon cycle, but if you talk to just about any nurse, paramedic, or police officer they will say that it is true.

    They believe it to be true because when there is a full moon they pay extra attention events that will confirm their belief. I can't tell you the number of times I've been at work and there are a lot of psych patients acting out and someone will inevitably say "Is tonight a full moon?". Even when you point out that it isn't a full moon they will disregard that the night is evidence that contradicts their moon theory. Instead you'll typically get a comment like "could have fooled me".

    So..like an anti-vac'er

    Lol, that is actually a good comparison. "But Jenny McCarthy's kid was diagnosed with Autism right after getting vaccinated." "So was my best friend from high school's kid" Vaccination = Autism confirmed.

  • @kate_best_girl said:

    @Dreamnomad said:
    Just cause you like the color? No thanks.

    K didn't ask

    Yeah... you actually did. You posted a request on an open forum. If you wanted the request to be private you could have sent a letter or private message.

  • I liked everything about the event except for the bonus bloodpoints. Those were far too low.

  • Well seeing how I don't dodge lobbies and play killer then I'd have to say yes. Dodging lobbies is for wussies.

  • Have you ever once stopped to think that the hatch is actually there for the killer's benefit? OMG I'm insane right?! But think about it. Do you REALLY want to spend 20 minutes on a map with 1 survivor playing full immersion? Going around hiding from bush to bush, locker to locker, just wasting your time. Because personally, I would rather just either find the last survivor and hook them or let them escape and get on to the next match. At least with an option for survival the survivor will actively move around the map looking for it. Otherwise it just turns into a game of "waste the killer's time".

  • I would be okay with this, but I think the effect should only block active hex totems. I don't see any reason why it should protect dull totems. Also, I think all active hex totems should be immune to destruction for the first 45 seconds of the game. At least give the killer a chance to defend them and get some use out of them. The 45 seconds should just be baseline. Maybe H:TotH could extend that initial immunity timer by 5/10/15 seconds in addition to it's other effects.

  • PS welcome to the forums. The rules around here are pretty simple. Basically don't be a jerk.

  • You are comparing apples and oranges here. But basically, any kind of ability that can knock down a survivor in one hit has to have some kind of drawback. The Shape pays for his knockdown ability by having an extended chase by stalking his victim(s). But once he has evil within 2 up to 95-99% he can insta down someone and also has an extended period of time where he is super dangerous.

    Cannibal and Hillbilly on the other hand have an ability that can be used all game long to get the one hit knockdown. But their downside is the attack isn't particularly easy to land. During the charge up phase the survivors can start juking creating distance or throwing off the attack. Hillbilly has extra mobility and map pressure while Cannibal has an easier time landing attacks when in close proximity as well as the ability to hit multiple targets. Both are also punished with their attacks resulting in a stun if they hit objects.

    Bottom line is they are different and have different strengths and weaknesses.

  • Just cause you like the color? No thanks.

  • Main differences between our solutions is that I recommend still using the hooks. When the player dies they are sent to a ghost world for 45 seconds on first death and 30 seconds on second death. When they return they are placed on a random hook at least 32 meters away from the killer. The killer can not see the hooked survivor and the hook will appear broken to the killer (so the killer doesn't attempt to take a downed survivor to a hook that is already occupied).

    Survivors hooked in the basement are sent to the ghost world for an additional 30 seconds. If all survivors are either dead, hooked, or in the ghost world the killer wins. Survivors that are hooked can attempt to pull themselves off the hook. Each attempt takes 4 seconds and the first attempt has a 0% chance of success and each attempt thereafter increases the chance of success by 1%. There is no progress bar towards sacrifice and no struggle phase.

    By using the hook system which is already in place far less work would need to be done by the devs and fewer perks would need changed. Really, only slippery meat and monstrous shrine would need a rework with my system. Also my system has a built in time out for survivors that have been caught thus lowering the pressure on the killer. Times can obviously be adjusted if it is too long or too short.

    Perk Reworks:

    Monstrous Shrine- Survivors hooked in the basement are sent to the ghost world for an additional 5/10/15 seconds. Gain a bonus 500/1000/1500 bloodpoints when hooking survivors in the basement.

    Slippery Meat- When hooked you start with a 4% chance of escaping and make your escape attempts 10/15/20% faster. Odds of success increase by 2% instead of 1% with each attempt.
    The odds of freeing yourself from Bear Traps are increased by 15/20/25 %.

  • Leatherface gets a bad rep. Some of it is valid though. The chainsaw attack can be defeated by running tight circles around obstacles, dropping pallets, and jumping through windows. Meaning he is vulnerable to the most commonly used survivor strategies.

    With all that said he does have the most powerful attack in the entire game. He is the only killer that can put multiple survivors in the dying state with a single attack. That is pretty insane when you think about it. Because of that reason he has the strongest basement presence and hook kill secures.

    Personally, I enjoy playing Leatherface and have success playing him at rank 1. If you don't have BBQ, that is worth the price of admission alone anyway.

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