Dreamnomad
Dreamnomad
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- Dreamnomad
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WGLF needs buffed. That much is obvious. They could add more options to earn tokens such as each time you pallet stun the killer, sabotage a hook when the killer is carrying a survivor within a certain radius, etc. But what I think they really should do is make it so at rank 3 you get a token for each generator completed and gain 20% bonus for each token. Just like the killer gets tokens when working toward his/her main objective (killing survivors), survivors should get tokens when working towards their main objective (finishing generators). Besides, no one lives at all if generators aren't finished.
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Belongs in fan creations. Also pretty poor idea for a number of reasons.
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Stealth is boring. Chases are fun. So I'm just going to have to disagree.
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@Master said:
@Dreamnomad said:
@Orion said:
@Dreamnomad said:
@Orion said:
@Dreamnomad said:
This is one of those fallacies that killer mains like to propagate. Killers camp for a reason. It works. If camping and tunneling was naturally punished by survivors pushing objectives unchallenged then killers wouldn't do it. And yet, killers continue to camp and tunnel. That says something doesn't it?Yes. It says that survivors aren't pushing objectives unchallenged. Instead, they try to force unhooks.
Unless we are talking about SWF then the survivors that were working on generators need to get off the generator and run half way across the map to verify whether the killer is camping or not. The survivor will need to spend a few seconds assessing whether they can safely get the unhook or not. Then the survivor will need to run halfway across the map again to get back on their generator.
All that time spent on a failed rescue attempt isn't punishing the killer at all. Giving up one or two generators for a secured kill is well worth it to the killer anyway just because of how snowbally this game is. All of this is assuming the survivors are willing to give up on each other for the larger strategic objectives. This is also depending on the hooked survivor not just suiciding on hook because they aren't having fun.
So again, I assert that killers camp for a reason. Because it works. The fairy tale that survivors can effectively punish a camping killer by pushing objectives is just that. A fairy tale. Even if the survivors are on board with that strategy, best case scenario the killer still kills two survivors and everyone gets horrible bloodpoints for the game.
Camping takes two minutes to kill someone, not including the time spent on the chase, which can take up to 3 generators. If two more generators pop at that point, the killer gets one kill (if that, since there's always BT). If more than one survivor dies to camping, it's because they fed the camper. It's that simple.
Survivors suiciding on the hook is not relevant because it's still feeding.
Survivors are the ones who make camping worthwhile. They've always done so, hence the epidemic. Killers should not be punished for the survivors' bad decisions.
Lastly, if the killer gets two kills, then by the devs' definition, it's a balanced strategy.
That is exactly the fantasy that killer mains like to spread. The first four months that I played this game, I spent as a camping/tunneling killer. I'm talking literally hundreds of games of camping/tunneling. This is a subject that I have vasts amounts of experience in. This was when I didn't have all killers perks unlocked and at rank 3. And I still easily got and maintained rank 1 using this basic strategy. This was over a year ago when the game was much more difficult for killers as well. There have been many killer buffs and survivor nerfs in the last year.
Why did I do all that camping and tunneling? Because it worked. Pure and simple. This hypothetical scenario that the survivors would punish me just didn't happen. Or at the least it was unbelievably rare. So at the risk of repeating myself I say again that killers camp for a reason. If survivors are incapable of punishing killers for camping then there is no reason for killers to stop. It is obviously something that ruins the experience of the game for many players so it is a problem. One that can be solved fairly for both sides.
Tunneling is just playing optimally, just like survivor tunnel gens.
camping is just a bad strategy, that you managed to climb to rank 1 with it shows how broken the ranking system is.It doesn't matter what the ranking system is like when you can get 3-4 kills just about every game. Tunneling is optimal. I agree. You're wrong about camping being bad strategy though. The results are clear on that. It works. Pure and simple. It is a strategy that has been around since day 1 and is still widely used. Killers past the noob ranks wouldn't do it if it didn't work.
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@Raptorrotas said:
Dreamnomad said:@Raptorrotas said:
Survivors can punish camping, it's called doing generators and gtfo.
"But the person on the hook", solo game, a noble distraction for everyone else to use.
Not zhe killers fault survivors adapted the teammentality etc.
You probably didn't even read the original post much less the thread huh? Might want to give that a try.
Oh, that idea, saw it in that other thread. Doesnt work.
-Removes any pressure of other survivors to change actions, thus increasing genrush.
-Ghost survivor can instantly work on a generator they respawn directly at. Choosing their own respawn point is way too strong.
-No survivor-survivor interaction forced for respawn. Like already mentioned rush da gens.
-No killer compensation in your concept, as usual with those crazy ideas.
(-not sure how, but CWF would find a way to abuse this)
Ive skimmed over yor concept once and found flaws quite essily. Before posting, might've wanted to give it a try, eh?You clearly did NOT read the thread. No one said anything about "choosing your own respawn point". Once the ghost timer is up the survivor is hooked on a random hook at least 32 meters away from the killer. At which time another survivor will need to pull them off the hook or they can attempt to struggle free from the hook. This reduces the pressure on gens for quite a while. And guess what? The numbers can all be tweaked later if it turns out to be in one sides favor too heavily.
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@Raptorrotas said:
Survivors can punish camping, it's called doing generators and gtfo.
"But the person on the hook", solo game, a noble distraction for everyone else to use.Not zhe killers fault survivors adapted the teammentality etc.
You probably didn't even read the original post much less the thread huh? Might want to give that a try.
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The gen counter ability is insanely overpowered. There is no counter or limitation. Just work on gens and get periodically screwed. The flashlight counter is pointless. There are already Lightborn and Franklin's Demise to counter flashlights. Both work fine.
But the anti-pallet perk creeping vines shows actual promise though. I think 30 seconds is too long. It should be around 15 seconds at rank 3. The effect has to be super obvious for survivors too so they don't accidentally try to pull down a pallet that can't be pulled down. But of everything you proposed, this seems the fairest to all involved. Survivors have an obvious and simple counter.. just pull the pallet down on the first pass.
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I'd like to enter the following thread into evidence: https://forum.deadbydaylight.com/en/discussion/45759/is-my-way-of-gameplay-bannable
Hello fellow members.
I have been playing this game for 7 months now on PS4. I started camping and tunneling survivors from my first games, since this strategy is the most efficient for me. And I feel no shame to admit it. Also, it is my response to the toxicity of some survivors. I always reach rank 1 every time the rank resets and I usually get 4Ks, because of this. But I have received a lot of hate messages and I'm starting to worry that I'll get banned because everyone reports me. I don't mind the hate messages. I really like the salt (it feeds me more), but I don't like getting reported for playing the game in a legit way. What do you guys think? Will I get banned?
This supports what I've been saying. Killers camp for a reason. It works. If survivors could easily counter camping then it would have died off long ago. Yet the game has been out for several years and camping is still going strong.
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This feels more like an alternate game mode idea as opposed to an elite gamer mode. I see where you are coming from and what you are hoping to achieve. I don't hate the idea, but I do think there would be some match making issues for sure.
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My favorite thing by far is when I'm playing as a killer and survivors panic and screw each other over. I will absolutely never get tired of watching a survivor slam a pallet in front of another survivor.
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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".
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When in doubt, if you don't know what perks to run then you will never go wrong with Hex: Ruin, BBQ, NOED, and whatever you like for the last spot.
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@Orion said:
@Dreamnomad said:
@Orion said:
@Dreamnomad said:
@Orion said:
@Dreamnomad said:
This is one of those fallacies that killer mains like to propagate. Killers camp for a reason. It works. If camping and tunneling was naturally punished by survivors pushing objectives unchallenged then killers wouldn't do it. And yet, killers continue to camp and tunnel. That says something doesn't it?Yes. It says that survivors aren't pushing objectives unchallenged. Instead, they try to force unhooks.
Unless we are talking about SWF then the survivors that were working on generators need to get off the generator and run half way across the map to verify whether the killer is camping or not. The survivor will need to spend a few seconds assessing whether they can safely get the unhook or not. Then the survivor will need to run halfway across the map again to get back on their generator.
All that time spent on a failed rescue attempt isn't punishing the killer at all. Giving up one or two generators for a secured kill is well worth it to the killer anyway just because of how snowbally this game is. All of this is assuming the survivors are willing to give up on each other for the larger strategic objectives. This is also depending on the hooked survivor not just suiciding on hook because they aren't having fun.
So again, I assert that killers camp for a reason. Because it works. The fairy tale that survivors can effectively punish a camping killer by pushing objectives is just that. A fairy tale. Even if the survivors are on board with that strategy, best case scenario the killer still kills two survivors and everyone gets horrible bloodpoints for the game.
Camping takes two minutes to kill someone, not including the time spent on the chase, which can take up to 3 generators. If two more generators pop at that point, the killer gets one kill (if that, since there's always BT). If more than one survivor dies to camping, it's because they fed the camper. It's that simple.
Survivors suiciding on the hook is not relevant because it's still feeding.
Survivors are the ones who make camping worthwhile. They've always done so, hence the epidemic. Killers should not be punished for the survivors' bad decisions.
Lastly, if the killer gets two kills, then by the devs' definition, it's a balanced strategy.
That is exactly the fantasy that killer mains like to spread. The first four months that I played this game, I spent as a camping/tunneling killer. I'm talking literally hundreds of games of camping/tunneling. This is a subject that I have vasts amounts of experience in. This was when I didn't have all killers perks unlocked and at rank 3. And I still easily got and maintained rank 1 using this basic strategy. This was over a year ago when the game was much more difficult for killers as well. There have been many killer buffs and survivor nerfs in the last year.
Why did I do all that camping and tunneling? Because it worked. Pure and simple. This hypothetical scenario that the survivors would punish me just didn't happen. Or at the least it was unbelievably rare. So at the risk of repeating myself I say again that killers camp for a reason. If survivors are incapable of punishing killers for camping then there is no reason for killers to stop. It is obviously something that ruins the experience of the game for many players so it is a problem. One that can be solved fairly for both sides.
Survivors are not incapable of punishing camping; they are unwilling to do so, period.
Allow me to present a different argument to you. You are saying that Camping is a survivor made problem. If survivors stopped feeding camping killers then killers wouldn't camp. Here is my counter argument. War is a human made problem. If humans just stopped fighting then there would be no war. Unlike your argument which is debatable anyway, mine is an inherently true statement.
Every human on the planet with the capacity to understand it knows it to be true. If we all want a world without war then we just have to stop fighting. It's so simple right? And yet even though we all know this to be true and the solution is so simple there will continue to be wars. Why is that? The answer is because the statement ignores all the complexities of the situation.
Just like your position ignores all the complexities of the game that we know as Dead By Daylight. There are a lot of variables that you simply choose to ignore because it is counter to your argument. It is not as simple as you make it out to be. Humans are no more able to end all wars than survivors are able to consistently punish killers for camping.
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@Orion said:
@Dreamnomad said:
According to your system if I wanted to run BBQ rank 3 it would cost me 3+4+5 points!Say what? It'd cost you 5 points, because that's the cost for a powerful tier III perk.
I misinterpreted what you meant by this "powerful perks (overused perks, like Decisive Strike and BBQ) would cost 3 points at tier I. Cost would increase by 1 point per tier." If it cost 3 and increased by 1 point per tier then the second tier would be 4 and the 3rd tier would be 5. You are saying that the base cost would be 3 and each additional tier would be 1. Got it.
Either way, everything else I said still holds true. Players would figure out optimal builds and a new meta would evolve. It would severely piss off players that are used to playing with 4 perks at rank 3 as well as make all the players that worked hard unlocking all their perks feel cheated. It could possibly be an alternate game mode, but it seems like an awful lot of work for something most players wouldn't actually like.
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I actually like the idea. Though I don't think the survivor should be completely immune to bleeding at rank 3. Nor should the survivor be immune to hemorrhage. But I'm on board with the part about picking yourself off the ground at the cost of being broken for the remainder of the game.
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@DudeDelicious said:
Malicore said:Camping and tunnelling are for scrub killers and desperate ones i main the nurse a hard killer and can still get 4k without those weak strategys and honestly Camping only helps them get more work done anyway it's foolish
There’s nothing scrubby about killers that choose to tunnel. It’s a valid and smart strategy.
Yeah, it really isn't the killers fault that camping and tunneling are optimal strategies. Calling killers names for not following made up rules isn't fair.
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@tehshadowman33 said:
@Dreamnomad said:
@tehshadowman33 said:
@JanTheMan said:
No, it's just more grind. I don't even care about the bloody clothes anymore with all the new cosmetics.Incorrect. You do get a slight higher % chance of getting more rares, very rares, and ultra rares and less commons and uncommons in your blood web.
I've seen Youtube videos that contest this. A guy spent 1,000,000 bloodpoints on a P3 bloodweb and a non-prestige bloodweb and then put every purchase into a spreadsheet to compare the total number of each rarity. The difference was virtually non-existent. This is pretty consistent with my experience too. Any difference in rarity in the bloodweb is so negligible that it might as well not exist. Prestige only if you want the cosmetics imho.
That guy's sample size was too small to make a statistical correlation.
It takes about 1.5 million bloodpoints to go from 1-50. If you can't tell a difference after spending 6 million bloodpoints then clearly the bonus is so negligible it might as well be non-existent. Which is the entire point. If you can't tell a difference then there might as well not be a difference.
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As far as the grind goes, I have a few suggestions here:
https://forum.deadbydaylight.com/en/discussion/39591/addressing-the-bloodpoint-grind
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Here's the thing. There will always be a meta. All this would result in is lower overall power rating for both survivors and killers. But eventually players would reach a consensus on what is the strongest strategy and that would be the new normal. So why even bother? All it would accomplish is pissing players off. The game wouldn't be any more balanced.
According to your system if I wanted to run BBQ rank 3 it would cost me 3+4+5 points! That is 12 out of the 15 points I would have available. Pure insanity. God forbid I like to earn a decent amount of bloodpoints in a match. If you wanted to kill this game off then that would be a good way to do it. I know that I would delete the game.
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The only time I've had issues with hooks being too far away is on the map "The Game". Even that is rare though.
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I have to say that I hate the name "pain shock". There has to be a better word to describe it. I also think the effect should only happen to unhooked survivors. Just being hit by the killer should not result in a 15-30% action speed penalty for 2-3 minutes. That is just absurd. Perhaps a future killer perk could do something like that, but it definitely shouldn't be a free effect for killers.
As for the anti-camp mechanic, I would be okay with extending the duration of sacrifice phases on survivors, but I think it should be tied to the number of generators that still need to be completed. That way, early game while most or all of the gens still need worked on the killer would be punished for camping, but late game when there is only 1 or 2 gens left the killer has the option to actually finish a survivor off. So currently the hook phases are 60 seconds for stage 1 and 2. A modified version of this based on generators that need finished to power the exit gates might look like this:
5 gens left: 90 seconds
4 gens left: 80 seconds
3 gens left: 70 seconds
2 gens left: 60 seconds
1 gen left: 55 seconds
Exit gates powered: 50 secondsSomething like that seems fair to me, especially with "pain shock" slowing down hooked survivors action speed.
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I could see something like this being a killer perk. But I doubt it would be a baseline ability.
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Here is a video example:
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@tehshadowman33 said:
@JanTheMan said:
No, it's just more grind. I don't even care about the bloody clothes anymore with all the new cosmetics.Incorrect. You do get a slight higher % chance of getting more rares, very rares, and ultra rares and less commons and uncommons in your blood web.
I've seen Youtube videos that contest this. A guy spent 1,000,000 bloodpoints on a P3 bloodweb and a non-prestige bloodweb and then put every purchase into a spreadsheet to compare the total number of each rarity. The difference was virtually non-existent. This is pretty consistent with my experience too. Any difference in rarity in the bloodweb is so negligible that it might as well not exist. Prestige only if you want the cosmetics imho.
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Usually these games are when you get a basement hook early in the game and it quickly spirals out of control. Especially with a killer like The Trapper that traps all the entrances to the basement. A couple of "snaps" later and all the survivors are dead.
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I think this is one of those things the devs would be smart to just leave alone. If they went out of their way to do this, I see nothing but complaints in their future. Either the reward is too small, the criteria for earning it is too hard, there is no survivor version for "fast escape", etc, etc. No one currently expects anything for fast kills. So why even start an issue?
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It would have to be Freddy or Spirit or Nurse. These are the supernatural ghost like killers that would be immune to the other killer's attacks.
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I've seen a lot of so-called "fixes" to SWF and this is probably the worst.
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@Orion said:
@Dreamnomad said:
@Orion said:
@Dreamnomad said:
This is one of those fallacies that killer mains like to propagate. Killers camp for a reason. It works. If camping and tunneling was naturally punished by survivors pushing objectives unchallenged then killers wouldn't do it. And yet, killers continue to camp and tunnel. That says something doesn't it?Yes. It says that survivors aren't pushing objectives unchallenged. Instead, they try to force unhooks.
Unless we are talking about SWF then the survivors that were working on generators need to get off the generator and run half way across the map to verify whether the killer is camping or not. The survivor will need to spend a few seconds assessing whether they can safely get the unhook or not. Then the survivor will need to run halfway across the map again to get back on their generator.
All that time spent on a failed rescue attempt isn't punishing the killer at all. Giving up one or two generators for a secured kill is well worth it to the killer anyway just because of how snowbally this game is. All of this is assuming the survivors are willing to give up on each other for the larger strategic objectives. This is also depending on the hooked survivor not just suiciding on hook because they aren't having fun.
So again, I assert that killers camp for a reason. Because it works. The fairy tale that survivors can effectively punish a camping killer by pushing objectives is just that. A fairy tale. Even if the survivors are on board with that strategy, best case scenario the killer still kills two survivors and everyone gets horrible bloodpoints for the game.
Camping takes two minutes to kill someone, not including the time spent on the chase, which can take up to 3 generators. If two more generators pop at that point, the killer gets one kill (if that, since there's always BT). If more than one survivor dies to camping, it's because they fed the camper. It's that simple.
Survivors suiciding on the hook is not relevant because it's still feeding.
Survivors are the ones who make camping worthwhile. They've always done so, hence the epidemic. Killers should not be punished for the survivors' bad decisions.
Lastly, if the killer gets two kills, then by the devs' definition, it's a balanced strategy.
That is exactly the fantasy that killer mains like to spread. The first four months that I played this game, I spent as a camping/tunneling killer. I'm talking literally hundreds of games of camping/tunneling. This is a subject that I have vasts amounts of experience in. This was when I didn't have all killers perks unlocked and at rank 3. And I still easily got and maintained rank 1 using this basic strategy. This was over a year ago when the game was much more difficult for killers as well. There have been many killer buffs and survivor nerfs in the last year.
Why did I do all that camping and tunneling? Because it worked. Pure and simple. This hypothetical scenario that the survivors would punish me just didn't happen. Or at the least it was unbelievably rare. So at the risk of repeating myself I say again that killers camp for a reason. If survivors are incapable of punishing killers for camping then there is no reason for killers to stop. It is obviously something that ruins the experience of the game for many players so it is a problem. One that can be solved fairly for both sides.
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@ColonGlock said:
@Dreamnomad said:
@ColonGlock said:
Give killers more bp for dealing with that crap.Killers already get way more bloodpoints than survivors.
Killers who get destroyed by 3-4 man SWF are lucky to break 15k during those matches.
And survivors who get destroyed by the killer are lucky to break 5k. None of this is even factoring in the difference between BBQ and WGLF.
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@Orion said:
@Dreamnomad said:
This is one of those fallacies that killer mains like to propagate. Killers camp for a reason. It works. If camping and tunneling was naturally punished by survivors pushing objectives unchallenged then killers wouldn't do it. And yet, killers continue to camp and tunnel. That says something doesn't it?Yes. It says that survivors aren't pushing objectives unchallenged. Instead, they try to force unhooks.
Unless we are talking about SWF then the survivors that were working on generators need to get off the generator and run half way across the map to verify whether the killer is camping or not. The survivor will need to spend a few seconds assessing whether they can safely get the unhook or not. Then the survivor will need to run halfway across the map again to get back on their generator.
All that time spent on a failed rescue attempt isn't punishing the killer at all. Giving up one or two generators for a secured kill is well worth it to the killer anyway just because of how snowbally this game is. All of this is assuming the survivors are willing to give up on each other for the larger strategic objectives. This is also depending on the hooked survivor not just suiciding on hook because they aren't having fun.
So again, I assert that killers camp for a reason. Because it works. The fairy tale that survivors can effectively punish a camping killer by pushing objectives is just that. A fairy tale. Even if the survivors are on board with that strategy, best case scenario the killer still kills two survivors and everyone gets horrible bloodpoints for the game.
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@Ower said:
1st of all, welcome to the forums. Now let's address some of your responses.
There's nothing to fix. Camping and Tunneling are already punished by allowing your teammates to freely do objectives and\or escape. killers are also further punished by poor points\bp and likely De-pip meaning you'll never rank up playing this way.
This is one of those fallacies that killer mains like to propagate. Killers camp for a reason. It works. If camping and tunneling was naturally punished by survivors pushing objectives unchallenged then killers wouldn't do it. And yet, killers continue to camp and tunnel. That says something doesn't it?
This post is 100% a survivor only player trying to make the game EZMOAD for survivors. You're not entitled to be unhooked, healed up and get another chance escape.
This is a comical assumption on your part. The vast majority of my game time is played as a killer. But unlike many players, I am able to look at the bigger picture.
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When I saw the thread title I was ready to have some snarky comment, but that actually is a very reasonable suggestion. 15 seconds is what the survivors perks do, but that might be a little long. Around 10 seconds seems fair. Good idea.
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@ColonGlock said:
Give killers more bp for dealing with that crap.Killers already get way more bloodpoints than survivors.
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@Paddy4583 said:
1.Killers should have a toggle to pick play with SWF groups or not! Let them sit there till they get a lobby with a killer who doesn’t mind playing against them.
2. Introduce a perk limiter so they can’t have more than 1 instance of the same perk in play in any one game.
3. Killers get extra perk slots for SWF groupsJust... no.
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@JanTheMan said:
Just make a casual and ranked mode like most games have.And have SWF banned from ranked.
Lol, you have that backwards don't you? Casual is for the solo survivors and SWF is for the ones who are more serious.
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Thread feels like it belongs in fan creations. I think a flamethrower would be very difficult to balance. Either it would be too strong and survivors wouldn't have a feasible way to counter the ability or it wouldn't feel like the killer is using a flamethrower. A fire based killer might be possible, but it is difficult to imagine a reality in which a killer shows up with a flamethrower. Pretty much for the same reason it is difficult to imagine a killer in DBD with an assault rifle.
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I don't think it was ever bugged. I just think most people don't understand what it actually does. Which is understandable because you can barely tell the difference even if you know what to look for. In my opinion, the only way to make award winning chili worth using is if you pair it with The Beast's Marks. Chili increases the rate at which you accelerate when using the chainsaw attack and Beast's Marks increases the top speed you reach when using the chainsaw attack.
Paired together and you'll surprise survivors with just how fast and far you can run them down. Typically, as Leatherface you need to wait until you are basically in melee range before charging the chainsaw at which point the survivor starts putting on their juking shoes making the attack somewhat difficult to land. With the Beast Mark and Chili combo you can start charging the attack much earlier making jukes much harder to pull off. The downside is that charging the chainsaw takes longer than normal so windows are more difficult to deal with.
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If you cut out all the threads about SWF, camping, tunneling, overpowered perks, how every killer is both overpowered and underpowered, event whining, how toxic and/or salty the player base is, and BVHR sucks posts then you wouldn't even have forums.
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It's an interesting idea. I think it's nerfed a little too hard though. 45% progress on the wiggle meter still means to the killer can walk 65% of the distance they normally could to a hook which is a fair distance. I think it would be more fair with tokens earned every 10 seconds of chase and progress was 20 to 25% per token.
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Dude, if you DCing against survivors that have earned a lantern escape just to screw them out of event points then you deserve to be banned. Poor form. You should be ashamed of yourself.
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@AlexAnarchy said:
Not against the rules, ofc survivors hate it cuz it makes them die and lose, Old News, survivors hate getting killed period.Out of curiosity, did you even read my post or are you basing all your replies off the subject line alone? Because if you did then you would realize that I'm not saying that the killer should always lose and the survivors always win. I'm trying to recommend something this is fair to everyone. So if you think my idea is unfair, what specifically about it would be unfair?
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This isn't needed. I want to be able to reset traps on the ground without having to pick them up. I want to have 2 traps be baseline. That's about all the trapper needs imho.
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Forget all that. Just give killer around 7.5k bloodpoints for breaking a lantern and it would be about on par with previous events. I usually break around 3-4 lanterns a game which would be 22.5k - 30k bloodpoints. Which is similar to previous events. Give survivors 4k per gen finished and 10k if they escape with lantern. That's all this event needs.
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@Yamaoka said:
I dribbled his self entitled ass to the hook and guess what. I immediately go hate messages and voice chat invitations. I joined it for the lolz and the first thing I heard was "imagine being so bad at playing killer that you need to dribble to get a 3k"The only thing you did wrong was accept the voice chat invitation. You lose the right to complain about salt when you put your tongue against a salt lick.
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You don't like Legion. Got it. But surely you know that they will never "remove Legion". That isn't even an option.
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@Malicore said:
Camping and tunnelling are for scrub killers and desperate ones i main the nurse a hard killer and can still get 4k without those weak strategys and honestly Camping only helps them get more work done anyway it's foolishYour first post is in my thread. I'm honored. Welcome to the forums. What do you think of my idea though? Are you for or against it? If you aren't camping anyway then this would only help you I would think.
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@AlexAnarchy said:
Camping and tunneling are not against the rules, thus not an issue that needs fixing, get over it.You're funny. According to the million or so posts crying about camping and tunneling on the forums it is an issue. Yes. I fully realize that camping and tunneling isn't "against the rules". I've done my share of both. And probably a few other people's share as well. But I try not to be "that guy" anymore. The majority of my games are as a killer, but I've played enough as a survivor to recognize how obnoxious the playstyle is.
It just isn't fun for survivors. Since 80% of the players in a given game are survivors if they aren't having fun then the long term health of the game is in jeopardy. Since camping is the #1 issue survivors have and tunneling is the #2 issue survivors have then addressing those issues is a good idea. And it isn't like I haven't considered the position of killers. The time survivors spend in the ghost world in addition to the time it takes to get off the hook and healed back up gives the killer time to actually chase and hunt. There are also a lot of different aspects to the system that can be tweaked if it proves to be too much in one sides favor.
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Clown isn't top tier, but he isn't trash either.
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New Game Mode:
Casual Mode: All perks are reduced to rank 1. Items and add ons are restricted to common or uncommon. Offerings are restricted to ones that can increase bloodpoint gain.
https://www.youtube.com/watch?v=VDvVihv6Oec