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Dreamnomad

Dreamnomad

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Dreamnomad
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  • @M2Fream said:
    After the killer closes the hatch, the match ends.
    It counts as a kill for the killer and death for the survivor. Seems about as fair as it is right now for the killer

    Explain how.

  • Hell no. That's insane. Flashlights are already easy to work around. So are pallets. If you are too lazy to walk around pallets or look before picking up a survivor then you deserve to lose your prey.

  • 100% agree with the OP. It's not even just about the guy getting tunneled either. If the rest of your team is messing around with the killer, someone has to do the dirty job of repairing all the generators. The guy who fixes 4 or 5 gens deserves more than 8k.

  • @AlwaysInAGoodShape said:
    @Dreamnomad

    1

    You seriously need to learn to paraphrase. That fact that you actually break your post up into "chapters" says everything. Make your point and be on with it.

    My chapters are not the same as a chapter in your favourite novel. Every subject could've been it's own post. This post is also not about "making my 1 point", because it's about making all the points surrounding the topic of flashlights, meaning that if there's anything concept introduced to the game due to the flashlight being added, then it's covered in this post.

    For the amount of points (not singular) that I made in this post, I think I did things quite brief.

    2

    Anyway, this little snippet is just bizarre. Killers already have ample answers to being flashlight blinded while picking up a survivor. It isn't easy to sneak in range of a killer picking up a survivor especially since you don't know which direction the killer will actually face while doing so. Even if you do, timing it just right so it blinds after the survivor is all the way on the shoulder isn't very easy.

    So the skill and difficulty level for the survivor is already quite high. The killer has multiple answers including finding and chasing off any nearby survivors with flashlights, facing into a wall or opposite direction of the would-be savior so they don't have time to get into position, or using perks such as franklin's demise or lightborn if flashlights are shown in pre-game lobby. So why should this aspect of the game be nerfed? It's already in the killers hands if they give survivors the opportunity to flashlight save.

    Killers already have ample answer to being flashlight blinded while picking up a survivor? Like the one already being mentioned in the post?

    You cannot be dependant on Balance's Mercy, thus there goes Lightborn.
    A survivor dying near a wall is also something survivors control, not you.
    Being forced to slug, requiring you to chase a survivor is also in their control. And why you attempt the scaring away, that survivor gets healed behind your back.

    In other words, there aren't a lot of answers, and the answers that currently are their are only availably if the survivors decide to make them so.

    So the skill and difficulty level for the survivor is already quite high.

    Most of the flashlight difficulty comes from the awkward mechanic and having to aim your beam. This is not the healthy form of difficulty, because when these requirements are always met, there really isn't much drawback.

    So why should this aspect of the game be nerfed? It's already in the killers hands if they give survivors the opportunity to flashlight save.

    We already showed why this is not the case. The presence of the flashlight alone, even when aware already mandates you to slug and is thus fully in the hands of the survivors, not you.

    So why should this aspect of the game be nerfed?

    Because we buff and nerf the flashlight in the most perfect way: That both the killer and the survivor have a fair chance to use their flashlight.

    Normally the use of flashlights depend on abusing a technicality of the Devs forcing your neck to be stuck during an animation.
    That's not what I call great gameplay;
    Remember when Laurie Strode blinded Myers in Halloween, because Myers neck got stuck while he climbed through the window?

    Instead of building on top of this weirdness, we replace both the Flashlight-Escape and Flashlight-Save on something that is conceptually sound:
    The the unsuspecting survivor used their flashlight against the killer, they managed to blind them and run away!

    This means that you can't blind during most of the animations, and only during the pick-up animation when you are the "unsuspecting" survivor.
    We also make it possible to blind during chases without the locked neck abuse. Since the new flash-time is so quickly, when you run around a corner and shine towards an unsuspecting killer, you can actually blind them because in order for them to be able to react, they needed to be alert, but this too is something that the killer gets to respond to, creating more dynamic scenario's other then: You vault --> Me Blind You.Exe

    That is why certain things need to be nerfed and other to be buffed (:
    Allowing the noobies to have fun with it too.

    Dude! USE LESS WORDS! So quick question, how often are survivors performing flashlight saves when you play killer? For me, it is maybe one in twenty-five games. I think I'm being generous with that estimate as I can't even recall the last time I dropped a survivor due to a flashlight save. Every time it does happen, I think to myself "yup, I deserved that. I wasn't being careful". This really isn't a big issue at all.

    Most of your points prove that you are either bad at playing killer or just arguing for the sake of arguing. " A survivor dying near a wall is also something survivors control, not you." What kind of crap is this? Unless the survivor runs away from any objects and stands there and waits for the killer to knock them down then the survivor isn't in control of where they get knocked down. The killer chooses when to attack. Just because you can knock a survivor down now doesn't mean you shouldn't wait 3 seconds for them to get near an object.

    " Being forced to slug, requiring you to chase a survivor is also in their control. And why you attempt the scaring away, that survivor gets healed behind your back." This is only true if you are bad at playing killer. Once you knock someone down, take 2 seconds to see if a survivor is lurking nearby. If they are give a short chase and hit once or if it seems like it would take longer than 5 seconds to hit them just turn around and go pick up the knocked down survivor. If you move toward the survivor they will run and be out of position to get the save. If someone is attempting to heal when you pick up the survivor, hit them too. Don't commit to a long chase to either survivor. Just scare them off and pick up your prey. It doesn't take long and while the survivors are dinking around failing to accomplish anything, they aren't working on generators.

  • @AlwaysInAGoodShape said:

    Blinding a killer during the pick-up animation.
    In order for you to be able to blind a killer, you must be aiming the beam at them for nearly all of the animation. From the start to finish, about 90% of it.

    You seriously need to learn to paraphrase. That fact that you actually break your post up into "chapters" says everything. Make your point and be on with it. Anyway, this little snippet is just bizarre. Killers already have ample answers to being flashlight blinded while picking up a survivor. It isn't easy to sneak in range of a killer picking up a survivor especially since you don't know which direction the killer will actually face while doing so. Even if you do, timing it just right so it blinds after the survivor is all the way on the shoulder isn't very easy.

    So the skill and difficulty level for the survivor is already quite high. The killer has multiple answers including finding and chasing off any nearby survivors with flashlights, facing into a wall or opposite direction of the would-be savior so they don't have time to get into position, or using perks such as franklin's demise or lightborn if flashlights are shown in pre-game lobby. So why should this aspect of the game be nerfed? It's already in the killers hands if they give survivors the opportunity to flashlight save.

  • @redsopine01 said:
    If they used Jason I hope his power is his ability to just vanish or walk through stuff say buby to looping and If your being sneaky poor gone and right behind you

    Sounds balanced. They should hire you.

  • @Delfador said:
    67% of games include SWF.
    Most killers would dodge the lobbies.
    SWF groups who can't find lobbies would give up playing the game.
    DbD would lose a lot of players, income and potential.
    Decrease in numbers might trigger further decrease and the game might potentially die.

    The other half of that equation is that killers that only played vs solo survivors would have monstrously long wait times. The only population of people that would be happy are the killers who aren't chicken to play against SWF. They would have no trouble getting matches at all.

  • @brokedownpalace said:
    Yikes at all the salt. Killers can slug, face camp, do Doc 3-gen camps, LF Insidious, etc etc and those are all LeGiT sTrAtS but this is toxic and unfun

    Reread what I wrote. As a killer, I could care less if survivors try this strategy. I just wrote that it is a bad strategy for the player doing it. High risk, low reward. But if you are having fun then knock yourself out.

  • @nikodelpino said:

    @ModernFable said:
    I want the bubble duration for Generators and Hooks to be much shorter in general.

    I want the bubble to be completely removed for both sides honestly.

    I'll +1 this. I don't like my vision obscured.

  • Sometimes this works. But even when it does the survivor that did all the sabotaging will get very little in the way of rewards. Breaking a few hooks and then sitting around bleeding out doesn't exactly give very many bloodpoints. There are plenty of ways for this to go wrong too. If you get found before the hooks are prepped, if you get grabbed while trying to break the hooks, if the other survivors get hooked too far away for you to rescue and drag the killer to your corner, if the killer doesn't take your bait, if the killer is using iron grasp or hangmans trick, etc, etc, etc. This strategy is the definition of high risk and low reward. But go ahead...

  • @Seiji said:
    The surviror get away with so many failures, while the killer gets punished for every wrong move.

    This statement couldn't possibly be more false. The survivors are the ones that get horribly punished for making a wrong move. What happens when the killer misses an attack? Answer: Best case scenario, attacks again 2 seconds later. Worst case scenario (after many mistakes), survivors escape yet killer still gains lots of bloodpoints and is never in any danger of being killed. How is that being punished for making a wrong move?

    What happens when a survivor misjudges the distance that the killer can lunge attack by a centimeter? Answer: Best case scenario they have to evade the killer while bleeding and making lots of noise and then spend a bunch of time healing up. Worst case scenario they wind up on a hook getting face camped with almost no chance of escape. Survivors can wind up dead earning less than 1,000 bloodpoints. That is a pretty extreme form of punishment and risk. So explain to me again how the killer gets so heavily punished for every single mistake while survivors get away with everything. I could use a good laugh.

  • First, this should be in fan creations. Second, they are all pretty awful ideas. I would never use any of those perks. For survivors, you already have small game to help you find totems. Alternatively, you could use a map with red twine add on.

  • Just leave the lobby after the game ends if you don't want to deal with the negativity. You're right. You don't deserve to be called names. Whatever system you are playing on just set your privacy settings high and immediately leave after the game is over and you won't have to worry about it.

  • Everyone in this thread is making no sense at all. Of course survivors should know if they are under the effects of something that is disabling them in some capacity! Even if there wasn't an icon on their screen, the very first time a survivor got a skill check while working a generator they would know if they lost progress while completing a skill check that they were under the effects of hex ruin. Just like the very first time they miss a skill check and the generator takes an unusually large amount of damage they would know that lullaby was in effect.

    Hiding that information just makes the game more confusing for new players and hinders solo players even more so compared to SWF. That is 2 very good reasons not to change the game in the fashion suggested in this thread. If anything, there should be a totem icon on the user interface showing the number of totems in the game for both the survivors and killer. Again, this is information that a SWF team already has. Therefore it should just be made available to all players to lessen the gap between SWF and solo.

  • I've done this plenty of times since I don't use them very often. I've got stockpiles of unused mori's.

  • A sample size of one means nothing. One killer wasn't have a good time and rage quit. Big deal.

  • @AlwaysInAGoodShape said:
    @Dreamnomad

    Wow, you are really tying yourself up in knots trying to justify this power. Btw, that perk idea would be completely broken on a 3 gen doc. Can you even imagine Doctor with Overcharge, Pop Goes the Weasel and your perk idea? An exposed status tied to working on generators is the only missing piece of the puzzle.

    If you think a 3 Gen doc is broken, then I don't think you know what broken is in this game. Getting 3 genned is a choice survivors make.

    1. Pop goes the weasel? Someone has to be hooked for that to go off = Counterplayable.
    2. Overcharge = Counterplayable
    3. Exposed status effect = Counterplayable. Remember, you are not stunned or anything. The killer has to be surveilling that gen to get use out of the perk.
    4. 3 Generators close to each other = Counterplayable

    Unlike aura-reading solution this actually has counterplay. In any other aura-reading variants, it's either too weak (as Surveillance is right now) or it completely locks down late-game counterplay, where you cannot get any gens done, because the killer will always know which gen you are working on, making the perk always useless or gamebreaking.

    This is why Surveillance is the way it is, with 16 seconds. Because the Devs created a perk concept that hasn't really been touched yet, but saw how un fun it would be so they nerfed to the ground to the point where it isn't useable.
    We don't need more variations of that.

    3 gen doc is fine. A 3 gen doc that can insta down every time a survivor touches a generator is NOT fine. This is all pointless to argue over though since your perk doesn't actually exist.

  • @Mc_Harty said:

    @Dreamnomad said:
    No matter how many times you repeat yourself, won't make it true. Perhaps our problem is that we define the word exploit differently. To me, when you are talking about an exploit in a video game, you are referring to a cheat. You are doing something wrong. Unintended and wrong are two different things.

    exploit

    verb

    verb: exploit; 3rd person present: exploits; past tense: exploited; past participle: exploited; gerund or present participle: exploiting

    1. make full use of and derive benefit from (a resource).
    2. make use of (a situation) in a way considered unfair or underhand.

    My definitions are fine.

    We can all agree that they didn't intend for Legion to moonwalk stalk survivors. That, however, doesn't mean that it is wrong to do so. It is well within the mechanics of the game. No 3rd party software is involved. It isn't against the rules. Therefore it isn't an exploit.

    By that logic, Infinites weren't an exploit as well. Just please stop defending broken mechanics. It's not going to go well for you.

    Lol, thanks for the warning, but I'll take my chances. Alright, so let's use your definition of exploit. "1. make full use of and derive benefit from (a resource)." Clearly we aren't talking about abusing mother nature such as strip mining so we can eliminate this definition. That leaves "2. make use of (a situation) in a way considered unfair or underhand." The key to this definition is the words "unfair or underhand". Absolutely nothing about Legion stalking a survivor bleeding out from deep wounds is either unfair or underhanded.

    The player isn't using 3rd party software to gain an advantage. The player isn't abusing a glitch or bug. There are no rules being broken. It is that simple really. Anything else a player does in game isn't unfair or underhanded. People don't like camping, but it isn't an exploit. People don't like to be tunneled, but again it isn't an exploit. People don't like to be looped or 360'd or bodyblocked, again none of which is an exploit with the exception of bodyblocking an extended period of time which is against the rules as it is taking the game hostage.

    Doing things that other people don't like is pretty much exactly what this game is about. BTW, infinite windows are not an exploit either. Windows were put in the game for survivors to jump through. A survivor jumping through a window is not using 3rd party software, is not a bug or glitch, and is not against the game rules. Therefore it is fair and not underhanded as it is well within the games design.

    Now when the game developers realize that players are doing things they didn't really intend they have a choice. Either accept it or change the game. But until the game is changed, it isn't an exploit. They obviously didn't like infinite windows so they changed the game. But every player who used infinite windows up until the patch that changed them wasn't exploiting the game or cheating in anyway. Another example is 360's which the game devs didn't really intend when making the game, but guess what? They decided that they didn't have anything against that form of play and didn't change it.

  • @Mc_Harty said:

    @Dreamnomad said:

    The reason they said that isn't because moonwalking survivors is some sort of exploit. They said that because they don't feel like that should be the optimal way to play the killer. Which means they recognize that there is a somewhat fundamental flaw in the killers design if playing them backwards is optimal.

    1. It's only an exploit on Legion. Every other killer is fine.
    2. They clearly stated that they'll change things if the moonwalking is the only thing that'll work with Legion
    3. The developers clearly stated that it was not an intended mechanic.
    4. It goes completely against the whole concept of using the hit and run play-style the legion has.

    It's still an exploit.

    No matter how many times you repeat yourself, won't make it true. Perhaps our problem is that we define the word exploit differently. To me, when you are talking about an exploit in a video game, you are referring to a cheat. You are doing something wrong. Unintended and wrong are two different things. We can all agree that they didn't intend for Legion to moonwalk stalk survivors. That, however, doesn't mean that it is wrong to do so. It is well within the mechanics of the game. No 3rd party software is involved. It isn't against the rules. Therefore it isn't an exploit.

  • @Mc_Harty said:
    Considering the devs state they'll change it if it becomes the norm... Yes, ab-[BAD WORD]-solutely.

    The reason they said that isn't because moonwalking survivors is some sort of exploit. They said that because they don't feel like that should be the optimal way to play the killer. Which means they recognize that there is a somewhat fundamental flaw in the killers design if playing them backwards is optimal.

  • No. It is not an exploit. It doesn't break any of the games rules and won't be punished if reported. You can call it many things. "Cheap", "Not Fair", "Not Fun", "Uncounterable", "Boring", "Poor Design", etc, etc, etc. But you can't call it an exploit.

  • It isn't an exploit. Don't use that word. You may call it 'cheap', 'annoying', 'unfair', 'not fun', etc. But saying it is an exploit means that the killers are breaking the games rules and as such could be banned for their actions. They are not breaking the games rules nor will they be banned for moonwalk chasing survivors.

    Maybe they will do something to change it. I'm not sure exactly what that would look like, but it's possible. So far, I have only heard of two changes they plan on making to Legion. One is to make it when Legion frenzy hits an already injured survivor they will not get the full deep wound meter. Instead it would be missing approximately one hits worth. The other change will make it so when Legion cancels their ability early, it doesn't drain the full frenzy meter. More changes are likely to happen though.

  • @Rebel_Raven said:

    Escape is the entire point of the survivors experience. 
    The ritual of the chaseout means fuckall for the killer.
    So why don't they escape?

    Because it is fun for them. It is effectively the survivors reward for beating the killer. All game long they can't really do anything to the killer other than run away. The killer is effectively immortal. Since the survivors can't actually kill the killer then what can they do? Well, they can do a little victory dance by the exit gates. That's what they can do.

    Besides, it means more bloodpoints for everyone. The killer gets more hunter bloodpoints for finding the survivors and a few more brutal bloodpoints for hitting them and the survivors get escape, distraction, protection and chase bloodpoints. Sometimes, the hubris costs them too. I've killed many survivors in the exit gate who thought they were safe.

  • This was an idea I suggested a while ago for this very problem:

    https://forum.deadbydaylight.com/en/discussion/23578/endgame-solution

    In the meantime, just hit them until they leave.

  • I've been Santa Clowning it up! Love the skin.

  • @Yoinked said:
    Peanits said:

    I don't think you'll find many people who will tell you that the hatch is great, but let's just explore the alternative for a second.

    So you close the hatch. Now what?

    The survivor needs to power up to three generators as the killer patrols them. You can very easily patrol an entire map in 80 seconds (the time it takes for that one survivor to fix a generator), and if you hear that a generator has progressed, you'll know the survivor is around. For the survivor, touching a generator is suicide. It's a "come kill me" alarm. In a normal game, this is no big deal, you get chased, other people keep fixing generators and then maybe you get saved. When you're the last survivor, that's it, that's game over.

    So naturally they would wait for the perfect opportunity, where they can magically completely fix a generator before the killer can return, except that opportunity never comes. If they attempt to fix a generator, they're dead. Queue the hide and seek world championship. They have no reason to try to escape because trying to escape is actually trying to die faster. They wouldn't be griefing either because by definition they are just trying to win.

    I'm totally down for an end-game rework, but closing the hatch alone would not quite work. Even if it powers the gates and allows the survivors to work on either one, it would be pretty much the same situation. Some gates spawn just a couple tiles away from each other, making them incredibly easy to patrol. On some occasions, they even spawn in eye shot of each other, so you could literally stand in front of one and stare at the other. If the survivor dares to touch them, they get a red "come kill me" light on them too.

    TL;DR: It's great on paper, but it wouldn't quite work in practice. That is why the hatch change didn't go through.

    I agree there needs to be some sort of rework. Also appreciate laying that whole perspective out. However I feel like I need to just make one more statement on closing the hatch. I’ve played a round against legion where I needed to escape via hatch or gen and I had 1 gen left. To be honest I couldn’t even find the hatch I searched and I realized I think he was walking around it I think because he found me chased me but I lost him. I ran to the other side of the map, finished one whole gen and escaped by myself out of the exit gates. I think allowing the killer to at least close it once and if there’s 2 needed or 3 each gen will open up the hatch again forcing you to close it but maybe the closing animation is longer or maybe you can only close it just once. And if there was only 1 gen left regardless then if the survivor can successfully get a gen then they once again have 3 means of escape. It would make it a huge challenge for the survivor but also do it just right it’s definitly achievable. There’s even a perk that allows gens to progress faster if they’re a lone survivor so there are tools to allow a 1 v 1. Maybe it really would be too hard but on a large map the hens are far and you bait them and work around all the gens idk. It could make 1 v 1 situation very exciting and not a dull stand off. But like you said maybe it’s too hard but idk I don’t like the sound of that even as a 1v1 with a supernatural murderer shouldn’t be so easy anyways. 

    You pretty much proved Peanits point. The reason you were able to do that was because the killer was preoccupied guarding the hatch. If there was no hatch and the killer was patrolling generators there is precisely 0% chance that you would have escaped. If there was some kind of bonus generator repair speed for a lone survivor so that they could finish a generator start to finish in 20 seconds or less the maybe you would have a point.

  • @MistressChara said:.
    Heroism would only give you more bloodpoints than an escape if you had done well that match (15k or better) and would still sacrifice your ranking so while I do think you hit the nail on the head with the issue of people trying to kill themselves for points, I don't think it would be a massive issue outside of bloodpoint events.
    As for the power, the movement speed thing is mostly a thing I tried to do to make the killer a bit more interesting than just normal killer with AI assistance. But it's purpose is to allow you to have very high map control and get a good hit on survivors before they realize you're coming (as your footsteps would be heard from a lesser range than a terror radius) Kind of similar to how the Pig and Michael can get easy first hits the same way.
    I'm not really of the same mind of a lot of the community where I think that every killer needs to have a power that helps in the chase, but I do see the issues with not being able to compensate for chasing time. I wanted this killer to be less of a mechanical skill based killer (ironic, I know...) and more of a mental skill based killer (ala the Hag and Trapper). I don't think the remnants are quite as random as they are at first glance because the idea I had was to build remnants around gens you know survivors are going to try and do (such as pale rose gen) and use the discs to change their AI and manipulate survivor behavior accordingly. I'd like to hear any thoughts regarding editing the power to be more interactive and more balanced keeping that design philosophy in mind~

    Survivors would actually only need to earn more than 10k bloodpoints to make it a positive bloodpoint gain over escaping through the door. They would need to earn more than 14k bloodpoints to earn more than using the hatch. The bonus is 50% so anything more than 10k would give more than the 5k escape bonus. Even if the circumstances are rare, I just don't think a perk should reward survivors for getting themselves killed. BTW, you make it sound like losing rank is a bad thing. Many players view that as a goal, so rewarding them for doing what they were trying to do is just a bonus. Though with the current Emblem system, the survivors would still probably pip if they made it to the stage that exit gates were opened.

    As far as the killer's ability goes, I'll have to think on it. I missed the significance of the 5 seconds of chase at 135% movement speed. That actually pushes the killer into overpowered territory since getting that first hit would be laughably easy. Then the optimal play is to lose the chase and follow the bloodtrail to re-engage the survivor for the second hit. Really, the killer is a reverse Legion when you think about it. I also have strong reservations on the 0 terror radius. Loud walking noise or not having a 0 terror radius has significant in game ramifications. The killer could never trigger Borrowed Time. So the optimal play is often to camp/tunnel with this killer.

    If you are standing still then you are making no noise so survivors won't know you are nearby. They run up and unhook, killer easily chases and downs the unhooked survivor and hooks again and there is almost nothing that survivors can do about it. The whole killer ability might just be fundamentally flawed. I'll try to think of something though.

  • @AlwaysInAGoodShape said:

    The perk is called Surveillance. Here is a little help as to what the word means since you seem confused.

    sur·veil·lance
    /sərˈvāləns/
    noun
    close observation, especially of a suspected spy or criminal.

    By it's very definition it is supposed to help the killer find survivors! What you suggested isn't a terrible idea for a perk. It would pair quite well with a buffed version of surveillance. But again, way off on the direction that a perk called surveillance should be.

    Now think again. How do you get use of this perk? It's through surveilling a generator. You, the actual you, in order to strike a survivor who dares to touch it.

    My suggestion is all about surveillance. The picture fits it even more perfectly since you're actually surveilling it rather then having any type of notification or aura reading while you are all the way in the desert;

    close observation, especially of a suspected spy or criminal.

    Where-as the old surveillance is just aura reading and has nothing to do with surveilling, my suggestion does the opposite and makes it about actual surveilling and makes it an even more suitable perk for the type of killers to whom it would be appropriate to use:
    The pig
    The Wraith

    Wow, you are really tying yourself up in knots trying to justify this power. Btw, that perk idea would be completely broken on a 3 gen doc. Can you even imagine Doctor with Overcharge, Pop Goes the Weasel and your perk idea? An exposed status tied to working on generators is the only missing piece of the puzzle.

  • @AlwaysInAGoodShape said:
    Surveillance:

    After a survivor touches a regressing generator, they gain the exposed effect for 10/15/20 seconds.

    Are you gonna behave? - Amanda



    There is no point in creating a highly conditional survivor find perk. Not only is finding survivors not that valuable, but to make it highly conditional? That's not kind.

    Anti-Stealth perks is the last thing we need anyway.

    So to give this perk some actual purpose, the above makes it harder for survivors to bully killers who have to keep kicking the generator that survivors keep tapping. (:

    The perk is called Surveillance. Here is a little help as to what the word means since you seem confused.

    sur·veil·lance
    /sərˈvāləns/
    noun
    close observation, especially of a suspected spy or criminal.

    By it's very definition it is supposed to help the killer find survivors! What you suggested isn't a terrible idea for a perk. It would pair quite well with a buffed version of surveillance. But again, way off on the direction that a perk called surveillance should be.

  • @ShyN3ko said:

    @Dreamnomad said:
    This is what Surveillance should do.

    Surveillance:
    Unlocks potential in one's Aura-reading ability. The last regressing Generator reveals the auras of survivors within 6/10/14 meters. Once the exit gates are powered, all Generators reveal the auras of survivors within 6/10/14 meters.

    This is a good idear.
    I liked it, but i wouldnt use it.

    It wouldn't be for everyone, but it would at least be worth running.

  • It's not as bad as people expect. Right now the stats would be heavily skewed, especially on PS4, due to the disconnects caused by the patch. But if you aren't being a jerk by camping/tunneling or other really annoying things like 3 gen doc then you can expect pretty low rage quit rates. Like if I show up with Iridescent Heads on Huntress then I can expect a very right rate of rage quitting.

  • You definitely put a lot of effort into the concept. Please take my feedback as the healthy criticism it is meant to be. I don't like the killer's power for a number of reasons. The biggest reason is that it doesn't actually help you chase survivors. Like at all. Not only that, but you'd be running at 105% move speed when it matters the most. It would be torture chasing survivors around. The other thing I don't like about it is that you are introducing AI characters into the game. The random nature of their movement isn't skill based.

    As far as the perks go: Faulty Wiring. This is pretty overpowered in some ways when you think about it. I don't really have a problem with the survivors getting their aura revealed for a few seconds if they fail a skill check on a generator. But I do have a problem with survivors auras constantly being revealed in a chase when they fast vault a window. The biggest problem would be with tunneling since it would effect unhooks. It could also have problems with synergy on other perks or abilities. Lol, it would crap all over distortion though.

    Hex: Tortured Soul I have a couple of issues with. I don't really think killers should be rewarded for having their head slammed by survivors. I have no issues with perks that counter pallet stuns, but no perk should have a killer saying "please, may I have another?" Aside from that, the bonuses are a bit on the bonkers side. Have a different way to acquire the tokens and tone down the bonuses and it'd be cool.

    Dark Desire. I have no problem with it. I doubt it would see much play though since bloodlust has been nerfed.

    Necromantic, this is an interesting idea. The vast majority of the time it wouldn't actually do anything unless you stacked luck effects. You would just wind up killing yourself faster. I guess it would be fine.

    Heroism, I have a couple issues with this perk. How many actions are you using after the exit gates are powered? You don't have any generators to work on. So that only leaves unhooking, healing, and breaking totems right? The bonus is incredibly small and the conditions for the bonus bloodpoints are kind of silly. I don't think there really should be any occasion where a survivor will gain more bloodpoints for getting themselves killed. I can just see stupid occasions where 3 survivors have escaped and one survivor is begging the killer to kill them.

    Impersonator- I don't like that this perk is basically a SWF only perk. It would be borderline insane bringing this perk not knowing what your allies are running. Also, 9 times out of 10 if you wanted to stack effects it would just be better to bring the same perk yourself. But it is very creative idea. I can honestly say I haven't ever seen anything like it suggested before.

    Anyway, those are my thoughts. Thanks for taking the time to come up with this post. I enjoyed reading it.

  • There are only 2 things I would like to see changed on Pop Goes The Weasel.
    1.) Increase the time you have to break a generator to 45 seconds.
    2.) Allow the killer to reset exit gate progress if they hooked a survivor within the last 45 seconds. The killer would have to physically walk to an exit gate that has started to be opened, but hasn't finished and hit the switch.

  • It doesn't seem very balanced. The way you have written the description means when another survivor is killed, if you didn't have any of the same perks then you would gain four perks. What do the different ranks do? Also, generally speaking I don't think it is a good idea for perks to encourage survivors to try and get each other killed to get value. There are only a couple perks that currently do this and they are widely considered the worst perks in the game.

  • Without taking killers powers into the equation, a default perk build would usually be something like BBQ, Ruin, Brutal Strength, and NOED.

  • After you get stunned from Frenzy hitting a survivor with deep wounds there is a period of time where you can't activate the ability again. This is the cooldown. Using the add on means it takes less time from when you are stunned to when your ability has recharged.

  • @purebalance said:

    @DwightsLifeMatters said:
    Delfador said:

    Both of what you said are fine, though when you hit them once, they can pass through you.

    If you body block them in a corner or in the basement, not allowing them to leave, you can get banned for it.

    This is more clustered. If u trap them in the basement to wait our borrowed time ur fine, but trapping them for several minutes is reportable and can get u banned 

    I posed this in the other thread and it went unanswered. So it's ok for you to wait out BT by bodyblocking the basement. If survivors found a way to body block myers somewhere for EW3's duration where he couldn't attack it would be fine? Same situation really.

    I remember that thread and answered your question already. Yes, it is okay for a killer to body block survivors in a basement to wait out Borrowed Time. That is a perfectly valid strategy. As for your Evil Within question, if there was a valid in game mechanic to waste the killers time to wait out the EW3 then sure.

    There will never be a way for survivors to legally trap the killer though so it's a moot point. You can't body block the killer as he can just hit you. If there is a way for you to trap the killer where he can't hit you such as the on the tractor or in the swamp, that is clearly a bug and abusing it is bannable. You can however loop the killer until EW3 resets.

    And by the way, trapping the killer is in no way shape or form the same thing as trapping a survivor. If the killer is trapping a survivor then the other survivors are still working generators or other objectives. If the survivors were able to trap the killer then he/she can no longer work toward their objectives at all. It really is an apple and oranges comparison. Consider your question answered twice now.

  • If we can only have double BP for a week then I prefer the week that they chose over starting it now.

  • Or Deep Wounds with 70% of the Deep Wound meter missing.

  • I see no reason to reduce the number of hatchets if they made it give Deep Wounds. It would still take 2 attacks to down the survivor unless the killer tracked them down while mending. I think they should also substantially increase the bleed out timer if they did this. Huntress isn't Legion. She doesn't have a mechanic built around Deep Wound. With those two changes I think it would be a good idea though.

  • Yup, bought the Santa Clown outfit the second I could get my hands on it. It's a thing of beauty. I liked all the sweaters as well, but you're right. Jake's sweater is the best. Unfortunately, I don't play Jake =/

  • @Delfador said:
    Glad you decided to play Huntress.

    Try to play top tier killers if it is your first time. Bottom m1 killers are frustrating as hell.

    If he never plays killer then he's rank 20 and all killers are OP at rank 20. You could literally play any killer with no add ons or perks and get 4 kills at rank 20. Newbs are that bad. Congrats on your 4k though.

  • Honestly, it isn't a good strategy for a killer to run all those perks anyway. So they should stack because they are mediocre. Try running all 4 of those together sometime and you'll realize how bad it actually is. Btw, there is a good counter to this strategy for survivors. It's called Autodidact. Or just work the gens and don't worry about healing so much.

  • This is what Surveillance should do.

    Surveillance:
    Unlocks potential in one's Aura-reading ability. The last regressing Generator reveals the auras of survivors within 6/10/14 meters. Once the exit gates are powered, all Generators reveal the auras of survivors within 6/10/14 meters.

  • I'll just copy+paste the link since you didn't look at it apparently. Same concept, just a little more fleshed out.

    So I've seen this idea floated around on DBD forums for as long as I've been playing about a killer that can disguise itself as a survivor. This is a terrible idea for a killer in the normal version of the game for numerous reasons. However, I've been brainstorming a way that this would work quite well as an alternate game mode. Please bear with the wall of text as I flesh out the concept.

    The Chameleon: Both the survivor and killer votes for a survivor during the lobby once all players are present. All players and the killer will appear as an identical survivor. The killer has 0 terror radius and can attack using The Spirit's weapon. If the killer hits a survivor that is stationary or was performing an action within the last 2 seconds the attack will put the survivor in the dying state. The killer runs at the same speed as the nurse, but vaults the same speed as a survivor. The killer's view is 3rd person. The killer can perform all actions that a normal survivor can, up to and including unhooking a survivor (more on this later).

    The killer runs the following perks:

    Booby Trap Chest: You can booby trap one chest at a time. If no chest is booby trapped, reveal the aura of all chests. When a survivor opens a booby trapped chest, you can see that survivors aura for 30 seconds or until hooked.

    Generator Saboteur: After successfully completing 3 skill checks while working a generator, the next skill check you fail will damage the generator by 50%.

    Lack of Empathy: Unlocks potential in one's Aura reading ability. Dying or injured survivor's Auras are revealed to you when within 16 meters.

    False Save: You begin the game with 3 tokens. You lose a token by unhooking a survivor. You lose the ability to attack and move at normal survivor run speed for 30 seconds after unhooking a survivor.

    The killer also has the following innate traits. When the killer fails a skill check while healing a survivor, it will put the survivor in the dying state. If the killer is standing still and performs a lunge attack, the killer will injure itself. The killer can put itself in the dying state this way, but won't die if the bleedout timer runs out. The killer can heal itself at normal speed.

    This game mode can only be played by solo queue. In the game lobby and during the game, player's names are not displayed. The user interface will display 5 survivor icons instead of 4. These icons are randomized every 30 seconds.

    Survivors do not get to pick their perks. They have the following perks automatically. Empathy rank 1 (if the killer is injured, survivors will see the killer's aura, but it will appear like a normal survivor's aura), Windows Of Opportunity rank 3, We're Gonna Live Forever rank 3, and No One Left Behind rank 3.

    The survivor perks are generally picked to encourage cooperative play, but the killer's abilities are all designed to create distrust.

  • @Dreamnomad said:

    @Master said:

    @Dreamnomad said:
    I play on the PS4 so a simple solution would be to map using abilities/items to the L2 key so there is no confusion.

    What actions are reserved for the L2 key?

    NONE! That's the point. There would be no conflict doing this.

    lol, L2 is crouch actually. It is R2 that doesn't do anything for survivors. So map the abilities/items to R2.

  • @Master said:
    If you dont start smashing the button several meters before the actual pallet/vault, then you are completely fine.
    I never run into problems like that

    The majority of the time that I have this issue is when I stop and wait for the killer at a pallet. I'm not talking about a hasty button mashing scenario. I'm calmly waiting at the pallet and when I go to pull the pallet down, I self care instead and get smacked in the head.

  • @Master said:

    @Dreamnomad said:
    I play on the PS4 so a simple solution would be to map using abilities/items to the L2 key so there is no confusion.

    What actions are reserved for the L2 key?

    NONE! That's the point. There would be no conflict doing this.

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