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Dustin

Dustin

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  • @Rex_Huin said:
    And number 6 unlocked the other one?

    What would happen?

    @Rex_Huin said:

    @PolarBear said:
    I don't think the killers need to be buffed this way, the end game isn't really a high priority problem at the moment (excluding the hatch of course).

    I'm not seriously advocating it. I'm just curious how you think the game would play out?

    Honestly I've thought of this whole concept before but it's having multiple objectives available that accomplish multiple outcomes.

    In this example after 5 generators are completed a single gate is powered. Now aside from patrolling generators the killer has to also worry about the gate so there is multiple objectives to now protect. The survivor could risk going to the single gate or go the safer route and use more time to secure the other gate being powered by finishing the rest of the generators. Personally for me I like these kind of ideas because I feel as though it opens up more strategies for both sides.

    For a while I've been wanting to see something added to this game where survivors are given a choice of multiple objectives that could have a risk reward factor to them at the expense of time. My preference is yeah you could do 5 generators and power both gates or you could do these new map specific objectives that will make survival easier overall. However doing so will use up more time which some killers need more of.

    One could easily argue that sabotaging and securing generators on specific parts of the map is essentially the same thing but I feel like there could be a new dynamic added to the game although I'm not really sure what I personally want past the idea. I think your idea is straight forward and simple to implement but I don't know if it would be fun. Although I definitely like the idea because it keeps options on the table for both teams.

  • @Milo said:
    I mean did anyone use that hook?

    If I'm near basement but there's a hook at the top of the staircase I occasionally use it to save time. Usually in the case that I have momentum and I saw a survivor very recently. The time I save not going to the basement is usually enough for me to snowball by catching up to another survivor quickly. I'll usually do this if I've already sacrificed at least one survivor. Although it's pretty situational and there are plenty of maps where the basement is the worse option.

  • @PhantomMask20763 said:
    Anyone else wanna give their thoughts on this?

    Exclusives are lame honestly I can't really see anyone justifying them aside from legacy tbh. The only reason I see is that people want them to be special but all I read it as is I have them and don't want anyone else to have them. Nothing special about them because the majority of the people playing during the event have them. I rarely even see anyone equip them either. If more people had them I may actually see them get used.

    I'd be in favor of letting newer players obtain them. If you really wanted them to symbolize dedication to the game simply date the year the cosmetics were obtained.

  • @Warlock_2020 said:
    I don't really care if they see my perks or not. On the other hand, if we are trying to hide information, maybe we should consider hiding character selection in the lobby? I mean, I change my perks when I see what the survivors look like and what they are carrying. ie - P3 Claudettes with flashlights and I'm loading up Franklins and a Mori. Is it fair that I can plan, but they can't know who I am? I know when I play survivor (thanks to my wife!) I would love to know I'm playing doctor. I'd completely trash my stealth perks, those are useless.

    Unless you make items super common to find in a trial the only practical use Overwhelming Odds / Franklin's Demise have are equipping them when you see someone equip an item in the lobby. As a survivor you're equipping perks to complete your objectives not counter a specific killer / player. So no I don't believe it's necessary to know what the killer is at all.

    Like imagine if I knew every time Hag was going to be picked and I could just pick Urban Evasion for example or Calm Spirit for Doctor. Wouldn't exactly be fun or challenging for either side imo.

  • About time.

    Rest of the patch notes look pretty good too.

  • @NeonAlien said:
    How do you react when survivors farm another, who's obviously not in on the joke?

    Depends on the situation although if someone outright farms another player in front of me thinking I'm going to go with it I usually slug them the rest of the trial. As long as the person who got farmed is in mutual understanding and doesn't try to heal them I let them go. That being said if there is one gen left and you get farmed I think it's fair game because I'm not going to ruin my momentum because someone was being stupid.

    I'll 100% let you go though if there is at least 3 gens though and someone farms you in front of me. Although when I say farm I mean it was obvious that it was meant to screw you over so they could get unhook points.

    @NeonAlien said:
    I just got hardcore sandbagged by a 3man SWF. Killer chased me mercilessly anyway. Got hooked 3 times within 1 minute. The others teabagged and flashlight clicked me the whole time and didn't run from the killer. So after I died I watched a bit and saw they were farming (killer let them heal up and stuff).
    Why was I killed and the others, after farming me for the lulz, were rewarded with a farming round? They got partystreamers🎉 and everything.. I walked out with 3000 points. Kinda Meh.
    How do you work with a situation like that?

    From your story sounds like the killer either knew the survivors or wanted an easy farming round since it's X2 BP weekend. Although it may just be the killer taking advantage of a ######### situation at your expense.

  • Addons should be removed and items and killer powers should be adjusted accordingly. Any special abilities tied to a killer addon should be part of the base kit and items should be more common.

    Only because I hate this fake virtual blood economy that exist for this game only to keep players grinding.

  • @Dragonredking said:

    Worse is that it is actually already implemented, but only moderator can use it, I got an mp from Peanit when I did a suggestion about the chinesse spam bot on one of the spam thread.

    I thought that was available at the start but they disabled it for users because spam. I said this about ratings but ratings / DM's should be disabled until you get 50 post for example and that would detour spam. Although one of the mods said that wasn't currently possible iirc.

    Like yeah it would suck not having EVERYTHING at the start but it would prevent someone from just registering and flooding the forums with nonsense without a little effort.

    I'll quit posting about this though sorry for derail @Nickenzie

  • @Vietfox said:

    @Dragonredking said:
    [BAD WORD] christ, finally someone that say that he is doing a poll is actually using a tool like strawpool instead of asking people to answer 1 or 2 in the comment

    It's a [BAD WORD] christmas miracle

    Tbh i don't understand why there's no poll option when creating a discussion. I've suggested it twice, one in Wishlist and the other one in Forum Feedback.

    There's a lot of suggestions on how to improve their forum but I'm convinced they're leaving it as is for now since it seemed like they stopped working on the forum abruptly during the time they were asking for feedback.

    Like this thread is still getting updated yet I see a lot of unfinished stuff listed.

    https://forum.deadbydaylight.com/en/discussion/765/beta-forums-public-changelog-and-wip-stuff

    I'd honestly like to know the progress on some of that stuff.

  • @The_Crusader said:
    Hands down the most toxic community I've ever seen. The only game where I have to make my steam profile private and change my username constantly.

    @ModernFable said:
    Worst so far.

    I never thought that’d be the case after playing a MOBA.

    Yep, I've played League of Legends, DotA2 (Primarily), CSS, CS:GO and a few others and this is hands down the most toxic community I've played with. My profile would probably be public if I'd never have picked this game up tbh.

    I blame the devs for allowing it to get this way tbh. Plenty of opportunities for them to address toxicity aside from the garbage report system we have atm.

  • tl;dr - In current state no
    With the addition of dedicated servers I imagine it prolongs the games life but it's not going to make or break whether this game last for years imo

    Additional tl;dr
    Support tournaments, modders and fight against toxicity with better tools aside from a report system.

    Game definitely has 2 years at least but honestly how can any of us know almost anything could happen in that time.


    Personally while I understand they want to support the game as long as reasonably possible I would be surprised to see the game have more than 2000 people in 5 years. I imagine when this game isn't retaining as many players through sales as it currently does they'll do a permanent price drop or something along those lines. Usually horror games have a small player count so I'm honestly surprised DBD has lasted this long. Dedicated servers will help but I imagine at launch it's going to cause a lot of problems that are going to frustrate players until resolved.

    The things I believe this game needs to survive is honestly a better report system and more ways to deal with toxic players other than a report system. Players keep giving the bullshit excuse to ignore it but honestly I shouldn't have to deal with nonsense in the first place.

    New player experience is trash because of how many perks are available. Many people including myself support the idea of making all perks only 1 tier. It would reduce the grind and be easier for the devs to balance. There should be some weekly that gives players access to perks they don't have temporarily imo. Would be a good way for new players to try stuff out without wasting a lot of BP so they can stay competitive.

    Personally I'd love to see Dead by Daylight get mod support for cosmetics and custom maps. If enough people got into making content for DBD the devs may get to a point where they can focus a little more on other content aside from cosmetics. Offer to buy the top of the line stuff from those who made it and then add it to the game.

    I'd also like to see more features that benefit players who host tournaments. Lan support, better spectator features, and continued support for peer2peer in KYF. There's a lot of great content made every day for competitive games and I feel as though DBD could have more serious content if the game had better support for those who make content like that. TydeTyme for example does an excellent job casting DBD games and I'd like to see more content like that. Also no I'm not trying to suggest Dead by Daylight is E-Sports material but I find tournaments entertaining to watch.

    Maybe I'm rambling but I feel as though DBD has a lot of room to grow.

  • @HatCreature said:

    Devour Hope needs 5 unhooks with a proximity, the full power of this is 9 hooks so this requires more work for what Devour also provides. And no once the last Gen is completed whatever hooks you got is locked in and you no longer receive tokens.

    Alright thanks for clarifying. I could definitely get behind the idea of NOED's effects being based on performance before 5 gens pop. Personally I'd probably add something else aside from movement speed but I like the idea of being exposed once instead of having a timer or risking the totem being destroyed.

  • I really like the idea but the main argument to this is Devour Hope exist. Although with this perk there's the risk of since every survivor is exposed once if you don't deal with them there and slug them for example they could potentially get back up and not be exposed anymore and get out due to a full heal.

    I don't think this would need to be a totem because your plan is to let the 5th gen be complete to even use this perk while Devour Hope you could potentially use it before a set number of generators are done. The main question to this is do you continue to gain tokens after the gates are powered? I feel like if that answer was a no this perk could easily be taken off of totems.

  • The main perk I don't understand why they didn't rework was Insidious since they seem adamant about punishing any form of camping. Admittedly though I like the 0 Terror Radius aspect of the perk and the design of the perk seems like you're trying to hide.

    Maybe something like - "When performing the break action your aura and terror radius are hidden for 15 seconds" or something along those lines. Would serve a similar purpose to what the perk has now but it would have a use outside of camping.

  • I like Mathieu Cote's voiceover but I also like this new narrator. New spotlight felt like listening to an opening of a story.

    Overall I don't see an issue with it.

  • @OrionsFury4789 said: I personally think it’s a bad idea but who am I to say? Lol
    My reasoning behind it is that you’re encouraging more toxicity by making some people who we know are very vulgar  survivor/killer mains  on the forums HAVE to respond if they want to show they disagree instead of hitting a button and moving on, there are too many immature people on here who will definitely derail a topic for disagreeing now because it’s the only way they can show their non approval creating arguments with some people who can’t handle when people don’t always agree.

    tbh I see that specifically as a good thing. Because if someone is a ######### enough poster that they need ratings to survive on a forum then it's better that they're forced to post and either improve their online habits or get banned.

    That being said that sentiment is useless if moderation doesn't actually enforce rules. We don't need hand holding but if someone is blatantly trying to derail because they're upset about a topic they shouldn't be posting. Although everyone I've seen post like that has been banned so far so I can't say it's a massive issue although I understand where you're coming from with the DBD community and all.

  • @Peanits said:
    No, that's not it. Sure, some are just people disagreeing, but the thing I'm talking about were about a dozen or so accounts all created from the same IP around the same time that would follow certain people around and mass LOL their posts. We see all that. I've had several people contact me privately to report that sort of thing. So while it may not have been talked about a lot publicly, it was a recurring issue and something that needed to be dealt with.

    To appease everyone else you could consider ratings being disabled for accounts below 50 post. It would be a small deterrent for rating spam.

    Personally though I'd be fine with the rating system going away aside from "Vote Up" as it doesn't really feel like the feature was really thought out.

  • @Peanits said:
    It's all still being worked on. If you've got specific things in mind that you'd like to see changed, I'd suggest dropping them into the Forum Feedback subforum. We check it often.

    https://forum.deadbydaylight.com/en/discussion/7170/notifications-on-new-posts

    I posted this back in July. Haven't really seen any threads about the notification system so I don't know if people don't really care about it or if it's already been discussed.

    Either way thanks for at least confirming forums are still being worked on.

  • @Peanits said:

    So we're going to try this out for a while. Hopefully we'll be able to get a tighter reaction system some day, but for now we're going to roll with this and see how it goes. The silver lining is that this might promote some constructive discussions. Rather than just dog-piling on someone you disagree with and flooding them with LOLs, someone's going to have to post why they think it's a bad idea and then everyone can upvote that.

    Is there any plans to update other parts of the forum anytime soon or is that out the window. idk about anyone else but I find the notification system kind of annoying because it doesn't take me to oldest new post on a thread if there's a lot of new post. Instead I usually have to manually go back a page because it only shows me the last 3 notifications.

  • Quentin because I look like I do a lot of meth if I don't get sleep.

    This thread only applies to survivors right?

  • In its current form no. It's more of a game changer for BT than even mattering for the new killer tbh.

  • @HellDescent said:
    I stopped playing him because his bottles are bugged

    Yep his bottles will just randomly explode the moment you release them. You could be in an open field and it can happen I've tested it and have no idea what causes it. Exact reason I stopped playing him.

    Well I don't know if this is what you're referring to but this is why I quit playing him. I've seen it happen to a few streamers as well so I know it isn't something on my end. It's happened to me maybe 1 out of 10 games but it's still annoying enough that I don't play him because of it.

  • @akbays35 said:

    I would like it swf to only be available at purple ranks and above since these players would typically be in the same play level. That way coordinated and good players would be at an expected level and not be deranking. This would force players to play well and not derank if they want to play with their friends. I don't think a seperate que would work because killers wouldnt want to play on there. It would create an incentive and deters survivors from dcing unless they want to be at potato ranks.

    Oh okay yeah that makes sense thanks for clarifying.

    Just in case to clarify on my post I'm not suggesting an alternative queue only an additional rank specifically for SWF. If I need to update my post I'll do that because I know I kind of made a massive wall that was a bit messy.

  • @akbays35 said:
    Yeah cause I play at green ranks for killer but getting matched against red/purple rank survivors with yellows and usually the higher ranked players play worse :/ main issue is when I get matched against solo survivors at the same rank and they are potatoes and it really ruins my expectations. I just don't like games where I get my ruin broken in less than a minute and 3 gens done before I down 1 survivor and struggle to get a 2k, then a game following it where the survivors struggle to do a single gen and I get 2 dcs on their first hooks. I just want game consistency and swf really stops that since you have a coinflip of coordinated survivors vs. potatoes in your games.

    Can we clarify on one thing are you suggesting SWF only be available at purple ranks for survivors in your original post? I do feel as though I'm misunderstanding something in your OP maybe you could clarify.

    Although the main reason I'm suggesting a SWF Rank is you'd have more control over that through matchmaking. You could make SWF rank's start at 10 for example and everyone would share the pip changes. That is again if I understood your original post but I feel as though I'm not.

    In the grand scheme of things though I feel as though SWF causes rank inflation for both sides. You get survivors who don't interact with killer ranking up and as those survivors climb they get fed off of by killers who then climb to a rank they shouldn't be.

    My opinion aside I do agree the game could use more consistency but I don't believe that's possible with how different the Solo vs SWF survivor experience is. I'm not convinced it's possible to bridge the gap anymore without major core game changes either.

  • The solution I look at is everyone has their own SWF rank as survivor and you have to be 5 ranks within a teammate to queue with them.

    Although even with that when you look at any solution for the Rank 1 + Rank 15/20 stomping new killers you'd have to account for rank reset + Different groups an swf plays with. I do feel like regardless of restrictions though SWF should have their own rank in the same queue but the rank changes should be shared among the party as opposed to individually. That way if someone climbs or drops they all do so together.

    Again though then comes the issue of playing with multiple parties and do you want to impose restrictions. Although having a third rank could potentially make it easier to specify specifics such as SWF Survivor rank never drops below a certain rank for example even during reset.

    tl;dr - Have 3 ranks in the same queue = Killer Rank / Solo Survivor Rank / SWF Survivor Rank

    I wrote my post assuming you're referring to like rank 1's deranking or queueing with rank 15's to ruin new player games btw

  • Exhaustion addons are fine as they are currently. They were strong before when exhaustion recovered while running but that's because exhaustion perks were stronger not because the addons were super strong. They are strong now but only really because they prevent chase time from being extended and not because they feel like a necessity. For the most part I can only see arguments for Clown's addon but at the same time I'm not going to suggest nerfs for a mid tier killer granted he's the strongest one but still. Every other killer has to work for the exhaustion addon benefits for the most part.

    I'm a bit biased but Dead Hard is the only perk that really gets affected now by the addons to really matter. Most exhaustion perks are meant to end the chase and Dead Hard only extends it. Dead Hard is also so easy to counter that I wouldn't place the exhaustion addons high on the list of issues for DH. If you have a few seconds extra of a guaranteed hit it's easy to just run up behind a survivor a few seconds to see if they pop it and if they don't it's a hit. I've gotten into the habit of doing this as killer and for the most part everyone will waste their Dead Hard. If the survivor is near a pallet you can just time a lunge so the end of the lunge hits them near the end of their animation when they get control of their character but before they can drop a pallet so they can't even drop a pallet on you during DH.

    edit - Forgot hook reset. I'm personally fine with it but I'd prefer an alternative method like Exhaustion recovers x3 quicker while on hook or something. Seems kind of dumb you can have full exhaustion and someone can immediately unhook you and the exhaustion is gone. Yeah it sucks to be unhooked right in front of killer but that's another issue entirely.

  • To be fair after nearly two years of the game being incredibly favored to survivors you can't blame some of them for having a hard time adjusting to balance changes.

    Even I have a hard time adjusting to balance changes as killer because I feel like even with a killer buff it's going to get pulled out from under me so I pretty much aim low for my expectations with balance.

  • Probably going to need four more of those for ALT + F4 and CTRL + ALT + DELETE

  • @Clauds said:
    Who in your opinion needs to be nerfed/buffed ? I’m more of a survivor main, so I don’t have any great ideas. But I feel like Freddy should be buffed/reworked mostly. His power takes up a lot of time and a survivor could have finished or escape by the time they enter the dream state. Share your opinion with me!

    Freddy needs buffs
    Leatherface needs buffs
    Pig needs buffs

    Hillbilly and Nurse addons could possibly get a pass but I don't see it as being priority. Although I know it's going to happen eventually.

    Most of the other killers are at least playable without their best addons so I don't see any other killers needing buffs.

  • What you're suggesting is essentially Steam Workshop support which I'd be 100% supportive for. I'd even try to contribute myself as personally I have plenty of experience with various tools.

    Realistically though I don't see it happening as much as I want Workshop Support, Dedicated servers and mods for DBD. I love to be proven wrong though so yeah I support the idea.

  • The Candyman and Ghostface are the only two licensed killers I'd like to see that are based on movie characters. I know Jason is highly sought after but due to the legal battle over him I know that isn't happening plus I'm only a big fan of Uber Jason from Jason X as silly as that movie was.

    Not gonna lie though I'd love Frankenstein's Monster being added if were being very selfish with suggestions.

    Also I forgot but the above post reminded me but I'd love a cameo character of Jack Torrance from The Shining. For The Shining it has the perfect setup for DLC. Jack as the killer, the hotel as the map and this may be an unpopular opinion but I think having Hallorann would be more interesting for the survivor.

  • @Tsulan said:
    Opened exit gate tinkerer would be as useful as Monstrous shrine. 

    It would be more for intercepting survivors running for the gate but at the same time I can't really imagine using the perk unless you're playing someone with a 1 hit down. At that point does the TR even matter? In most cases not really. The perk is also kind of weak vs SWF currently anyway because they can just say your TR disappeared if they see you.

    Either way I like Nick's idea.

  • What if instead Tinkerer would proc from the exit gates? Granted you'd have 5 seconds or so to reach the gates but still. It could offer some uses and be a small buff to the perk.

    I'm not against Tinkerer being permanent for end game but I don't really feel like arguing over it based on the existence of NOED which would already be a weak loadout for the majority of the game.

    @Nickenzie said:

    Tinkerer: Your senses allow you to sneak up to your prey. When a generator is repaired to 75%, see a visual cue in that generator's location while your terror radius is reduced to 0 for 10/15/20 seconds. Every generator will permanently reduce your terror radius by 1/2/3 meters.

    I am in agreement with this idea. It's not too drastic and to really have a big effect gens need to get completed.

  • @Might_Oakk said:
    Offering changes:

    • Cypress - Remove from game
    • Ivory - Increase rarity to very rare
    • Ebony - Decrease number of survivors to 2 from 4

    Make the ability to Mori a survivor after they have been hooked twice a base ability.

    This will have benefits to both sides. It will allow killers to skip travelling to a 3rd hook if they chose. The reduction in offering power will reduce an offerings influence on a games outcome.

    The devs could add alternative Mori animations in the cash shop. For Honor regularly adds executions and they seem to sell like hot potatos.

    To be honest aside from the additional mori animations I agree that being able to mori someone after they reached phase 2 would be interesting. I pretty well agree with all of your points aside from the Ebony suggestion. Although personally I believe Cypress mori should be part of the killers kit.

    If mori animations are ever added to the shop I want the option for multiple mori animations to be available in game and before we mori we can select the mori on a radial menu or something like that.

    If you're unsure what I mean by a radial menu use Left 4 Dead's quick chat wheel as a reference.

  • Make it so hatch only opens if 3 other survivors have been sacrificed otherwise only a key opens it. Remove the generator requirement for it to open for the last survivor. When the hatch opens it will always close after 30 seconds but when it opens show the aura of hatch to all survivors for 10 seconds. Visibility rules remain the same in regards to when survivors can see it.

    There's a compromise - Survivors who got screwed over by bad teammates still have a chance to escape and there's no more hatch standoff because if you don't reach it you're going to die. End game though the game still only revolves around the gate so there's no camping hatch waiting for the remaining survivors to leave through gates. Feel free to tell me the hatch closing when you wouldn't even need generators finished is unfair though. It closes when a key is used so I don't see this being an issue.

    Disclaimer - I don't care about hatch standoff. I'll either suicide or hit survivor because 5k bp means nothing to me. I just see the game being held hostage complaints as silly because both players have the option to forfeit. Although if the game made them make a choice this wouldn't be an issue.

  • You can't really balance SWF with how easy it is to take advantage of 1 players positioning being the killer. Perk changes alone won't do anything. It would take drastic changes to the core game to do anything.

    However if we're just spitballing ideas then here is a few suggestions with reasoning by them. You don't need to agree with them as long as you understand why I'm suggesting them. These suggestions are going to be based around both closing the gaps between solo and SWF as well as Killer vs coordinated SWF.

    1. More information should be readily available to both killer and survivor.

    I believe adding more subtle tooltips to the UI would be a straight forward solution. Although I have a few "fun" quality of life suggestions as well. However to tl;dr this I would prefer the addition of unique auditory cues for specific events and very small visual notifications that don't cover the screen and could easily be ignored.

    • Add a subtle indicator that a survivor is currently in a chase similar to what the obsession has
    • Add some auditory cue to a player when they are in range of both a hooked survivor and killer similar to Whispers - This is my alternative suggestion instead of making Kindred baseline because I believe in some situations it would be unfair to the killer if they were in a chase around hook for example with their aura being visible to all survivors.
    • Give all players an indicator on how many totems are left on the trial similar to how Thrill of the Hunt tracks them
    • Show the aura of survivors to other survivors when they finish an objective or side objective. This would be useful for knowing when a totem is cleansed or how many were on a generator.
    • Give survivors a map notification for when someone uses the hatch through methods like a key. This would have its own audio cue and notification.
    • Make certain aura aspects of perks baseline such as Wake Up however tone them down in comparison to their perk counterpart
    • For survivors who die early in the trial give them the option to re-enter the trial as an ethereal ghost. As a ghost they cannot see the killer or the killers belongings and the killer cannot see the ghost. However they can follow survivors around and communicate with gestures and written messages chosen from a small list of options.
    • Let survivors leave messages on the ground or walls like graffiti and notify survivors that a message has been left in that area. An example of this is the beacon add-on for map items. That should be baseline in a survivors kit just in a different form but same premise.
    • Give killers a weaker passive Whispers after the gates are powered and if they cannot find a survivor for over a minute - An alternative end game would be ideal but this is more so to deal with survivors who refuse to leave and would rather hide to prolong the game. The primary reason I'm suggesting this is because it's easier to completely avoid the killer with SWF if you're purposely hiding and not leaving.

    Most of these are for the benefit of solo survivors so they can communicate with other survivors. I prefer auditory cues to not spam the screen with too many visuals. The main thing to note is most of the suggestions in the list are things a survivor has to actually do in the trial and can't just open up a menu for example.

    2. Hide killer loadout at post game screen until trial is finished.

    Most seasoned players can immediately figure out the killers loadout based on their actions or other indicators. If you've escaped then the trial is essentially over. Waiting another minute or so for stragglers isn't going to ruin your experience as a survivor. If you died early as survivor allowing you to see perks would only open the opportunity to ruin any surprise attacks from the killers loadout such as Blood Warden, NOED or Devour Hope. While it sucks this should be one of the downsides for dying early.

    Regarding new players wanting to see loadouts. DBD should have a way to convey information easily to new players similar to how new players get an indicator on what killer they're playing against for the first few times. Possibly showing the killers perks at the start of the trial to new players as long as they haven't played against those perks before. For example the killer has BBQ & Chili and I've never played against that. A small tooltip will appear in game and there will be a specific hotkey to close this window. If there are multiple perks then pressing the hotkey will skip to the next one. Obviously more tutorials would be a better option but those take time to develop and the prior suggestion is quicker to implement although not ideal.

    Although my personal bias with new players is that hands on experience is the best for learning and all players should have access to at least all tier 1 version of each perk regardless of teachable. I don't care about the grind because I have all perks and I really don't care if people think it's unfair. However the argument to that is even if a new player had access to all perks what would they use and why?

    -

    So pretty much I've said nothing new but if that's the case it's at least clear with who I agree with. Although disclaimer my post is literally just brainstorming ideas. Aside from a tooltip about perks for new players I'm not going to claim any of these are the right solution. I just see them as being options for the bigger problem.

  • My honest opinion is regardless of reason if you DC as a survivor a giant spike should come from the sky and impale you and count as a sacrifice with the animation and everything. That way even if someone DC's to give hatch they have to wait for them to be pulled into the sky as if they were sacrificed. Perks like BBQ doesn't need to proc this is more so to prevent coordinated DC's.

    My arguments for this being unfair to survivor is you're waiting the same amount of time as if they hooked the player normally so nothing would change if the other player was playing normal. If someone DC's either it was a coordinated DC or you were at a disadvantage regardless so the animation isn't going to hurt legitimate players more than the DC'r already did.

    I acknowledge that slugging is boring but I'm not going to give leniency to a dc because of that. Although that seems like another topic to discuss.

    No comment on killer DC'ing mostly because the issue is killer is host. Can't really think of any benefits towards survivor.

  • @TheEliteTurtle said:
    If you could pick 1 new licensed killer from one series, a licensed survivor from another series, and then a map from yet another series, what would you pick for each and why?

    EDIT: It can be from a videogame, book, or something else. Not just movies.

    If I had to pick stuff out of bias my picks would be (With no connection to each other)

    Survivor - n/a
    Killer - Caleb - (One Whole Unit: Blood)
    Map - Derceto Manor (Alone in the Dark) OR Spencer Mansion (Resident Evil)

    Having Caleb in any game would be pretty cool since he's a bad guy anyways. If I had to have a map designed around Caleb it would either be the first map e1m1 with the graveyard or the carnival map

  • @Peasant said:
    I had a much longer post, but it vanished on me. I'll get straight to the point here.

    People aren't playing survivor because they want more points and they can fall victim to group penalization.

    Survivors earn 15-20k BP a round normally (if you don't die absurdly early) so this combined with the faster queues might actually be better for points than you think.

    You can do everything right as survivor, and still die because your team did nothing. With DC's on the rise (according to the community) this is only made worse.

    This means that there are three ways to effectively respond. 
    1.) Increase survivor bloodpoint rewards at base 
    2.) Enforce stricter DC punishment
    3.) Buff survivors (Please for the love of God don't pick this one!)

    What are your thoughts on this folks?

    I quit playing survivor months ago and the main reason is there's not enough to do and it becomes boring. I'm either running the killer or doing gens. Both of which are always the same repetitive task because maps don't have anything to offer aside from the bare minimum and once you know the killer that determines how you're going to play the rest of the trial. I'm not saying this is why people don't like playing survivor but that's personally what made me not want to play survivor. Killer is the only role that feels dynamic because survivors are different each round. (tl;dr on this part of post - Add more stuff for survivors to do so it's less boring even if it's unlocking a shortcut for survivors or loot or something)

    I do agree that less people seem to be playing survivor compared to killer and some of your proposals may help but honestly I can't imagine any of those having a long term effect on the game. Although extra BP for survivors should happen regardless. The BP earnings survivors get are pitiful.

    Regarding #3 survivors don't need a buff because the only meaningful nerfs they've received lately is the vaulting change and the healing speed change. Most survivors have already adapted to the changes as well but at least even with survivors understanding how to play around these changes killers have a bit more control on the game. The only reason those are the only nerfs that mattered is because survivors are using more time healing and need to go specific routes now for certain windows so that helps killer control the flow of the map.

    For DC's I still believe escalating queue timers should be a thing. Every time you DC the timer increases by a small increment and would reset each day when dailies are given out. It wouldn't be a permanent solution but it would at least reduce the chances of you getting a player that DC's in your game essentially by temporarily removing them from the pool of people playing.

    DC#1 = 2 Minutes
    DC#2 = 5 Minutes
    DC#3 = 10 Minutes
    DC#4 = 15 Minutes
    DC#5 = 30 Minutes (Highest timer)

    I acknowledge the arguments to the timer suggestion being that if a survivor DC's and you play through your entire game you could potentially get them again because their timer would end by the time your game ended. However I feel as though if a player DC'd enough they would get bored and play something else or stop DC'ing. Although the risk there is if people who wanted to DC can't regardless of solution do they AFK. So I feel like if you're looking for solutions for DC'ing you need to look for a solution for AFK'ers too which I don't really have.

  • Honestly I'd just prefer the old NOED if they're going to keep the exposed effect. Once the gates are powered just give killers exposed for 80/100/120 seconds but notify everyone the killer has it. Haunted Grounds is a thing and survivors handle that pretty well now so I wouldn't be against old NOED existing since they want to stick with the exposed effect idea.

    Also main reason to use NOED is it's actually useful at t1 to people who don't have perks now. If NOED was a teachable almost no one would use it because barely anyone grinds to unlock perks unless it's like BBQ. It's the same reason people use Iron Grasp instead of Agitation is because Iron Grasp is just a general perk while Agitation is a teachable.

  • @HookedonDemand said:
    I don't think that this tested additional objectives for survivors at all. It just took forever to harvest the nectar and that didn't help the actual surviving at all. If they just put additional objectives in to waste time, they could just increase repair time on gens.... Additional objectives should be meaningful in some way.

    Not to derail too much but personally if there was additional objectives I'd prefer actual objectives instead of extending generator requirement. The main reason is I believe it would be more interesting to have more landmarks that matter on a map as opposed to the same old same old. As an extreme example I wouldn't want to cut the exit gates requirement in half if it meant only having one exit gate as the killer could camp it easier.

    I do agree though this experiment didn't really seem to be effective in testing anything other than greed. While I agree greed is a good motivator it's not something I'd personally consider when thinking of ways to balance the game with additional objectives. If anything side objectives should make doing the primary objective easier but again just opinion.

  • @JanTheMan said:
    Why exactly did you have 87 unused petals?

    I had around 80 leftover petals as well because when I'm already P3 Level 50 with most killers the commons get replaced by event stuff and I'd average get 3 per bloodweb. Once I finish the event it's not like I'm going to keep using them or playing considering my queue time was like 30 minutes. Although I had to keep using my bloodweb to keep getting addons to stay competitive so the offerings ended up getting stockpiled.

    I don't mind them disappearing because 1 hook on an event hook pretty much refunded them but I'd prefer events without the need for offerings. I know OP pretty much answered you long before me but I'm not going to be surprised if most players had at least 20+ sitting in their inventory still.

  • There needs to be incentives to not farm and to not suicide on hook. I'm not talking penalty either because that's not fun but more a bonus for completing more than the standard.

    I would prefer events without the need for offerings. Just make half the hooks event hooks and make them able to be sabo'd. Give the survivors plenty of objectives that build up points that's a mix of generators, plants and unhooking people to get points.

    If at least half the hooks on the map were event hooks killers wouldn't care to farm because getting to one would be less of an issue and greed would take a part because they could get 12 max event hooks by sacrificing all 4 survivors. For survivors they should get a bonus for escaping with a full vial for example that goes past their cap.

    Offerings are awful because it ends up being wasted BP for the end of the event for anything unused, when people finish the event they quit using them so if you don't grind it out the first few days it gets tedious and it takes away from players using other offerings.

    The reward system though when things were said and done were fine and a bit generous. Many will disagree but the initial 3 cosmetic pieces were fine and now people are going to expect the next event to meet the rewards of this one. The main thing the reward system gave was choice and I liked that. Also how you had a chance to get them for free but the cosmetics can still be purchased post event is good.

    I hated this event, glad it's over but I'm still taking a break from DBD after this. The initial 15 minute queue time going to 30-40 minute queue time really killed my enjoyment for now. Yeah I could easily play survivor but I hate playing survivor because it's boring.

  • @ForsakenLemon said:
    It takes so long for killers to find a game then only to find a 4 man toxic swf, I like killer more than survivor at the moment but I cant play killer because it takes so long to find a game, Im currently Rank 6, I don't like ranking up anymore because the higher I get the longer it takes to find games

    I feel your pain. My best queue time during the event is 15 minutes otherwise I average 30-40 minutes. If someone has awful ping I can't even re-queue because I guarantee myself another 15 minute wait.

    Honestly after this event is done I'm taking a break until next chapter maybe even longer. Event has really killed my enjoyment for this game tbh.

  • @Vortexas said:
    I don't like Crutch Strike, and Sprint Burst...but whattya gonna do.

    Yeah pretty much my thoughts. Not much we can do aside from adapt with the perks current implementations.

    Also are my eyes playing tricks on me or is the font brighter?

  • I don't like Iridescent Hatchets either but it's kind of like NOED where if you do good you probably wouldn't need them and if you do bad the perk / addon was the only thing saving your game. I don't believe Iridescent Hatchets are OP at all but I'd be fine with them being replaced quite honestly. Thing is I have no good suggestions for it so I'll leave it to the experts who main her to debate that.

    If they're with an infantry belt that ensures Huntress can't throw them quicker than usual and they're easier to dodge and if the Huntress uses something that lets her throw them faster she pretty much just has 1 insta-down hatchet. She might get you once but afterwards juking her should be much easier once you know her addons.

  • I don't want to be that guy but what about killer offerings? What would those turn be exchangeable for?

    @AnotherRandy said:
    Can we get some attention to this? Every event I end up with a bunch of offerings left at the end. And they get locked to use afterwards. On top of that, I'm prestiging sometimes so there is no record of how many I had left either. Trading them with flashlights and medkits would be awesome. For killer, maybe trading them puddings would be good aswell

    I could agree with survivor pudding. Although ultimately I don't see this happening even with the survivor offerings.

  • Personally I like Trapper where he's at now although from experience the only thing I'd like to see is his standard capacity increased. Not even starting traps just let me pick up an extra trap or two as I move around the map.

    Most of my bad games are usually against an SWF with him where they call out my trap locations or disarm them when I chase someone else. I find that he's in a pretty good spot right now at least in comparison to other killers. I still think Freddy, Pig and Leatherface are the three worst killers at the moment. Although if I had to ask for an over the top buff it would be making his Bloody Coil a lower rarity. That addon is the only reason I'll play him against a 4 man SWF because I know I can punish people for calling out my trap locations but I don't feel like stocking up on them just for when I get into those kind of games.

  • @Bug_Reporter said:
    Im rank 1 and it takes 10-15 minutes to find the first survivor and 30-40 minutes to go into the match, if u dont have that time to spare, u better play survivor (or something else, like Civ.).

    Yeah this is exactly how my queue has gone at rank 1 since the event started. 15 Minute average waiting time just for one survivor and a few minutes for the rest assuming people don't get bored and leave to requeue.

    I'd like to believe this is because everyone is playing killer but I have no reason to believe that.

  • @Claudette_Baguette said:
    And the best part: I have 50+ offerings left and all vials completed on survivor and I can't harvest any more plants. I have to rely on my teammates to harvest so I get bloodpoints. If all 4 survivors have maxed out on vials (which a lot of people already have) the event is completely useless and just wasts your bloodpoints with useless addons.

    I can kind of see why they did that to an extent because the event plants are not shared for survivors but that's still a bit unfair. I haven't played survivor yet since event so that's good to know.

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