ElusivePukka
ElusivePukka
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- ElusivePukka
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I'd leave it as "Every Reset, Rank 1 gets 500,000 BP, Rank 2 gets 475,000 BP... all the way down to Rank 20s who get a participation prize of 25,000 to thank them for apparently just buying the game"
The grind is the least fun part of the game. Anything that helps alleviate that is appreciated, whereas cosmetics every month or auric cells just means BHVR will hemorrhage money and lack time to improve other aspects of the game.
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I'd be down for learning a character is gay through the storylets possible in the upcoming Archive. Having backstory for the characters would be neat. Having it be mechanically represented is what I take issue with, because that means the game rewards targeting LGBT peeps - and it would make my targeting of shirtless Davids more creepy than it already is.
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When Wake Up broke it was an accidental action speed buff, and increased run speed, so...
@Crazewtboy If you think 7% on all actions is useless, I question how many hours you have in the game.
Even if run speed isn't included, then that 7% action speed could feasibly be buffed to:
- +82% struggle
- +56% for opening gates
- +42% recovery
- +124% healing
- +91% Saboteur
- +53% unhooking
- +45 repair
et al. from perks in an optimized team in addition to the proposed rework - keeping in mind I'm only using T2 of my revision idea - you can see how too much from the one perk that alters them all is a bad idea.
I maintain that going above 5/7/9% action speed buffs for the T3 version would hurt the game.
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@Crazewtboy , I wasn't suggesting they'd be stackable on gens, I was questioning whether the action speed was stackable upon the individual with the myriad other perks that already give bonuses to particular actions.
Action Speed buffs would increase: repair speed, healing, cleansing, sabotage, vaulting, running, gate opening, et al. Since there's already things that buff these, something that buffs them all should be lower.
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Prestiging has actually been proven not to increase the rarity of what you get on the bloodweb.
The rarities of things do need to be more accurately represented. It would be nice if P3 meant something besides cosmetics, too.
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Left Behind, hands down.
Wake Up is a bit pointless now, too, but Left Behind is made irrelevant by what's now a core game mechanic.
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If the action speed buff is stackable, then I'd propose 5/7/9% as the tier three version.
Just look at how people capitalized on the Wake Up bug. Action speed is a powerful buff.
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We got those charms coming.
Adding more slots, though, seems kinda silly. I'd pay for prestige on more clothes, but rings/tattoos/weapons, they're boring and counterproductive notions in a game where the idea is not to be noticed - if I've had a bad run, I'm gonna duck most Nea/Feng teammates as survivor as quickly as I would someone announcing No Mither pre-game. Liability isn't fun
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See, posts like this one are why there should still be an option to vote down.
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They could at least try to make him look like Quentin from the movie, cuz right now he really doesn't. Your filtered version is way more film-accurate than the shovel/pug face he has now.
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So turn DBD into Deceit?
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Making a mechanic reference killer/survivor gender just seems like a lawsuit waiting to happen as something is taken out of context, and frankly isn't something I'd like to see in the game anyway.
That said, GNC people and similar are factors in some old-school horror casts, so it would be nifty to see.
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If you're versing red ranks, those are some of the least likely to farm. Greens and purples will appreciate it, but an average farming session hurts higher ranks as far as pips go far more than bullying lower ranks.
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Is that holes in the hoods, or just clipping textures? Cuz it seems more the latter than the former.
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The two coexist because the GhostFace we see isn't the one from the Scream universe. Problem easily solved. The Scream universe, despite being referenced, isn't canon to DBD even when factoring in alternate dimensions.
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It'd be good for Ash's lore to have a ValueStop specifically. The store in GhostFace's trailer seems more of a hardware supply depot, as well. It'd be neat to have something loosely tying together the paragraph releases - no matter what gets said to the contrary, a lone killer release just isn't a full chapter.
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The stock answers like verifying files or checking ports aren't helpful, despite support tickets getting closed after their canned responses are distributed.
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My revision highlighting a version of tru3's idea for a DS fix is where I would go.
Giving everyone a free DS, no matter how long they're slugged or what happens in the meantime, that's a 'free pickup immunity' moreso than what we have now. Requiring an actual hook in between means that savvy survivors can optimize who is downed when, and make active DS perks mark the designated runner/looper.
I'd actually go a step further, and disallow DS activation if someone else is downed first or if someone is fully healed.
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For this change to work, yeah: DS would have to be nulled by a full heal.
The attitude that DS is a 'free immunity timer' flies in the face of my experiences, though. I simply disagree that it's that big of a problem. In the scenario you describe: down both the unhooker and unhooked. You now have two people not doing gens. Picking people up and hooking them isn't what's important, it's increasing gen pressure in whatever way is most expedient.
A version of tru3ta1ent's revision that I like would be: if you're the first person downed after you get unhooked, it activates with no time limit. If someone else is downed first, DS doesn't activate.
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Pretty sure the bodies are just auric clones of the originals, anyway; facsimiles of the beings taken, created to house the spirits/minds/souls of the survivors and killers.
It explains aura sight, bloodwebs, pretty much everything supernatural about survivors.
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Rage-quits in general. People who DC when they see the map, people who DC when they see the killer, people who DC when they get downed.
I'd be less pissed if the killer had to hook the DC anyway to get a hook state. Gives the killer emblem progress, takes a lil bit of pressure off the survivors that they were owed.
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The major difference is that Clown's bottles have range. For some people and playstyles, that'll be a major boon compared to Freddy, for others it'll be a negligible difference. If the addons adjusting the snares aren't as prolific as Clown's, that'll be a way of differentiating too.
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There's a difference between 'broken/worthless' and 'countered'
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I'll give the hatch if I feel someone's earned it, either by being "royally screwed over" or just having a good enough game.
T-baggers, OoO users, and other people who bore me just die, though, and I'll even carry some to hatch so I can close it in their face if they're both toxic and bad at the game.
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So adding hostage mode? :P
I don't personally want this, but it's a nifty idea
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I mean, if they did the original SlenderMan it would work. Before The Eight Pages and MarbleHornets, he was a shapechanger who could teleport, start fires remotely, had a face (it just changed for anyone who saw him and didn't show up on camera), and could mimic the sounds of loved ones to lure people to him so he could vivisect them.
Slender Sickness/Sigma Radiation would be an interesting mechanic - forces the camera to turn to look at him, making survivors struggle to keep their camera straight, or other mechanical 'malfunction'
Mark Slender from Haunted Memories also isn't a bad adaptation.
Slenderman as just The Operator, though, is kinda a bad idea.
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Just had 7 games in a row with Ranks 1-4 showing up as SWF with people in yellow ranks, just so they could show up and carry teams. I really hate being punished with depipping because the devs show no interest in actual balance in lieu of their skewed notions of what balance is.
@ Development Teams, et al., SWF is important and fun, but it should be pushed toward the higher levels involved, not the lower ones or an average. As things are it punishes killers who are learning or reranking, and it discourages low-rank survivors from getting good enough to stand on their own.
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They know they don't have to because they're bullying lower ranks. This stuff isn't accidental - I change my loadout when I lobby up with lower ranks too.
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I mean... Trapper is just off-brand Jason as it is, just like Legion is off-brand GhostFace, Hillbilly is Chainsaw Massacre mixed with Hills Have Eyes, Clown is what we get instead of Pennywise - we went through the classics pretty thoroughly, even bringing in Freddy and some more fringe franchises like Amanda.
I'd be fine with a Jason proper - it'd be neat if they made him 'resurrect' himself stronger after every defeat. Maybe he could be an M1 killer that got passively faster with every gen done, from slow at 0 to superspeed at 5 :P
That derailment done, I agree that a Friday the 13th coming up would be a nifty release date for a chapter, regardless of what's getting released
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So basically the CoD PropHunt mods?
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I'd rather see mechanics discouraging slugging than see some encouraging it - this said as someone who enjoys making slugging builds for fun.
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I'd have to suggest that all blindness effects would need to be placed on a timer for this to work, similar to exhaustion. This change doesn't just protect itself, it protects Ruin, Devour Hope, and NOED.
Better than this potentially busted change: just remove the visual indicator of someone being hooked.
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I'm crazy enough to main Calm Spirit, so Doctor is typically fine. Everyone else is running around screaming their heads off, I'm just lazily doing gens because Doctor players rely a lil too much on their static telling them where people are
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Leaving through the exit gates with an active party hat does make it trigger. The tip that I get is correct with what it says
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Reports don't get looked into. The 'logical conclusion' that someone reporting others is mistaken when nothing comes of the report is based on ignoring that it's not on BHVR's docket to prioritize investigation and punishment.
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The entire reason I got DeathGarden was to dress Meg up like Legion and give a particularly jumpy friend heart attacks. Funnily enough, I've watched Legions double-take when they see me too
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I mean.. based on the achievements on Steam: 3.8% of players get to rank 1 on survivor, 2.1% on killer. Only 9.4% of survivors get to rank 10, only 5.5% of killers too.
Dead by Daylight has had a 75,044 player peak. That means:
- 7054 Rank 10 or higher Survivors
- 4127 Rank 10 or higher Killers
And in those totals, only
- 2851 have ever reached Rank 1 as Survivor
- 1575 have ever reached Rank 1 as Killer
All this against, in that 75,044 total, 67990 people who have never reached rank 10 Survivor and 70917 who have never reached rank 10 Killer.
I'm comfortable saying we should rebalance around purple ranks, so people can push to be better, but expecting people to have to 'git guud' to the level of people in the top 1% of hours invested is a lil bit crazy.
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'Farming' mentality is kinda encouraged by the emblems, frankly, and not recognizing that is for the weak :P Juggling survivors like a competent killer and optimizing personal gain kinda pushes one toward behaviours similar to farming, even if it's not actively letting things happen in the way people typically associate with farming.
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The Archive promises to be something like this. Looking forward to possibly being disappointed :P
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Correction to several corrections: while you're right that NOED doesn't inherently reward bad plays on the killer's side, it does run a significant risk of doing so. Good killers can use it too, but the bad ones are the problem - same with DS or MoM, things that some bad survivors can pick up too early to bother developing the skills to function without them.
Crutch/Meta perks develop certain playstyles in some players on both sides of the trial, and there's a large enough contingent of players that don't bother branching out from 'what works' that they end up ill-fit for the scenarios their expectations don't match.
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The Entity is ineffable, not infallible. Her simulacra of our world's features are imperfect, mashed together from memory and sensation rather than reason, from minds and experiences in her stolen akashic records reflecting humanity without supernatural speeds or auras. Naturally, there will be errors in design.
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If you expect people in this game to care about your home life, you seem pretty new to the internet in general. People don't care about their enemy's woes, and that's what you are in this game.
The forums are a bit nicer, and in general people aren't actually that awful, but put yourself in an actual antagonistic scenario like a competitive game you're sorely mistaken if you think a sob story matters to more than a few.
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As a killer main, I absolutely agree with this. Survivors killing themselves and DCing is just more time I can focus on applying specific pressure rather than generalized pressure. Further, a lot of the time I see SWF teams of two or three just leave randos to die, punishing and probably depipping teammates not in their discord just because they're selfish - there's a whole category called Altruism, but people tend to lean to the extremes rather than balancing things there.
People shouldn't be punished for having selfish teammates, and it might even lead to less toxicity in the community overall if people weren't dicked over so hard by camping/tunnelling and teammates who refuse to help. If nothing else, this should be something that helps emblems - not enough to pip by itself, but maybe a lil extra altruism to pop someone who was trying hard over the top.
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Distressing's larger terror radius isn't a negative, it's a lateral step. It encourages the use of perks and killers with abilities contingent on terror radius.
WGLF needs a minor tweak, a secondary effect to get it in line with every other BP perk so it's not seen as a selfish waste, but it too only needs a lateral step rather than a buff
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It would be neat to have passive survivor abilities. Give Claudette +3% healing speed, give Ace +3% luck, etc
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Killer Meta is less static than survivors, partly because killers get their powers/abilities in addition to perks. Survivor is fun, it's just stale by comparison - people deviating from meta in higher ranks risk crippling their team.
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I like this 'bug' too. The music was always too loud, and distracting from the actual in-game experience. Sound design is just about the most important thing for a horror experience, but sound levels are right up there with importance. Can't be waiting with baited breath, hoping for things to work out if you've got music blasting your eardrums constantly.
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Sounds like people aren't confident in their ability to dodge hatchets in a chase - though there's only been one alternative proposed. As for 30 seconds of 'not running' - do you never wait at loop corners or to make sure a pallet is being broken? feelsbadman
Thank you @thesuicidefox, though I wonder if just increasing throw rate is good enough. Her big problem is with loops, and without those hatchets getting something extra she can quickly become an M1 killer - albeit an often efficient one. But hey, if it's what people like it's what I'm wanting to hear, even if I disagree :P
I thought about Kid's Drawing, and Wool Shirt made a lot of sense too, but I tried to think of what wasn't going to change much with his rework. Only time will tell, of course.
Blessed Apple, though, that's an uncommon addon. Those are a whole 'nuther level of beast
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Care to be constructive with the criticism? Perhaps an alternative?
30 seconds of exhaustion if you get hit by a hatchet isn't exactly huge against good survivors - most of us can duck.
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Slight/Moderate/Considerable/Tremendous I'm fine with, but it would be nice to have the numbers available somewhere in the game.
What I really hate is that the old scoring category names are still on some addons