Entità
Entità
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- Entità
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@Telli_Fury No problem. :)
@Skarkio Maybe I did not say it clear enough. Did they take out the killer information from the survivors because they were abusing it? Very well, they must also take out information on survivors from the killers, because they abuse them too. The risk of abuse is bilateral: the remedy must also be bilateral. I'll give you a concrete example. I find it normal and healthy that the killer adapts his style of play to the survivors he sees at the campfire: for example, if he sees four items, he equips Franklin. This is in keeping with his power role and responds to fair gaming tactics. On the contrary, the killer who, as soon as I finish in the game with him, obsessively searches for me, chases me, hooks me and facecamps me all the time, hitting me on the hook, completely disinterested in the game and the other survivors, and that at the end writes me "I love you" in private chat, is clearly driven by hatred towards me as a person, whose sole purpose is to ruin the games in which he's combined with me, even at the cost of letting the other three survivors run away. If my nick were obscured, he would see a Claudette like all the others and would normally play. Before anyone raises false assumptions, I do not use Decisive Strike or Adrenaline or Exhaustion perks: I play stealthily as a survivor, and Myers as a killer. Moreover, I'm a PS4 player and I'm not responsible if other survivors abuse or abused some info related to the killer. My point is simple: no one should have the possibility to dodge or bully specific opponents, both killers and survivors should be deprived of the players' nicknames visibility until the trial ends. People who reject this proposal want simply to keep the killer privilege to dodge or bully survivors they don't like or hate.
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@NoShinyPony Maybe I did not say it clear enough. Did they take out the killer information from the survivors because they were abusing it? Very well, they must also take out information on survivors from the killers, because they abuse them too. The risk of abuse is bilateral: the remedy must also be bilateral. I'll give you a concrete example. I find it normal and healthy that the killer adapts his style of play to the survivors he sees at the campfire: for example, if he sees four items, he equips Franklin. This is in keeping with his power role and responds to fair gaming tactics. On the contrary, the killer who, as soon as I finish in the game with him, obsessively searches for me, chases me, hooks me and facecamps me all the time, hitting me on the hook, completely disinterested in the game and the other survivors, and that at the end writes me "I love you" in private chat, is clearly driven by hatred towards me as a person, whose sole purpose is to ruin the games in which he's combined with me, even at the cost of letting the other three survivors run away. If my nick were obscured, he would see a Claudette like all the others and would normally play. Before anyone raises false assumptions, I do not use Decisive Strike or Adrenaline or Exhaustion perks: I play stealthily as a survivor, and Myers as a killer.
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@NoShinyPony @Wolf74 The idea only a side could abuse such a knowledge is so biased that it shouldn't ever exist: there is no division between "saint killers", who always act in a reasonable and righteous way, and "infamous survivors", who abuse and dodge any time they can. There are both good players and bad players, honest people and toxic people, and bad and toxic people shouldn't be allowed to act with arrogance, dodging whoever they want, just because they play the killer side. I insist: no one should know other players' identities, so good people won't be discriminated anymore because of their skill and bad players will be deprived the mean to bully other players with targeted toxic behaviors or dodging.
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@Master @NoShinyPony As I wrote in my proposal, linked above, reporting infringements it will keep being possible with the Player-Character link, shown at the end of the trial. Your interest to dodge mates, as a survivor, or survivors, as a killer, is an arbitrary privilege: survivors cannot dodge toxic killers at the campfire. Give that right to ALL players, otherwise remove it to all players. I prefer the second option: in ranked matches no one should be entitled to choose their own opponent.
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Are you sure? O.o
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@NoShinyPony said:
@Entità We can have the discussion here, if there even is the need for further discussion. It simply isn't a good idea, several people have explained why.
What imperative need does a player have to know other players' names before or during the trial?
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No opinions? :(
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Ehi, yours is my proposal: https://forum.deadbydaylight.com/en/discussion/42043/players-names-should-be-hidden-until-the-trial-ends
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I'd like very much to see the perk slots increased by 2: https://forum.deadbydaylight.com/en/discussion/28160/six-perks-system
About perk buffs, give power to stealthy survivors ( https://forum.deadbydaylight.com/en/discussion/31203/detection-and-stealth-perks-buff ) and help killers to slow down gen rushes (Overcharge, Thanatophobia, Pop Goes The Weasel, Brutal Strength...).
About the game health, make solos viable and killers powerful against SWF: https://forum.deadbydaylight.com/en/discussion/46538/definitive-solution-to-bridge-the-swf-killer-solos-gaps
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1,500,000 BP? 2,000,000?
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The Trapper should have a basekit of 5 Bear Traps: https://forum.deadbydaylight.com/en/discussion/46523/how-to-make-the-trapper-really-fearful-and-viable-at-high-ranks
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Oh, yes, make this game PERFECT, go on until the very end of the optimization route: the Entity is happy! **
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@NoShinyPony I was referring to the killer who, immediately after downing a survivor, whizzes to one of the gates in a desperate attempt to block its opening, running the risk that the other survivor is instead near his dying companion and quickly heals him. There will certainly be cases where my proposal is useless to the killer, others in which it could help him a little ... In any case, thank you for your feedback: we do not have to think it the same way. :)
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@projecteulogy said:
I have a ginormous list of ideas ive been compiling for the last year but never posted it due to the huge amount of toxic players who will bash on a post without even forming a little constructive criticism. Do you mind if i post a few here? you can feel free to add them to your own list
Toxic people will always exist, both in videogames and in real life: if you have good ideas, let the Community and the Developers read and evaluate them. I have no problem if you want to publish your ideas here: I will highlight which ones are your proposals, with appropriate credits. :)
I'm just waiting for @MandyTalk and @Peanits judging my request to move this thread into a major section (i.e. General Discussions), to give it the proper visibility. Probably they are busy with the new post formatting testing right now. Soon, both yours and my creations will probably be the subject of a more intense debate, for the benefit of all.
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@NoShinyPony If the killer knows a gate has been opened, maybe they don't risk the slugged survivor has Unbreakable and hook them immediately...
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@NoShinyPony Why would it be a buff only for solo survivors? If the killer is in a chase, they can get info about the right behavior to keep: for example, should they leave the dying survivor on the ground to block the other one at the gate or is it too late?
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@MandyTalk @Peanits Could you kindly move this thread to the General Discussions section, please? :)
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Thank you for your suggestion and feedback. :)
@TheGameZpro3 said:
Hey, this might be only a coincidence and nothing more. but did you get your backpack perk idea from me?
No, it happened by chance. I'm a PS4 player and I haven't ever participated to the steam forum.
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This change must be treated as a part of a wider reform to fill SWF-Killer-Solos gaps, otherwise imbalance will persist: https://forum.deadbydaylight.com/en/discussion/46538/definitive-solution-to-bridge-the-swf-killer-solos-gaps
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You are an arrogant who thinks to be god, to have the truth in their pocket and to be entitled to insult people with different ideas: learn to live in society, dear user. You have your point, I have mine, both of us can exercise our freedom of speech, without being called "myopic idiots" who have to "open their eyes" and "use their brain".Sleephartha said:Ok. Sorry but you people acting like youre the good guys by defending a “feature” are just being myopic idiots. Just open your eyes and be objective. What does it help vs what does it hurt? The benefit is pretty much zero. But it is ridiculously easy to trigger these buttons on a ps4 controller. Resting on your lap, setting it on any surface.... come on. Use your brain. It causes more harm than good. Get rid of it or ideally make it optional in a setting.
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Nikkiwhat said:
You saying you enjoy and use this? A'ight,Entità said:Excuse me, why should the Developers remove to all players a feature someone doesn't like? Don't use it, pay attention with the controller, but leave other people the right to enjoy it.
Bye Felicia!
It's a user-friendly feature, to change character without opening the list. Nothing bad.HavelmomDaS1 said:
"Don't use it"Entità said:Excuse me, why should the Developers remove to all players a feature someone doesn't like? Don't use it, pay attention with the controller, but leave other people the right to enjoy it.
Listen bud, they actually don't want to use it. And it's not about liking or not, it's about bad button layouts.On PS4 the switch is linked to L2 and R2 buttons and I seldom press them by mistake. Maybe on PC the key is bad: I don't know... -
powerbats said:
@Eveline said:
Am I supposed to guard it?Do you also come here and complain when it lasts the entire trial too?
You say a big truth: solos suffer because of hex totems, teams mock the killer within 30 seconds. Their gap makes the balance almost impossible: if you help killers, solos have no hope; if you help survivors, SWF become gods. Solos must be raised to SWF tier, and killers deserve more power against eternal looping, flashlights using, bodyblocking and instahealing teams. I wrote my suggestion to fix that issue: https://forum.deadbydaylight.com/en/discussion/46538/definitive-solution-to-bridge-the-swf-killer-solos-gaps
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Excuse me, why should the Developers remove to all players a feature someone doesn't like? Don't use it, pay attention with the controller, but leave other people the right to enjoy it.

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Small Game is confusing because of its too wide detection angle: when it triggers I don't know if the totem or trap is in front of me or on my left or right side and I have to patrol a vast area. Please, reduce it to an effective, true, real 45^ angle.
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@not_Queen @Patricia @Peanits What do you think about these new offerings and perks?

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I rewrote the OP to add some good reasons and balances about the six perks system.
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I rewrote the OP, adding some good reasons to restore the 5-level rarity system for perks.
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I agree with free info about remaining totems on the map (to help solos), but the totem system should be improved some way (to help killers against good SWF): https://forum.deadbydaylight.com/en/discussion/46244/ten-ideas-to-improve-the-totem-system
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@TAG said:
This doesn't even seem terribly interesting. It's kinda just "Dead By Daylight: No Balance Edition".Why? How would you amend it?
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Yeah, it's a very good idea to allow people using weaker perks: less powerful, but more numerous.
I'd grant every player 20 perk points, and restore the 5-level rarity system for perks (https://forum.deadbydaylight.com/en/discussion/28110/about-restoring-the-5-level-rarity-system-for-perks), so:
- common perk: 1 point;
- uncommon perk: 2 points;
- rare perk: 3 points;
- very rare perk: 4 points;
- ultra rare perk: 5 points.
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Yeah, it's a very good idea to allow people using weaker perks: less powerful, but more numerous.I'd grant every player 20 perk points, and restore the 5-level rarity system for perks (https://forum.deadbydaylight.com/en/discussion/28110/about-restoring-the-5-level-rarity-system-for-perks), so:
- common perk: 1 point;
- uncommon perk: 2 points;
- rare perk: 3 points;
- very rare perk: 4 points;
- ultra rare perk: 5 points.
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Again! I was unable to rescue a mate in extreme danger because the mending action took priority over the unhooking, the interaction started in delay and the Legion reached me. I want the right to choose my list of priorities, it's unacceptable a trial is ruined by bad commands or by their slow or delayed execution: we need a quick ed exact obedience of the characters to players' orders.@not_Queen @Patricia Please, change the settings screen, give players full control of their characters.

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I added a second version of the perk: maybe you prefer it to the first.NoShinyPony said:@Entità said:
While the killer "tunnels" the same gen, pretending to go away to provoke the survivor's intervention three times, other people do two gens.Not with a 3- or 4-gen-strategy.
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@DexyIV To have greater challenges, to face different trials, to try new combinations of perks/add-ons/offerings, to join a championship with random good players, to enjoy something new and interesting.

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Egonic said:
I don't like the multiple token part, but I would be in favour of the timer being doubled or being removed, effectively storing 1 token until you regress a generator. I would also not rule out the need to lower the % regressed if it ends up applying too much pressure.
There's a significant amount of time you could gain from this perk, you seem to take that part very lightly, because you want a band-aid against organised teams, the ones who aren't well organised are not going to have a good time if you make a perk that by your suggestion extends the game by 1-2 generators worth of time.
It's also a bit weird that you refer to saying that your idea is good because then other "toxic" perks won't be used, especially considering your idea of balance is really backwards when you want to buff it to a stronger version of Ruin that will only work by hooking a lot of survivors, meaning you are likely doing well in the first place.
From my point of view this will simply make solo playing a lot harder, with some potentially obnoxious strategies, where you tunnel hard to get stacks, then you use those stacks and continue tunnelling, saving you a fair amount of time to just face camp and get away with 3 kills.
I can't follow how you are thinking with this helping against genrushing, the time gained would likely be quite small if they are genrushing, and very big if they aren't, proportionally it makes no sense.
I don't camp nor tunnel people, unless I urgently need Dying Light. Yeah, the issue is called SWF, who are too strong. Solos must be given powerful means to be similar to SWF, and killers must be strengthened, too: read https://forum.deadbydaylight.com/en/discussion/46538/definitive-solution-to-bridge-the-swf-killer-solos-gaps to know my ideas to fix that huge issue.Until that problem stands, no other problems can be treated, because the solutions either ruin Solos experience or transform SWF in almighty gods. -
@not_Queen @Patricia Please, give me good news about the upcoming matchmaking system and NAT ports: waiting times are toooooooo long!

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While the killer "tunnels" the same gen, pretending to go away to provoke the survivor's intervention three times, other people do two gens. It's not a good strategy, for me. Moreover, as a killer I don't want instadowns or too many magic Auras: I simply want more time. That means a powerful perk to stop gen rushes takes the place of A Nurse's Calling, for example: it's a win-win.NoShinyPony said:@Entità said:
No, wait, you cannot kick a damaged generator. O.o@TheMadDoctor said:
Logic is weiiiird.I did not say "the killer kicks a damaged gen". Guys, it's not that hard:
1st kick: minus 25%
survivor taps the gen to stop the regress -> killer comes back
2nd kick: another minus 25%
survivor taps the gen to stop the regress -> killer comes back
3rd kick: another minus 25%The alternative would be for the survivor to not touch the gen. But hey, that isn't an alternative because the gen would continue to regress.

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@Master The BHVR has considerably grown up during these months: now they have a big staff of programmers and can develop an Enhanced mode, if they want.

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@Mr_Black @NuclearBurrito @Ember_Hunter I agree with you and suggested a detailed and fair solution for both roles: https://forum.deadbydaylight.com/en/discussion/41981/last-survivors-immediate-sacrifice-a-good-reform-for-both-parties

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@MegaWaffle No, I tried Premonition with a still killer during long hatch standoffs: they were not moving nor rotating their body.
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Killer mains, survivor mains, both sides players... don't you feel the extreme urgency of this reform to give solos back a chance against the killer and to help killers against well organized teams? Haven't you noticed a majority of solos trials is a waste of time? Haven't you noticed some friends have the power to mock and humiliate the killer? How is it possible the Decisive Strike reform causes a tsunami in the community, while this bleeding issue is ignored? People of the Fog, a game should be funny for both roles under any circumstances: now, instead, good SWF are gods and solos are meat to slaughter, and killers take revenge against solos for the toxic trials experienced towards powerful SWF, which makes the imbalance even worse!

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Kagrenac said:
If they add more totems to maps I expect a sufficient nerf to NOED.
With every patch solo survivor gets worse. At that point why even play survivor anymore, solo.
Yeah, solo survivors are too weak, while well organized teams are too powerful: I address a solution for this huge issue in the following thread: https://forum.deadbydaylight.com/en/discussion/46538/definitive-solution-to-bridge-the-swf-killer-solos-gaps If you want, give me your feedback about it.
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Other ideas?

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Yeah, my proposal would change that, replacing a predetermined link trap-box with a dice roll when you interact with a Jigsaw's Box: that change would also give the Ace's luck perks a greater relevance in game.Bravo0413 said:You do realize that for the jigsaw boxes that the box is decided right when the pig puts it on you right? Like it's not rolling dice while you're searching... this was confirmed on a dev stream..
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