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Entità

Entità

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Entità
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  • Evry trap has it's own box if you trap the same survivor that may have the same box

    You are saying that, for every trap, the RNG chooses a box and a box can be chosen for two traps, right? Then, the second statement is true, according to you.
  • @not_Queen @Patricia Could you introduce in the 2.6.0 patch any of the ideas written in the OP to adjust the boring hatch standoff? :)
  • @not_Queen @Patricia I humbly ask you to evaluate these ideas to make hex perks viable against powerful SWF, to slow down gen rushes. :)
  • I hope this buff will come with 2.6.0 patch: less toxic DS survivors, more stealthy survivors. :)
  • I'm here to talk about the price of the items rarity in general. For me and other people, the prices of the items rarity are too expensive for what it is. And that's true. Also too high for the ammount of bloodpoints we earn during the games (Especially as survivor). Talking about rarity, more it's high, less you have chance to get them. That's why reducing the prices will slow down the amount of op addons and items that people are crying for, like purple flashlight, instant heal, pink mori, strong killers addon...

    Very interesting proposal: I fully agree. Moreover, it reinforces my opinion the 5-level rarity system should be restored for perks: Calm Spirit and Decisive Strike cannot be treated in the same way, not at all.

  • Entità said:

    Being a Doctor main, this video immediately comes to mind:

    image

    This is a really good buff. It would provide a good alternative to Ruin if you don't want to take the risk with Ruin. I would love to see it as a part of 2.6.0.

    @not_Queen @Patricia
    Could you guys please pass this buff on to the balance team?

    Ruin isn't a risk: it's a wasted perk. Well organized teams find it in less than a minute: I have direct experience of this...
    And bad teams or those made of NOT seal team six survivors sometimes leave it up for 4 gens. I've had direct experience of this...
    Then you should support alternative means to slow down the gen rushes: you can menage Overcharge better than Ruin (if its totem is not found).
  • Other opinions? :)
  • @Entità said:
    @TheMadDoctor Thanks for your contribution. :)

    No problem, I'm kinda surprised there hasn't been a buff to thantophobia, your proposal is mostly what the perk should of been when the Nurse launched. It would really make ruin less core to higher rank play if there's another option.

    Yeah, Ruin cannot be a must perk: we need alternative means to slow down the trials...
  • Other opinions? :)
  • As the others said, just increase the timer.

    Tokens would make this perk op. You could decrease one single generator by 75% in a short amount of time.

    No, wait, you cannot kick a damaged generator. O.o
  • @Kind_Lemon Give us your Slippery Meat version, then! :)
  • not_Queen said:

    Interesting. Sent this post to the Level designers. Maybe it will spark a discussion?

    Have you sent them the opening post, too? I would like to point out that it is not a question of inventing new mechanics, but only of enhancing existing ones to transform the maps into inhospitable places. Thanks for your excellent work! :)
  • @redsopine01 @ThGameIsHardButSoAmI Yeah, they would add more diversity to the five maps of the three original realms, more challenges and fun for players. External maps with a few or no buildings are boring: too flat, too monotonous, too insipid. Instead, a beautiful lake in Shelton Woods, with some isles with gens or chests in the middle, would be great! Or a river of lava from the Suffocation Pit, like an ancient volcano which destroyed the old mining site! Think to strange tornados which suddenly appear in the middle of Rotten Fields or to dangerous quicksand among the walls of scrap in Autohaven or to toxic vapors in the Swamps... Not only the killer, but also the ground itself, is an enemy: we are in the Entity's realms, not in beautiful woods with colored flowers and singing birds... nature is wicked, too!

    @not_Queen @Patricia What do you think? Wouldn't it be a great buff to the game variability, longevity and beauty? **
  • TAG said:
    I like the second suggestion, but I think the benefits of the first suggestion are marginal enough that it probably isn't worth adding.  If anything, I would simply suggest giving the last Survivor full bloodpoints for struggling after being hooked when the insta-sacrifice kicks in, provided they have not been hooked three times yet.
    Why should the last survivor be deprived of 1500 BPs if they have been hooked for the first time and have Deliverance or Slippery Meat or 4% luck? :(
  • hahmraro said:

    The last survivor was caught, downed, and successfully hooked, after the killer killed everyone else. It's over, why give the survivor another chance, even though there is already a free escape for him, a.k.a the hatch, which he failed to find in time?

    If you ask such a question, I doubt you commented without a deep reading of my opening post. :( It's a matter of giving the last survivor the same treatment of other survivors, especially with regard of bloodpoints, without penalizing the killer with an exhausting endgame: fast, but fair. Please, read it again!
  • @Artisks Run Small Game. Is there any idea that you like?

    @xmenfanatic What kind of test would you suggest?
  • Will some of the aforementioned totem system improvements be in the 2.6.0 patch? :)
  • Not a rule: a kind of mercy, instead, if you approve it.
  • PigNRun said:
    I dont understand why Lightweight and Urban Evasion should be different. They trigger through the entire game with no prerequisites whatsoever, while Iron Will requires you to be injured. I see no reason for that.
    Iron Will produces its effects while you are injured and only lights up during the injured state. Lightweight produces its effects when you run and should only light up during the run. Urban Evasion produces its effects when you walk crouched and should only light up during the crouched walk. :)
  • It would be a very simple quality of life improvement. :)
  • @not_Queen @Patricia Give us the new matchmaking system: we'll try it better than every internal test and we'll give you a lot of feedback to further improve it. :)
  • @Peanits Could you move this thread to the Balance feedback section, please? :)
  • Any news about this topic?
  • Slayer said:
    Ihatelife said:

    @Master said:
    Sounds reasonable.

    What would be killer buffs to compensate?

    I didn't think about this tbh... Maybe you have a solution for this?

    Green Mori in base kit. Ruin and Noed is base and ruin is not a hex. Increased totems amount lets say 8 totems spawn on map . 

    Read and comment my proposal about how to strengthen killers against SWF (and only them), please: https://forum.deadbydaylight.com/en/discussion/46538/definitive-solution-to-bridge-the-swf-killer-solos-gaps :)

    @Ihatelife Maybe also Recovering (to know if the dying survivor is full or not), Sabotaging a Hook or a Bear Trap, Snapping Out of It and Using a Generic Item (map, aura reading key, flashlight...) should have their icons...
  • It's a reasonable quality of life improvement. :)
  • @Stealth no don't! It's a trap!
    I'm not a Trapper: I'm Myers and I'm looking at you from nowhere. XD
  • @Stealth Please, read the post immediately before yours. :)
  • A lullaby... without sounds? O.o

    A silent game is too boring...
  • @Master Death threats? Awful! :(
    @Peanits explained very well in the other thread why chats are not the solution: mine could be a solution, something inside the game mechanics could be a solution.
  • About voice chat, not all players are able to speak English fluently, and DbD is not a class of foreign language. About written chat, via consolle it's impossible. Moreover, I agree with @Peanits: chats are a simple mean, but the team is born elsewhere, with friendship and many hours of shared practice: random people don't become a team because of a chat.

    The balance solution to fill the gap between SWF and killers, killers and solos, is here: https://forum.deadbydaylight.com/en/discussion/46538/definitive-solution-to-bridge-the-swf-killer-solos-gaps :)
  • Master said:

    @Entità said:
    NuclearBurrito2 said:

    @Entità said:

    Master said:

    Entità said:
    
    This reform is very urgent.
    
    Playing as a solo, with other solos, it means to waste your own time: people running into random places, gens almost done forgotten by other survivors, deaths on the first hook or three people running to the hook, a mess from the beginning to the very end. Simply awful: you lose any form of fun and get angry.
    
    Playing as a killer against a full team is no less unnerving: infinite loops and tbagging, an army of flashlights which appear from nowhere when you down somebody, hexes unplayable, instaheals and Adrenaline and DS everywhere... a nightmare, without Freddy.
    
    Please, @not_Queen @Patricia, restore the balance among Solos, Killers and SWF: all players deserve to have a fair game. :(
    
    The biggest problem of playing solo is that you get matched with compete plebs, but that's the fault of the ranking system.
    
    Playing with a competent team of solos can be really fun,but sadly it practically doesn't happen anymore (I miss the old days)
    
    Do you support the proposal written in the OP, then? :)
    

    @NuclearBurrito2 What?

    Well SWF can be as coordinated as they are because of voice chat. So give solo's voice chat and suddenly everyone has the exact same tools

    Voice chat among English, Spanish, German, Chinese, Russian, Italian people? No, and you cannot force young players to speak with unknown, random mates: survivors need some in game help. :)

    The game is 18+
    The insulting is done in english aswell, so I dont see a reason at all why this shouldtn happen.


    What insults are you talking about? Bad words are quite different from having a long conversation with unknown people about game coordination. I know many 12/13/14yo players: you are confusing rules and reality. The PEGI classification is not a law prohibition: a lot of under age people use that game, which is far less scary than other horror games. Moreover, to know a good spoken English it's not a game requirement: that's a game, not a school lesson to learn foreign languages.

    Could you kindly read and comment the OP? Do you agree? Don't you agree? How would you amend it?
  • @Ihatelife I rewrote the OP to merge your and my proposals. I'd appreciate your feedback about the result. :)
  • @Entità said:
    Master said:


    Entità said:

    This reform is very urgent.

    Playing as a solo, with other solos, it means to waste your own time: people running into random places, gens almost done forgotten by other survivors, deaths on the first hook or three people running to the hook, a mess from the beginning to the very end. Simply awful: you lose any form of fun and get angry.

    Playing as a killer against a full team is no less unnerving: infinite loops and tbagging, an army of flashlights which appear from nowhere when you down somebody, hexes unplayable, instaheals and Adrenaline and DS everywhere... a nightmare, without Freddy.

    Please, @not_Queen @Patricia, restore the balance among Solos, Killers and SWF: all players deserve to have a fair game. :(

    The biggest problem of playing solo is that you get matched with compete plebs, but that's the fault of the ranking system.

    Playing with a competent team of solos can be really fun,but sadly it practically doesn't happen anymore (I miss the old days)

    Do you support the proposal written in the OP, then? :)

    @NuclearBurrito2 What?

    Well SWF can be as coordinated as they are because of voice chat. So give solo's voice chat and suddenly everyone has the exact same tools


    Voice chat among English, Spanish, German, Chinese, Russian, Italian people? No, and you cannot force young players to speak with unknown, random mates: survivors need some in game help. :)
  • Ihatelife said:

    Currently SWF has an advantages such as:

    Informing the friends about who is the killer.
    Informing the friends about what are you doing right now.
    Informing the friends about that you are being chased by the killer.
    Informing the friends about that you are repairing gen or cleansing the totem etc..

    My first change is to allow solo players to see who and what currently is doing, by adding the three icons to the survivor's gameplay HUD:


    How those icons would be work in the gameplay?

    In this picture, we can learn about:

    Survivor number 1 is doing nothing.
    Survivor number 2 is being chased.
    Survivor number 3 is repairing a generator.
    And survivor number 4 is cleansing a totem.

    This small change can definitely help solo players to gain an information that SWF already have.

    Buff idea for a killers:

    Hex totems have a different colors aura in order to known which hex perk is for each hex totem. For example:
    Devour Hope - Blue aura
    Ruin - Green aura
    Haunted Ground - Yellow aura etc..

    Second change by @TheMadDoctor

    Adding an ability to choose the totem placement for the player's hex perk.

    Thoughts?

    I'd try to combine your brilliant idea with mine, which includes also a buff for killers against powerful SWF: https://forum.deadbydaylight.com/en/discussion/46538/definitive-solution-to-bridge-the-swf-killer-solos-gaps :)

    I suggest to add icons for healing and mending, searching a chest or a Jigsaw's box, opening a gate. Icons shall not be revealed to the killer, of course.
  • xerav said:

    Full Ranged Killer: NO
    Make him melee with 4.6m/s movespeed and with a high CD ability ranged skillshot (when he hits a uninjured survivor they will take damage and maybe get the hindered debuff) if they are injured he will capture em like you said. If he misses he is stuck in a animation similar to when billy whiffs his chainsaw
    But a spamable ranged attack is impossible to balance (with 32m range lul).
    And in times of hyper sensetive Americans a Killer called slaver with a whip ... well

    Wait, he has to rewind the whip after every hit, on target or missed: 32 m at 8 m/s means 4 seconds of cooldown, it's not spammable at all. :)

    xerav said:

    Full Ranged Killer: NO
    Make him melee with 4.6m/s movespeed and with a high CD ability ranged skillshot (when he hits a uninjured survivor they will take damage and maybe get the hindered debuff) if they are injured he will capture em like you said. If he misses he is stuck in a animation similar to when billy whiffs his chainsaw
    But a spamable ranged attack is impossible to balance (with 32m range lul).
    And in times of hyper sensetive Americans a Killer called slaver with a whip ... well

    Cant be racist if the devs make him black.
    Or some historical middle-eastern type.

    to the OP, check out the Gamekeeper of identity V, its exactly your "hookshot" idea (maybe with different numbers, and simpler mechanism)
    Im actually amazed this idea hasnt been implemented into dbd. Some community members might call it ripoff or stolen from other games tho (roadhog, pudge, blitzcrank etc)
    I ignored that game, I swear: the Slaver is an original idea.
  • Master said:
    Entità said:
    This reform is very urgent.

    Playing as a solo, with other solos, it means to waste your own time: people running into random places, gens almost done forgotten by other survivors, deaths on the first hook or three people running to the hook, a mess from the beginning to the very end. Simply awful: you lose any form of fun and get angry.

    Playing as a killer against a full team is no less unnerving: infinite loops and tbagging, an army of flashlights which appear from nowhere when you down somebody, hexes unplayable, instaheals and Adrenaline and DS everywhere... a nightmare, without Freddy.

    Please, @not_Queen @Patricia, restore the balance among Solos, Killers and SWF: all players deserve to have a fair game. :(
    The biggest problem of playing solo is that you get matched with compete plebs, but that's the fault of the ranking system.

    Playing with a competent team of solos can be really fun,but sadly it practically doesn't happen anymore (I miss the old days)
    Do you support the proposal written in the OP, then? :)

  • Will be there any changes about NAT ports compatibility with the new matchmaking system?
  • Rotten Fields and Shelter Woods are both stealthy maps: no many buildings or pallets in there, you have to hide yourself. Yeah, some extra trees or a pool of fresh water would be nice.
  • For the Rank interval to be meaningful, they'd first have to create a real ranking system, after which you would no longer need that option (or else it would be abusable)

    The maximum latency option would solve a lot of lobby dodgers though, which is a great idea and less than harmful in any way.

    The option I think allows you to enable matchmaking with higher rank players: if you are more skilled than your rank reveals, because you played less than you wished after the season reset, or desire a harder challenge, you can enlarge the interval. Of course, this option cannot be used to face lower rank players and enjoy a free win.
  • It's a bug, I noticed it many times.
  • @not_Queen @Patricia Provided the Community likes my simple proposal to improve the quality-of-life of the game, then I hope to see it implemented with 2.6.0 patch. :)
  • Kindred should become a passive skill, and the actual perk should be reworked, to bridge, at least partially, the gap between Solos and SWF. Other changes are needed to strengthen killers to the SWF tiers. There is a thread about this, if you are interested in it: https://forum.deadbydaylight.com/en/discussion/46538/definitive-solution-to-bridge-the-swf-killer-solos-gaps :)
  • se05239 said:

    @Entità said:
    Not at all. Those offerings should be changed as follows:

    1) 25/50/75/100% personal bonuses to everything;

    2) 25/50/75/100% group bonuses to everything.

    You forgot the 75% group bonus. XD

    I mean I guess?
    The developers would need to design that 75% one though. They'd only need to modify values with my rework. No new content required, only a few changes in code to remove most offerings and change the values of the remaining ones.

    Among 16 offerings, they can recycle 8 icons instead of 7, changing only the texts and the numerical parameters. :)
  • se05239 said:

    Hello, everyone.
    I've come to propose changes to the bonus Bloodpoint offerings that's currently exist in Dead by Daylight.

    Here's how it looks like currently.

    • Three offerings per bloodpoint category at three different strengths (50/75/100%). 12 in total.
    • One 25% to everything offering.
    • One 25% to everything for all survivors offering. (Survivor unique)
    • One personal 100% to everything offering.
    • One 100% to everyone in everything offering.

    Now we're up in 15 different offerings (16 for survivors) that can net you bonus bloodpoints after a trial.

    That's.. quite a lot. All of these eat up space in the bloodweb that could have gotten you more useful things, like add-ons.
    And to be fair, you don't see a lot of people burning up common/uncommon bloodpoint offerings because they don't feel worthwhile to use.

    So here's my suggestions for reworking the bonus Bloodpoint offerings.

    The first step would be to remove the bloodpoint offerings that only affect a single category. They're simply not worth using.
    An example. 50% to one category (in a perfect game) nets you 4000 bonus bloodpoints while the 25% to everything (under the same circumstances) rewards you with 8000. This means that you can only match the 25% to everything offering by burning the rare 100% to one category offering and then max out that category.. and since the 25% to everything offering is both cheaper to get and more common to find in the bloodweb, it's just a net negative.

    Knowing this.. the changes would be like this:

    • 1 25% to everything. (Sweet William / Raven)
    • 1 50% to everything. (Crispleaf Amaranth / Spotted Owl)
    • 1 75% to everything. (Primrose Blossom / Shrike)
    • 1 100% to everything. (Bog Laurel / Tanager)
    • 1 25% to everyone in everything. (Envelope / Hollow Shell)
    • 1 50% to everyone in everything. (Escape Cake / Survivor Pudding)
    • 1 100% to everyone in everything. (Bloody Party Streamer)

    That'd reduce the total amount of bonus Bloodpoint offerings down from 15 (16) to 7 in total.
    Every offering would net you more bloodpoints than the base "one category" offerings (which would reduce grind) AND since more games would have offerings that affected everyone in the trial, hopefully it'd deter DCs and prolong games which can only promote to help our community more. At least.. one can dream.

    TL:DR
    Reduce the total bloodpoint offerings from 15 (16 for survivor) to 7 in total by making all offerings affect all different categories.


    Not at all. Those offerings should be changed as follows:
    1) 25/50/75/100% personal bonuses to everything;
    2) 25/50/75/100% group bonuses to everything.

    You forgot the 75% group bonus. XD
  • I'd say that once dedicated servers are released, the game will differentiate between Solos and SWFs, solos will get passive buffs like Kindred and SWFs will get nothing to bridge the gap, then Killers can get universal buffs.

    SWF means voice chat: if they get Kindred, they get nothing. Kindred as a passive skill helps Solos against the Killer. The Exposed status as a passive skill in the endgame with 4 or 3 survivors still alive for 120/60 seconds helps the Killer against SWF (it's almost impossible 3 or 4 solos are alive when the last gen pops). There is no need to wait several months. :(
  • This reform is very urgent.

    Playing as a solo, with other solos, it means to waste your own time: people running into random places, gens almost done forgotten by other survivors, deaths on the first hook or three people running to the hook, a mess from the beginning to the very end. Simply awful: you lose any form of fun and get angry.

    Playing as a killer against a full team is no less unnerving: infinite loops and tbagging, an army of flashlights which appear from nowhere when you down somebody, hexes unplayable, instaheals and Adrenaline and DS everywhere... a nightmare, without Freddy.

    Please, @not_Queen @Patricia, restore the balance among Solos, Killers and SWF: all players deserve to have a fair game. :(
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