Entità
Entità
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- Entità
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Keys? I'd like to draw a Skeleton Key from a chest, not to use it, just to escape with it. It never happened.

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It's a kind of man-in-the-middle who reads the data streaming between a host and every guest: you cannot "spy" other people's interactions without their consent. If this mode is enabled only for people accepting it, I agree; but you cannot spectate all players in the world.yobuddd said:Hmmmm, I’m not saying you’re wrong, it’s just that I don’t see how privacy would be a concern. As long as you’re not able to search for specific players or usernames, I think it’ll be okay. Maybe to play it safe, usernames are not displayed to non-player spectators.
My general idea is that you set filters like “high level”, “The Shape”, “Lery’s Memorial”, and then it puts you in spectate mode for a random game that matches (or nearly matches) you criteria.
If it’s more a concern of people connecting to someone else’s internet connection, then maybe this s an idea that could go into effect once the dedicated servers are up.
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@yobuddd Your proposal arises privacy issues, except every player in game authorizes selected or unknown people to spectate their trial.
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@Shad03 Spiritual dimension in a general meaning, comprehensive of spirit, dreamworld and ethereal plane.
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No comments?

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@powerbats Why only 2? The Huntress has 5 hatchets, the Hag 10 phantom traps...
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Vietfox said:Are you talking about the recovery from exhaustion while running if you have Vigil? It's an interesting proposal, but completely independent.

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@Vietfox The killer pays another slot to enjoy this stack.
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@DexyIV I proposed this change in Overcharge, but @Peanits' arguments convinced me to separate aggravated regression, transferred into Brutal Strength, from skill checks penalties, which belong to Overcharge. Read it, if you want: https://forum.deadbydaylight.com/en/discussion/46266/overcharge-buff

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shyguyy said:
@Entità said:
The long-standing problem of Dead by Daylight, which keeps causing fierce battles within the Community, can be summarized in the formula "a well-organized team ridicules a good killer, a good killer pulverizes four solitary and uncoordinated survivors".The solution, in theory easy, is to raise the solos to the level of the SWF, then to strengthen the killer, so they can face, without being scared, the teams that act like a swarm, skilled in the loops, ready to blind and bodyblock to deny a hook, devastating totems in a matter of seconds and often inclined to gen rush.
MY PROPOSAL:
A) Survivors earn Kindred 3 as a passive skill, with a 16-meter killer's Aura reading range (this being the distance, decided by the developers, at which the emblem penalty for camping is triggered);
the killer gains NOED, limited to the Exposed status (no movement speed bonus), as a passive skill for 120 seconds after the last gen has been repaired, if there are 4 survivors still alive, or for 60 seconds, if there are 3 survivors left;
C) Kindred and NOED perks are reworked as follows.NEW KINDRED.
Unlocks potential in one's Aura-reading ability.
The Entity has given you the gift of telepathy, to communicate with your companions and increase the hopes for survival.
Start the trial with 3/4/5 Tokens.
Press the Active Ability button to consume a Token and leave a mark on the ground. The mark's Aura can be seen by all the Survivors for 20/25/30 seconds, but it's invisible to the Killer.
NEW NOED.
A Hex rooting its power on hope. You are animated by the power of your Hex Totem when the Survivors are on the verge of escaping.
Once the Exit Gates are powered, if there is a Dull Totem remaining on the Map, this Hex is applied to it.
While this Hex is active, during a Chase, the Entity blocks a window for 20 seconds after the first vault and prevents the pallets to be dropped. The windows are blocked only for the vaulting Survivor. The pallets drop is prevented for 1/2/all Survivors.
The Hex effects persist as long as the related Hex Totem is standing.
This reform could both reduce the balance issue and guarantee a thrilling endgame for both parties.

So now the killer has NOED AND we can't drop pallets? LOL
Killers need a buff against well organized teams, who mock the killer all the trial with eternal loops and flashlights during a reckless gen rush: the Exposed status triggers only with 4 or 3 survivors still alive in the end, and can be avoided by hiding until the timer ends, while the new NOED can be prevented by cleansing all the totems, like today.Solos also need a strong buff against the killer, because the lack of voice chat makes their coordination very poor.In other words, well organized teams are the top tier: killers and solo survivors need to be buffed to that level. -
@powerbats Yes, the Trapper has to place his traps in hidden places, but keeping just 1 Bear Trap in his own backpack is a really poor power.
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@DemonDaddy Do you support this buff, then?
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Is this a perk ignored by all people? XD
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What could they rely on? The program rolls some virtual dice to determine the lucky actions' effect.TheMadDoctor said:how about..you know...not making escape attempts rely on rng?
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@Master Traps should be hidden in grass or by shadows. The voice chat is common to all the killers and allows to share decisive information.
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@Master Why? What else?
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Master said:
16 meters are too much
The developers decided to punish the killer camping within 16 meters from the hook with an emblem points loss: I simply apply this criterion to the passive Kindred for survivors.Aside the range, do you agree with my proposal? If not, why? And how would you amend it?
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@JanTheMan Do you think my proposal isn't enough?
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@JanTheMan I propose a simple, but decisive, change, which doesn't require any Trapper's add-ons or mechanics rework: your suggestions need some programming effort.
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ReikoMori said:
@Entità said:
I agree Dying Light should be reworked, to slow down gen rushes without condemning the obsession to an immediate death.NEW DYING LIGHT.
You become obsessed with one Survivor.Each time you hook or kill a Survivor, you gain a Token, if the Obsession is still alive or has escaped. Each Token gives all Survivors who are not the Obsession a penalty of 2/3/4% to Repair, Healing and Sabotage speed. Each Token increases the Obsession's Repair, Healing and Sabotage speed by 3/4/5%.
That's a strategic perk: the killer must slow down the Obsession's work without killing them, to gain more tokens during the trial.
There is no real benefit for the killer to run this rework you've proposed. You're telling the killer to let the obsession go for a minimal slow down that can be easily nullified. Also the obsession just gets to be a gen jockey with a boost that is going to stack with toolboxes, other perks and addons. This actively defeats the point of Obsession perks for the killer. You're meant to gamble your time on the obsession for substantial benefit. Your rework just tells the killer to not bother at all. The obsession doesn't have to fear being hard targeted and gets a boost for letting teammates die. At that point you might as well just tell the survivor to run Sole Survivor.
The killer gains more power by completing his objectives: to hook or kill people. A complete trial requires 12 hooks: just with 5 hooks, less than half, the killer gets 20% of slow down which affects all the survivors' actions, except the Obsession's. The killer can, and should, hook twice the Obsession, to make him waste his bonus in a long healing loop, without tunneling him to death. All the team loses efficiency and this loss is definitive, unlike Thanatophobia's penalty. When the killer is satisfied and wants no more tokens, then can sacrifice the Obsession and leave the team without any bonus. Isn't that a good perk for you? How should it operate? -
For example, can the action of running in a circle around the Coal Tower, to get two fast vaults and benefit the wall of broken cars, be considered as an infinite loop?NoShinyPony said:@fluffybunny said:
I believe infinite loops were actually fixed in previous updates and what you're talking about is merely really good loops.Infinites are fixed in that way that windows close after vaulting through them 3 times. That doesn't mean that there doesn't exist places where the surv can loop for 5 minutes and the killer can't do anything. And 3 survivors don't even need 5 minutes to fix 5 gens.
I think it's also okay to speak of "infinites" when you mean a spot where a braindead zombie can just run in a circle for more than a minute without having to worry.
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@RWoodrow said:
Giving a buff to all survivors, buffs SWFs as well as Solos. It doesn't bridge the gap in my opinion.Teams have voice chat: they don't need any passive Kindred. They'll get a pretty useless mechanic.
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I know, so it should be easier to implement. A passive mechanic, which frees a killer perk and helps them against strong teams (against solos it's improbable 4 people are still alive when gates are powered); they can also combine this mechanic with the new NOED. The same thing happens with survivors, who get a serious help if hooked and a new perk, very useful for solos.NoShinyPony said:@Entità said:
NoShinyPony said:@Entità said:
the killer gains NOED, limited to the Exposed status (no movement speed bonus), as a passive skill for 120 seconds, if there are 4 survivors still alive, or for 60 seconds, if there are 3 survivors leftWhen does he gain NOED as a passive skill? After the gens are done?
Yes, when the last gen is fixed.

Did you know that long time ago NOED worked just like that? It was no hex. After the gens were done, the effect lasted for 2 minutes.
(Of course, it was a perk and no passive skill and it worked independent from how many survs were alive.)
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@RWoodrow No, read again the OP again, please: both the survivors and the killer get passive skills, that is automatic abilities, while Kindred and NOED are reworked.
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Yes, when the last gen is fixed.NoShinyPony said:@Entità said:
the killer gains NOED, limited to the Exposed status (no movement speed bonus), as a passive skill for 120 seconds, if there are 4 survivors still alive, or for 60 seconds, if there are 3 survivors leftWhen does he gain NOED as a passive skill? After the gens are done?

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Which is the maximum loop duration that distinguishes a good loop from an infinite one, according to you? The Clown is excluded, of course.fluffybunny said:I believe infinite loops were actually fixed in previous updates and what you're talking about is merely really good loops.
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@Kind_Lemon Exactly, this quality of life improvement makes the game more user-friendly, helping especially new players and people who need to read their HUD in just a second, because they are in chase.

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No opinions?

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Yeah, "all actions speed except recovery from the dying state" is OK for Spine Chill. The other perks require a detailed list, according to their own mechanic.JanTheMan said:A simple "action speed bonus" would suffice.
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I agree Dying Light should be reworked, to slow down gen rushes without condemning the obsession to an immediate death.
NEW DYING LIGHT.
You become obsessed with one Survivor.
Each time you hook or kill a Survivor, you gain a Token, if the Obsession is still alive or has escaped. Each Token gives all Survivors who are not the Obsession a penalty of 2/3/4% to Repair, Healing and Sabotage speed. Each Token increases the Obsession's Repair, Healing and Sabotage speed by 3/4/5%.
That's a strategic perk: the killer must slow down the Obsession's work without killing them, to gain more tokens during the trial.
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I agree with the OP and I made a detailed proposal: https://forum.deadbydaylight.com/en/discussion/46452/thanatophobia-buff
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If I could create my DbD event, I'd implement this project: https://forum.deadbydaylight.com/en/discussion/40192/entitys-challenges-to-test-new-mechanics

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Every map has its own advantages and disadvantages: stealthy maps have less pallets and jungle gym than open maps, for example. The only real issue with cornfield is Myers' stalking bugged: you cannot literally use your power.
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@Peanits There was a reply here: it disappeared. O.o
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No opinions?
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Could you add my Kindred rework suggestion to the opening post, then? Many people read the first message and reply without a good knowledge of the whole thread.GHERBEARRULES said:@Entità Good idea, I like that new kindred
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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...SnakeSound222 said:Being a Doctor main, this video immediately comes to mind:
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?
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Your idea could contribute to reduce the gap between solos and teams, and then help the game balance. I agree with it.Kindred should then be reworked. I suggest the following way.KINDREDThe Entity has given you the gift of telepathy, to communicate with your companions and increase the hopes for survival.
Start the trial with 3/4/5 tokens.
Press the Active Ability button to leave a mark on the ground, consuming a token. The mark's Aura can be seen by all the other survivors for 20/25/30 seconds, but it's invisible to the killer. -
I agree Dying Light should be reworked, to slow down gen rushes without condemning the obsession to an immediate death.NEW DYING LIGHT.You become obsessed with one Survivor.
Each time you hook or kill a Survivor you gain a token, if the Obsession is still alive or has escaped. Each token gives all survivors who are not the Obsession a penalty of 2/3/4% to Repair, Healing and Sabotage speed. Each token increases the Obsession's Repair, Healing and Sabotage speed by 3/4/5%.That's a strategic perk: the killer must slow down the Obsession's work without killing them, to gain more tokens during the trial. -
@NekoGamerX Even against a SWF team, I expect the killer's rank is between the best and the worst of the survivors' ranks, ie, in that case, 2-15: 20 is not reasonable...
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I agree: new gestures should be very useful for solo survivors, a mean to reduce the gap between solos and teams.
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@Master What mess? It's a new mode, with particular rules, reserved for skilled players, who don't get confused. In most games there is a special mode when you finish the "first playthrough" in the classic mode. Dead by Daylight has a virtual infinite playthrough, but rank 1 is an ideal goal, which deserves a reward.

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@perotx What do you suggest to improve my proposal?
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Can you fix this bug, please?

