Entità
Entità
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Dear Developers, will you buff both Distortion and the Legion with the mid-chapter of January 2019, aside the other killer's and survivors' perks the Community found weak?

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I suggest a different approach to gen rushes: https://forum.deadbydaylight.com/en/discussion/40194/sanctuaries-to-get-offerings-in-game-and-maybe-reduce-gen-rushesRepairing is very boring even without extra waiting times.

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If Billy's or Bubba's player is good, they don't need insta-downs to win: it depends on killer's skill.Master said:@Entità said:
@Master said:
@Entità said:
@Master said:
@Entità said:
@xllxENIGMAxllx @Master A bonus for what? Because you run it? Because you survive even with that penalty? Don't you find unfair that every killer knows you are running it and consequently doesn't leave you on the ground, making it useless?No im fine with a challenge mode, but I would like to get extra BP just like the challenge addons for billy/LF
In my vocabulary, "challenge" means "difficult activity, which can succeed or fail based on my talent": in this case, as the killer understands that you use No Mither because a) they meet you for the first time already injured and b) they see no traces of blood behind you, only if they are an idiot, they will leave you on the ground and give you the chance to get up again, so where would the survivor's merit be? It all depends on whether the killer is alert or idiot. "Perk" means "advantage", not "randomness", in fact no one uses it.

Well you could say the same about the challenge addons I mentioned and yet they exist

Are there Billy's or Bubba's add-ons whose effects don't depend on the killer's skill, but on how much idiot the survivors are? O.o
Yes, the addons that turn the chainsaw into a non-one hit weapon
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@NoShinyPony I am a solo survivor. XD I saw people addicted with nectar, but continued using my stealthy playstyle as normal.
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Very interesting ideas, but:1) 10% aura reading bonus is less than 8 meters: maybe 33%, that is 12 meters;2) you should propose new effects for perks "empty" because of their fusion with others.

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@NoShinyPony Every player has their own priorities: some people look for a thrilling adventure, other people desire only points. If it's true that a vast majority of survivors play in SWF mode, then it's not probable someone will abandon their friends.
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That seems like saying Ruin is useless because sometimes its totem is found within 30 seconds: you are transforming particolar circumstances in a general rule.NoShinyPony said:@Entità said:
Are we really sure that Decisive Strike steals an unsustainable amount of time from the killer?Yes. If a good surv is close enough to the next pallet or window, then the chase starts anew and one more gen can get done. There are some parts of maps where you can't do anything about getting looped as long as the surv doesn't make any mistakes.
If it's an average player with DS, then the DS is not a big problem.
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@Master said:
@Entità said:
@Master said:
@Entità said:
@xllxENIGMAxllx @Master A bonus for what? Because you run it? Because you survive even with that penalty? Don't you find unfair that every killer knows you are running it and consequently doesn't leave you on the ground, making it useless?No im fine with a challenge mode, but I would like to get extra BP just like the challenge addons for billy/LF
In my vocabulary, "challenge" means "difficult activity, which can succeed or fail based on my talent": in this case, as the killer understands that you use No Mither because a) they meet you for the first time already injured and b) they see no traces of blood behind you, only if they are an idiot, they will leave you on the ground and give you the chance to get up again, so where would the survivor's merit be? It all depends on whether the killer is alert or idiot. "Perk" means "advantage", not "randomness", in fact no one uses it.

Well you could say the same about the challenge addons I mentioned and yet they exist

Are there Billy's or Bubba's add-ons whose effects don't depend on the killer's skill, but on how much idiot the survivors are? O.o
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Don't you think:
1) that the solo survivors, who are often comfortable slaughter meat for the SWF teams, deserve an effective defense, at high risk, against the killer?
2) that the lovers of the challenge must be put in the conditions to live it to get the maximum fun out of the game?
3) that the perks should have a better destiny than collective indifference? -
@Master said:
@Entità said:
@xllxENIGMAxllx @Master A bonus for what? Because you run it? Because you survive even with that penalty? Don't you find unfair that every killer knows you are running it and consequently doesn't leave you on the ground, making it useless?No im fine with a challenge mode, but I would like to get extra BP just like the challenge addons for billy/LF
In my vocabulary, "challenge" means "difficult activity, which can succeed or fail based on my talent": in this case, as the killer understands that you use No Mither because a) they meet you for the first time already injured and b) they see no traces of blood behind you, only if they are an idiot, they will leave you on the ground and give you the chance to get up again, so where would the survivor's merit be? It all depends on whether the killer is alert or idiot. "Perk" means "advantage", not "randomness", in fact no one uses it.

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Any news? I understand that significantly increasing the Iridescent Shards obtained according to the level of Devotion could harm the business of the developers, but that little green number must have something more than a merely aesthetic role. Choose freely the reward you find more equitable, but give a small sign of gratitude to those who dedicate hundreds, thousands of hours to this game, please.

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@Tsulan I'd like to see a kind of vertical map, with several floors and mazes.
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@xllxENIGMAxllx @Master A bonus for what? Because you run it? Because you survive even with that penalty? Don't you find unfair that every killer knows you are running it and consequently doesn't leave you on the ground, making it useless?
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I'd test it! I'm open to new mechanics!

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@FoggyDownpour I don't know, I have the impression that all these parameters crossed on the ranks of the various players can create problems. For example, if two survivors of different rank collaborate in repairing the same generator, how does the penalty work? Moreover, solo survivors do not know who they will be matched with and can not pre-set their equipment to face the penalty.
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@ShyN3ko said:
NOED is fine, because you can counter it without perk.
And you can use a perk to counter it.
DS is OP, because you cant counter it without perk.
And you cant use a perk to counter it.
You can only dribble and reduce the stun time a little bit.
And dribble is situational.SWF teams can counter NOED: solo players can only hope other people cleansed all the totems they saw. Dribbling is not less nor more situational than many other mechanics. On the other hand, if the killer is as good as the survivor, how long will he be able to catch him again after 5 seconds of stunning? Are we really sure that Decisive Strike steals an unsustainable amount of time from the killer?
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@Kaelum The risk you report exists, but I do not think it's as bad as you fear: the Hallowed Blight lasted two weeks and the players were eager to get for free some of the adorable cosmetics created especially for the event, while the sanctuaries I suggest would be permanent and would not give anything unique and unrepeatable.
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@Tsulan Ehm... what?
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@TAG Thank you for your dispassionate opinion.
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@Nickenzie So do you agree to unlock ultra rare items in chests, as it was during the Winter Solstice event?

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@NoShinyPony Thank you for your support!

@TAG What else? I'm open to proposals.
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The idea is interesting, but I think it is cumbersome to program and to explain to new players. Could you reformulate it more intuitively?
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The question is more complex than that, I fear. In theory, the game should be balanced around the best players, who make optimal use of its mechanics. However, if due to this balance, new players find themselves always losing, then they abandon the game instead of becoming attached and the developers lose future revenue (DLC, cosmetics...) and suffer negative word of mouth. On the other hand, if the killer is as good as the survivor, how long will he be able to catch him again after 5 seconds of stunning? Are we really sure that Decisive Strike steals an unsustainable amount of time from the killer?NoShinyPony said:@Entità said:
Both of them are reasonable. The wide divide between a Solo Player and a SWF team is the real problem.DS is not a problem when it's used by an average player. But in the hands of a very good survivor, DS is super unbalanced. And here is the thing with balance: A game has to be balanced around its best players, not around the average players.
And I agree, the divide between Solo and SWF is a big problem. But that doesn't mean that the current state of DS is not a problem.
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@Kaelum I'll read and comment your thread. About mine, survivors won't get anything if they die; if they survive, that means they played better than the killer and deserve a fair reward. In any case, any survivor who dedicates themselves to a sanctuary is not repairing generators, nor cleansing totems, nor healing themselves or others, nor rescuing hooked mates, and this helps the killer regardless of the outcome of the game, so the killer has an advantage no less than the survivor who manages to win.
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@NoShinyPony And what would you say if the Sanctuaries only gave Escape Cake or Bloody Party Streamers? Would not it be a tempting reward?@mcNuggets What?
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Both of them are reasonable. The wide divide between a Solo Player and a SWF team is the real problem.
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@Peanits Provided you agree with it, could you kindly send my detailed map editor proposal to the Developers?

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Yeah, I wrote a detailed proposal about that: https://forum.deadbydaylight.com/en/discussion/30705/about-the-release-of-a-map-editor

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redsopine01 said:Well have them all over the place but with a set on them so say 24 of thoese all killers and survivors have to do is get 12 of each killer hooks one and it goes blood red and is locked out of the survivor (hence 24) and if all survivors do 4 there offering is garunteed even if you die and if you get more after the 4 you can increase from uncommon to common to rare and vr and bps on survivor all 12 equals a ebony for killers 10-11 ivory 8-9 cypress under 8 random common down to if you hit 4 you get a uncommon oneSorry, I don't understand what you wrote.

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It's a bug. I have to manually rewrite players' nicks when I want to thank them or politely complain about bad actions.
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@Mushwin I'd like the idea of an alternative game mode, with 2 killers, 10 survivors, 12 totems and 12 generators (or other properly balanced numbers), in larger maps, but it would be an epoch-making novelty, which can only be permanent, after the immense effort to develop it.
In this thread I talk about relatively easy changes in terms of programming, but exciting and revolutionary in the game.
For example:
1) regarding the six perks system, it is sufficient to change the shape of the icons and the number of slots available for each player;
2) regarding the hatch, the work may be more complex, but I think that setting two hatches that open in turn or a hatch that can be closed and reopened does not require major changes in the game code;
3) regarding the hardcore mode, it is sufficient to deactivate the lines of code relating to Auras, scratches, HUD, offerings etc., to get a challenge to the death, as explained in the indicated thread.
Things that are easy for developers to do, but extremely innovative for players: a series of public PTBs to test the ground for changes or additions that, if appreciated, can become stable, structural and definitive.
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@TAG Survivors cannot be forced to perform other tasks without risking that many players fall short of that role, resulting in endless waits in the lobbies and considerable damage to the game.
On the other hand, each survivor can be encouraged to commit himself seriously to escape, instead of wasting time teabagging the killer, with the promise of a good reward.
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JawsIsTheNextKiller said:
I'd like them to try some of the ideas mentioned in the forums tried as limited-time events just to see how it goes. Extra perks for a week, closable hatch for a week, nerfed DS for a week etc.
Oh, what a brilliant, wonderful idea!
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I fully agree with both the rule and the exception.Peanits said:That sounds interesting and I could get behind it. I don't see any harm in making sure that people don't get the same map twice in a row.
The only flaw I could maybe see is with the new weighting system that allows you to make the new map appear more often. If one person in the lobby got it last match (which chances are someone did with the increased chance), nobody would be able to get it, so maybe excluding the newest map from that system would be a good idea (for the first week or two).
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2 killers, 10 survivors, 12 gens, 12 totems.

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Interesting proposal. Yeah, Lithe should grant the old fast vault: as Botany Knowledge was buffed after healing nerf, so Lithe should be buffed after the fast vault nerf.
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I fully support more variability in gameplay and the prevention of ripetitive adventures!

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Other opinions?
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SnakeSound222 said:The Skeleton Key does have an advantage over the Dull Key. The Hatch will stay open for 30 seconds if opened with a skeleton key as opposed to five seconds with a Dull Key.
I thought Ultra Rares could be already found in chests and the event just increased the chances of you getting one.
Yours is a common mistake. The key's duration applies to its aura reading abilities, with the proper add-ons equipped: they are continuous effects and "burn" the key's charges when used. Opening the hatch destroys immediately the key, and the hatch opening time does not depend on the color of the key you spent to open it: the hatch remains open for 30 seconds, then the Entity closes it again.
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How could you combine Premonition (which triggers if your cam is oriented towards the killer) and Spine Chill (which activates when the killer looks at you)? O.o Use both of them.

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What a brilliant idea!

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I love the stealthy, fully immersive gameplay, I like to feel fear, tension, panic, and dark atmospheres, and magic Aura skills destroy it. About this I opened two threads:
1) https://forum.deadbydaylight.com/en/discussion/32740/distortion-is-unreasonably-too-weak
2) https://forum.deadbydaylight.com/en/discussion/35684/sole-survivor-high-risk-rework
Your contribution is welcome!
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@Troman Very strange! O.o Report it to a Mod in https://forum.deadbydaylight.com/en/categories/forum-feedback