Entità
Entità
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- Entità
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@AChaoticKiller @SnakeSound222 Wait, how could someone decide to equip bad perks, items and add-ons, since the offers are burned after the lobby countdown?Who is the target of Caotic Justice is interested in playing the best: he uses the opponent's equipment, but the outcome of the game affects his own rank and score.
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Wolf74 said:
@Entità said:
... chosen randomly among those who have not entered the lobby in SWF mode, will play one in the other's shoes, …
Why exclude SWF? That would even further encourage people to do SWF.
Because if one of the team member became the killer, they'd help their friends and a public and classified trial would become like KYF. -
There is a big thread about the hatch: https://forum.deadbydaylight.com/en/discussion/31329/lets-speak-clearly-of-the-hatch-issue-from-definitions-to-remediesI prey all of you to transfer your precious contributions there, in order to help Developers to read quickly the Community suggestions and complaints about the "hatch issue".

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I added the main balance proposals written somewhere in the thread in the opening post, to help people who don't desire to read all the messages.

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Just a question: where did you find PS4 perk statistics?About Decisive Strike, a few people want it buffed, a lot ask for a nerf or a reform: I suggest you to read https://forum.deadbydaylight.com/en/discussion/30297/decisive-strike-possible-changes-reworks

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@Milo @Aerys @darktrix @pandorayr @PigNRun @DemonDaddy @Kind_Lemon None of the changes that I have proposed can seriously affect a killer: I only hope that the perks I have indicated are made more attractive, and make a real contribution to the secrecy or detection of threats or opportunities. For example, reducing the Windows of Opportunity cool-down simply means allowing you to see more than one pallet / vault per chase: if, after using a pallet / vault, your perk goes off for 40 seconds, then it's useless, because almost always you see the first pallet / vault with your own eyes and after 40 seconds you have already been downed and probably hooked up, so the only consequence of keeping it in this state is to see it discarded by all the players. In the same way, which high-ranking survivors equip Quick & Quiet or Lightweight? Nobody: these perks are considered useless junk.
If Calm Spirit silences noises other than moans of pain, then it must silence them all; if Iron Will allows the survivor to suffer without betraying his position, then every kind of suffering must benefit from this concealment; if the developers have decided that the killer within 16 meters from the hook is a camper that deserves a penalty in the emblems, then I expect that Kindred III reveals to the companions of the hooked such undeserving camping; if Lightweight makes the traces of the run more elusive, then it must offer a concrete possibility of evading the chaser ... In other words, if a perk has a specific purpose, and often unique, it must be strong, decisive, in pursuing this purpose: who spends a slot to get help in a certain field must profit considerably respect to those who make a different choice, otherwise they do not perceive the sense of that investment and discard the perk. A perk discarded by a player corresponds to a tactical choice (those who prefer high risk playstyle do not equip Dance with Me), but a perk discarded by almost everyone is simply a waste of game programming: it means that it is not up to expectations, it is not remunerative enough, it does not stand the competition with the others, and then it must be strengthened. Which killer would use Enduring if the stun reduction were 20%? Nobody! Those investing on Enduring expect an almost total immunity from stunning, a significant tactical advantage in chases, so 50/60/75% are sacrosanct percentages to make it palatable: no one chooses the crumbs, alms are not appealing!
Regarding Premonition and Spine Chill, it is not true that at 12 meters the killer is always seen with your own eyes: there are many maps full of walls, rooms, obstacles, and games against stealthy killers. If you use Premonition and you cannot tell if the Pig is 10 or 30 meters ahead of you in the cornfield, how do you decide whether to leave the generator or continue? What kind of information do you get? You are forced to wait for her to appear before you, and then it is too late, or to leave beforehand, living in the terror of false alarms. The same goes for Spine Chill: is the Wraith really aiming at you or is it simply passing or busy chasing some of your mates? The distance bands 0-12 / 12-24 / 24-36 meters are very convenient and reasonable, and correspond to the three tiers, so they are easy to implement: with the perk of tier 1 you are warned against an imminent danger, with the perk of tier 2 you have a bit more time to escape, with the perk of tier 3 you are practically protected against ambushes, but if the extension of perceptive capacities is not accompanied by a differentiation of the severity of the danger, then you are continually exposed to false alarm, and the perk of tier 1 may prove, paradoxically, better than that of tier 3, due to its greater precision.
I find it ridiculous to even think that the buffs I have suggested can put a killer in crisis: they are secondary, rather weak and often situational perks (Calm Spirit is excellent against the Doctor and the Clown, otherwise it is rubbish, and there is no Spine Chill that holds against a Spirit, a Nurse or a Hillbilly that dart like arrows to you!), nothing comparable to Deliverance, Decisive Strike or Unbreakable, so much so that they are disdained by almost all the high-ranking survivors that I have ever met in all my survivor games or killer matches. There is nothing wrong with transforming them from decorations to perk properly so called, endowed with a real and not marginal utility. I believe in powerful perks, both for killers and survivors: those who choose a perk must have a tangible advantage compared to those who do not possess it; it must be something more than a simple colored icon at the bottom right of the screen, it must, in short, make the difference. In all the threads I have opened or to which I have contributed my position has always been to strengthen the perks, not to make (or leave) them insignificant.

@not_Queen @Patricia @Peanits @Suggestive I offer my reflections, and everyone's contributions, to your prudent and wise appreciation.

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@Bravo0413 Who are you asking?

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@friendlykillermain @Master @HellDescent @BigBadPiggy @ReneAensland Do not be frightened by the long opening post: it's just a list of possible alternative mechanics, you can read comfortably in a matter of minutes and add or change whatever you want, giving your reasons.

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Killer's perks deserve to be more powerful than survivors', so I accept BBQ has a secondary effect, that is to show far people' Auras, but WGLF should be more effective in giving extra BPs, that is its purpose: now it's too situational, it's improbable to reach four tokens every trial.Two possible solutions, according to me:1) every altruistic action (healing, protecting, bodyblocking, unhooking...) could be stackable, which means to add new actions able to give tokens;OR2) every stack could give 37,5% bonus, until a maximum of 150%, without including new actions useful to gain tokens.
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@friendlykillermain You did well. It's the best choice: we all should fight for the commod good, not for personal interests o revenges against other users or opposite factions.

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Apart from the image, nice and funny, I think it is really difficult to find a topic shared by all users: there is an air of perennial war between the factions of survivors and killers, objectivity is not a common gift and personal attacks often override the quiet arguments on the merits.

Since I set foot in the Forum, I have set myself as a personal mission to promote harmony, dialogue and progress, to have a better game and more fun for everyone.
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I believe in powerful perks, both for killers and survivors: those who choose a perk must have a tangible advantage compared to those who do not possess it; it must be something more than a simple colored icon at the bottom right of the screen, it must, in short, make the difference. In all the threads I have opened or to which I have contributed my position has always been to strengthen the perks, not to make them insignificant.

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@Orion @Master @Watery @Bravo0413 @friendlykillermain I opened a specific thread to treat, once and for all, the SWF issue: https://forum.deadbydaylight.com/en/discussion/31320/lets-speak-clearly-of-swf-from-definitions-to-remediesNet of the SWF issue, that is, assuming that it has already been solved, do you share my proposal in and of itself?

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@Orion I think your example is quite disproportionate: the killers can win against organized teams, and sometimes they succeed. The game is balanced if, on large numbers, the average of each game is two kills out of four.
However, I have already given a possible solution to reduce the gap between survivors and SWF: passive abilities for survivors, incorporated into game mechanics. I have read some proposals here in the forum, for example:
1) Bond III;
2) Empathy III;
3) Kindred II or III;
with consequent rework of the perk transformed into passive skill and consequent balancing for the killer (for example, greater number and better positioning of the totems or something else). -
@Orion @Master I do not agree with the idea that, since a reform cannot be perfect (because of SWF), then it should not be done: the excellent is the enemy of good, produces only immobility.
SWF poses undeniable problems of balance: if you balance on SWF, the solitary survivors are passed off, while balancing on the solitary survivors, the killers complain about a game too unfair: we all know, do not need to repeat it every time: in my opinion, the only possible solution is to give the survivors some passive skills that reduce the gap with the organized teams, and then calculate the counterweights on SWF.
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Late is better than never, and it's good for everybody to be entitled to verify their own statistics and progresses.
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@Master 1) I mean, the killer can camp to prevent a safe unhook, but BBQ is a good reason to look for other victims and leave the hook.2) Exactly.3) It's intended to promote a frenetic and reckless playstyle, for people loving it: a huge advantage with a huge risk.
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@Master 1) BBQ is a good reason not to do it, and a Decisive Strike rework doesn't mean everybody will use it.2) The survivor has to put in one or more gens the exact amount of charges that a gen needs to be repaired from the beginning to the very end.3) It's a wrong word: not "grabbed", but "picked up", that means the highest dangerous playstyle ever: you can use it every time you are in the killer's grasp, but if you fail the skill check or the killer dribbles you to the hook, you get a death sentence.4) I don't know if it should be an obsession perk: balance test would answer your question.5) No, Rancor would not be useless: the killer would have a surprise effect, would be compelled to change their plans.6) Yeah, a situational perk to counter a special action, if it occurs.
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I'd test it, if the Devs added this mode.

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On average, a killer has to hit a survivor 6 times to sacrifice them (2 hits for hook), that means 18 times to kill three survivors, that is, with Remember Me at tier III, 18x4=72 extra seconds to open exit gates, then 92 seconds in total, i.e. 460% the ordinary time, and that Hex cannot be destroyed except for the obsession. And I'm not considering Blood Warden.With a 32/64/unlimited range for Bond, a rework of Empathy (a kind of power that allows a survivor to donate from a distance one of their health state to a mate injured or in dying state 1/2/3 times per trial), Kindred (11/22/33% extra speed for cooperative actions, included cleansing), maybe this huge killer buff could be balanced, in my honest opinion.
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@Nickenzie I think everybody should enjoy the right to decide when Decisive Strike must be used, that is before the first, the second or the third hooking.
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Brand New Part is not worthy to be an ultra rare add-on, since it does not give any exceptional help to the survivor equipping it.I suggest a rework to make it as useful as an ultra rare add-on is supposed to be, without restoring the instant repair. Brand New Part triggers five tremendous skill checks (like Overcharge), one every two seconds: a success grants 20% repair progression, while a failure causes an explosion. Toolbox and New Part are lost at the end of the installation or if you interrupt the action or fail a skill check.
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@Peanits Thanks for your precious contribution.
Anyway, it would be wonderful to have at least three maps for every realm! -
DocOctober said:Entità said:@Orion It's not fair: every realm should have the same opportunity to be drawn, because different realms change the playstyle more than different maps of a certain realm.
That's how it used to work and it led to new Maps and Realms being a very rare occurrence wirhout using Offerings for them, since the older Realms had more Maps and thus a better chance to be picked.It's just the opposite: if RNG selects first the Realm (Gideon, Coldwind, Backwater) and then a Map of the selected Realm (for example: Thompson's House in Coldwind), new and old Realms have the same opportunity to be picked; if it chooses directly a Map, then Coldwind has five times the probability of Haddonfield to be drawn, because it includes five maps and Haddonfield only one.@Master You are probably right.
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@Orion It's not fair: every realm should have the same opportunity to be drawn, because different realms change the playstyle more than different maps of a certain realm.
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purebalance said:
@Carpemortum said:
All week I've got auto haven and coldeind for 90% of my matches. It wasnt always like this....I....i miss lerys...There's also more versions of those two maps. There's 5 maps a piece for MacMillan, Coldwind, and Autohaven. Crotus and Blackwater have 2 and all the rest have 1. Odds are high you'll be in one of the first 3 types than others.
I read somewhere that RNG draws the realm first, the map then, so Coldwind and Gideon realms should have the same probability. -
@The_Daydreamer Oh, I'd be the happiest user in this forum if the Devs simply gave the six perks system a chance to be tried and tested properly, with fair balances.Thanks for your support!
About balance, if that reform were implemented with the 5-level rarity system restored ( https://forum.deadbydaylight.com/en/discussion/28110/about-restoring-the-5-level-rarity-system-for-perks ), they could impose some restrictions about the maximum number of ultra rare and very rare perks that can be equipped by every single survivor (for example, 2 ultra rare, 2 very rare and 2 rare perks), while the killer should not suffer any limitation.
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@Blueberry Then I should simply stop playing: at least half of lobbies are in red zone...
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What kind of random algorithm is it? How does it decide what map has to be chosen?
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@Vadim239 No, I'll explain it again. Every level up gives you a reward in Shards: I think this reward should be increased by 5% for each degree of Devotion. For example, when you pass from the 65th to the 66th level, you gain 300 Shards, while, if you have Devotion 1, the reward should be 315.
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Open a thread in the proper Bug Report section and describe all the mistakes you found in the German localization: I did so about Italian translation.
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The best solution ever is letting the players make their own choice in the Settings/Audio menu.

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@Blueberry The ping oscillates between very different values within a few seconds: in the red band I have met both excellent games and exercises of Apparition worthy of Harry Potter.
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A single high level gives 300 Shards, so the same reward for reaching one hundred is not enough. I think 5% of extra Shards each degree of Devotion (for example, 300 Shards for a new level become 315, with Devotion 1; 330, with Devotion 2; and so on...).
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I think Devotion should give a fair bonus in Shards per every new level you reach.
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Decisive Strike, what a neverending story... I wrote SIX change/rework proposals about it: https://forum.deadbydaylight.com/en/discussion/30297/decisive-strike-possible-changes-reworksIs there anything useful to end this boring war between survivors and killers?
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A few people use it, then a little buff may help: I hate wasted perks and useless objects.
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I opened a petition to convince the Devs all soundtracks should be available, so every player could set their beloved music: https://forum.deadbydaylight.com/en/discussion/30810/free-choice-among-all-soundtracks
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@Aerys Your proposal is good.
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@DukeJukem Read all the thread, please: now the point is to give the last survivor the full struggling points.

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@DukeJukem Devs are not as stupid as you think: Dead by Daylight is a wonderful game! The Community should support them in improving it.

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@Shadoureon I'll tell you a secret: I play 70% as a survivor and 30% as a killer.
Nowadays there are things far worse than Moris: they are not scary anymore, so should be reworked. -
S0ckenSchuss said:
A Guy on my girlfriends SWF group told us, that in one of the last dev streams they told something about "PTB 3 weeks from now" and something like "it will be a rangefighting killer like huntress" stuff. but I CANT CONFIRM THAT: still searching in dev streams where this was spoken out by a offical mouth xD
Are you serious? O.o I hypothesized a killer like this: https://forum.deadbydaylight.com/en/discussion/30132/analysis-of-the-corrent-situation-and-new-killer-the-slaver
It would be a wonderful coincidence!
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@Dustin @Pizzaman @Incarnate Mods could create a lot of issues, but maps have fixed structures with random chests, gates, gens, hatch, pallets and tiles placement, chosen among some predetermined places: it would not be too difficult to build a good map, with a good map editor, a creative spark and computer knowledges.
@Master My hope is bigger than yours, then. -
@Mister_xD Your progression is interesting, too, and maybe more balanced than Aerys's.
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@Mister_XD It's a false approach: the matters of principle cannot be treated with pragmatic resign to injustices. Give me a reason why the last survivor should be deprived of their struggling points. The need of a faster endgame can justify that the second phase is omitted to save time, but giving points should not slow the end of the trial.
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@Mister_xD If they were allowed to unhook themselves and succeeded in doing so, they would earn 1,500 BP, and about 90/1,000 for the following struggling phase. It's not completely irrelevant. Would you accept the last survivor's sacrifice gives no points to the killer?
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@Milo You're right. I reworked it.