Avatar

Entità

Entità

About

Username
Entità
Joined
Visits
2,644
Last Active

Comments

  • I suggest an intermediate solution for both perks.

    TWINNING (former Object of Obsession): You and the killer are connected by a supernatural link, under the complacent gaze of the Entity. If you press the Activate Ability button, you and the killer will reveal to each other the respective Auras within 64/80/96 meters, if you are the killer's obsession, otherwise within 48/64/80 meters.

    ESTRANGEMENT (former Sole Survivor): Your meditation skills allow you to estrange yourself from worldly events. Darken the killer's ability to read your Aura within 6/8/10 meters for every minute of survival in the trial.

    Now the survivor can use Twinning whenever they want, but always at their own risk, while Estrangement rewards the survivor's ability to stay alive for a long time during the trial.

  • @TerminalEntropy Sorry, I wrote wrong: I intended disillusioned about the future development of the six perks system. You said you like the idea itself, but also that a test would fail: why? If you like the idea, then fight with me for its implementation: I don't know, it seems that balance is an unreachable utopia. Without hope, without a strong Community that believes in Dead by Daylight and its unexpressed potential, why should the Devs spend their time and money for us? We must be gritty, enthusiastic, determined! :)

    We were talking about hexes and totems. With six perks each, how many totems would you add?

  • @Nickenzie I agree with you: now that the "camping range" has been codified for the purpose of killer's emblem penalization, Kindred 3 should reasonably be conformed to it: 16 meters, instead of 8. Exactly like they did with Safe Unhook and Deliverance.
  • @Marvett I hope very much, with all my heart, that the Devs restore them: the five colors are beautiful and neat, give the sense of a rare treasure, to cherish with affection (especially if you win thanks to these perks).

  • Welcome to this big Community!

    In my opinion, especially at the beginning, it is better to equip "Spine Chill": it is an anti-ambush perk, very useful not to be surprised by the killer: it warns you when they are looking in your direction within a radius of 12/24/36 meters, after which, depending on your preferences, you can decide to crouch, to walk away, to take a shot or just wait a bit. It works with all the killers (except the Shape with Evil Within I), and it should prevent you from dying first, so you'll have longer games and you'll experience more easily.

  • I would like to read other players' comments. What do you think?
  • I humbly suggest @not_Queen and other Devs to play at least ten trials as killers and ten trials as survivors before a Player Test Build is released as a new patch, against both other Devs and common players. It should help you in your great job!
  • Master said:
    Jack11803 said:

    @Master said:
    Do you want high queue times as survivor?

    Were not talking about buffing back to 200%. Most of use aren’t even talking about buffing the total at all either. Every single person has been talking about 1) easier tokens, 2) second effect. Both of those would still make it weaker than bbq.

    You KNOW it won’t hurt queue times, especially WHEN THEYRE BAD FOR KILLER! They can only help! That excuse is absolutely #########, stop using it

    Make wgff as efficient as bbq and I will play more survivor definitely. I'm sure other killers share my opinion 

    Don't you play what you prefer, but the role granting you more bloodpoints? Why? Have fun!
  • Mmm... does the Community agree? XD
  • @MhhBurgers @TerminalEntropy I perceive your disappointment and frustration and I'm sincerely sorry that you are so sick. We are a community and I wish the best for the other players.

    Let's help each other make this game better, will you? We each do our part: if the developers listen to us, good; otherwise, we have done everything possible.

    I believe in Dead by Daylight and I desire to help improving it: everyone who shares my desire is my friend, even if their ideas are different from mine. Pluralism is a value both in democracy and in a players' community. :)
  • @MhhBurgers I don't know how much time Developers have to improve new mechanics, but I know two things:
    1) if you are angry with me, they will not have more time;
    2) if they have more time than you think, then your time is better spent in posting your ideas and commenting constructively other players' ideas than in attacking other people, who have no responsibilities about how much time the Devs spend in Dead by Daylight's improvement.
  • @MhhBurgers If too many killer perks are situational, open a thread and suggest your solutions: maybe I'll agree with you. Instead of declaring a user unworthy of your precious time and attention ("there is nothing to discuss with you"), discuss the merit: every idea has an intrinsic value, regardless of who wrote it.

    As I have already written, I have no prejudicial opposition to some killer perks' buff, if needed to restore balance. I don't understand your point, and not only yours, that nothing can be changed or improved because survivors should take a greater advantage then they have now: it's a kind of stalemate, it seems there are two teams in eternal war (killers and survivors), with the purpose to punish the opposite side, and each vetoes the ideas coming from or merely appearing more useful for the enemy. Survivors and killers are enemy in game, but players should be allied in reality, to have fun and improve that wonderful game!

  • There are 56 survivor perks and 51 killer perks, and at least 6 new perks for side will be introduced before Spring 2019.

    I suggest, alternatevely:
    1) three perks for side every week  (four during the events);
    2) two perks for side every five days (three during the events).
  • @MhhBurgers Read my answers to other users, please: they deal with the balance, the "main theme" of this game. :)
  • @TerminalEntropy Not only new totem locations, but also more totems in the map, which makes harder to find the proper one or to cleanse all of them (I don't know how many extra totems... at most five new totems, in my opinion: do you agree?). I don't want killers punished nor survivors frustrated.

    Yeah, I'll be very happy to see the six perks system implemented: it's time to conform characters' equipment to the plentiful list of perks, that has been increased hugely and is going to grow up more.
  • @TerminalEntropy Have you read my answer to Acromio and se05239? It solves the issue you report. :)
  • @Acromio @se05239 I have no prejudicial opposition to some killer perks' buff, if needed to restore balance. I don't understand your point, and not only yours, that nothing can be changed or improved because survivors should take a greater advantage then they have now: it's a kind of stalemate, it seems there are two teams in eternal war (killers and survivors), with the purpose to punish the opposite side, and each vetoes the ideas coming from or merely appearing more useful for the enemy. Survivors and killers are enemy in game, but players should be allied in reality, to have fun and improve that wonderful game!

    What's your problem? Are NOED, Devour Hope, Make Your Choice, Ruin, Tinkerer, Franklin, BBQ, KO and so on bad perks? Do you think it's too simple to find and cleanse the totems? Let's add new totems, rework their positions, it's not impossible to make the game better for both sides, but you don't believe it, you seem resigned. It's not helpful for anybody: nothing can change, if you don't believe a change is possible.

    Six perks among about sixty, come on, it's reasonable! We are going to have FOUR TIMES the characters of the first game release!
  • @Malakir Yeah, it will require a lot of balance adjustments, but it will be the natural evolution of a game, which was born with about 3 killers and 4 survivors and then has grown up hugely! And yeah, maps should be reworked somehow.

    @se05239 Oh, if you run Ruin, NOED/Devour Hope, BBQ, Sloppy Butcher, Tinkerer and Franklin you'll slaughter all people easily, even with six perks each. Remember that killer's perks are more powerful than survivors'. It's just a question of practicing the new mechanics.
  • That's the fourth or the fifth thread about BBQ or WGLF, it's an evidence of how much the point is relevant for the players' Community. You can read rich arguments in the main thread: https://forum.deadbydaylight.com/en/discussion/21731/why-bbq-is-superior-to-its-survivor-counterpart-we-are-gonna-live-forever-and-how-to-change-that#latest

  • @Dreamnomad Maybe the first three days, then your visual memory and practice will become unfailing. :)
  • @Dreamnomad Not more perks' tiers, but the same rarity system used for items, add-ons and offerings. Your perks shall remain of the upper tier, of course.
  • @Nick A so long player's devotion to the game should be rewarded with more Iridescent Shards and a better content in the Bloodweb. 1800 hours deserve attention and proper rewards.
  • @Malakir I agree with you about maps: I would like more maps, more challenges, a richer design, and mind games, too: strategy and tactic, with fear, panic, anxiety, tension, are game's core.

    About Shrines, you misunderstood my words or I was not good in the explanation. I'll repeat the point.
    1) Each survivor begins with an handicap (one casual perk inactive, slower movements or actions, more noise and visibility..., something not terrible nor meaningless), but every survivor can remove it worshipping a Shrine (every survivor has to interact with one Shrine);
    2) if a survivor worships a second Shrine (their own shrine: it doesn't matter what other survivors have done or are doing), they get an item or a reward in BPs;
    3) if a survivor worships a third Shrine (by their hand, without stacking the Shrines worshipped by all the survivors), their handicap is inflicted to the killer (if that survivor had a perk inactive, the killer will have a perk inactive...);
    4) provided that there are seven Shrines and that worshipping requires 15 seconds each and is strictly personal (i.e., it doesn't allow any cooperation):
    4A) four Shrines will be worshipped to free each survivor by their respective handicaps;
    4B) every survivor wants to worship their second Shrine to get items or points, so there will be a conflict: four survivors will compete for worshipping one of the three Shrines left;
    4C) because of 4B, it will be very difficult for a survivor to worship their third personal Shrine to inflict their handicap to the killer;
    5) if a survivor escapes with their handicap still active, gets a special reward and a trophy.

    So, while all the survivors shall begin the trial with a small handicap and have more job to do, the killer's job is the same and their handicap is really rare, improbable, and in any case it won't deactivate all the perks, but only one.

    That rework needs some maps changes, of course.
  • @Malakir Are you saying the game is not balanced, i.e. survivor-sided, and it's then necessary to make their job harder with new requirements to win?
  • @Nickenzie "perks that reward failure without meeting a condition is unacceptable." is a scholastic/professionale argument: you have not studied enough during this year, you deserve to repeat it; you worked bad, I'm firing you. In a competitive game, many factors make the destiny of every character, aside personal prowess: sometimes you cannot hide, cannot run away, not because you are bad at playing, just because game circumstances (map's structure, other survivors' behaviour, luck about the order the killer follows in their exploration...) make it impossible.

    Of course, that argument, if used, applies to the killer, too. Haven't you been good in hunting, chasing, catching and hooking people but one, gates are powered and you are losing your trial? Then you failed and don't deserve a perk rewarding your failure with a second chance, like NOED.

    I prefer more powerful perks on the both sides, that make the difference, so everybody has to build a different game strategy according to the special help every combination of four perks guarantees, than a boring, grey, repetitive game, where perks are weak, all people play in the same way and the trials are widely foreseeable, without any surprise, without any need to understand what particular dangers you have to defend yourself from. So welcome DS, NOED, Devour Hope, Unbreakable and every other perk that is more than a colored sketch in the HUD.
  • @Malakir Now four survivors have to repair five gens, open a gate and escape, with the optional, but important, objectives of helping friends, cleansing totems and searching chests. If you add worshipping Shrines as a new condition to escape, without other mechanics, the change is completely killer-sided, so not balanced: it's as absurd as if destroying Shrines were the condition to allow the killer hooking people.

    Players are not stupid, and the Shrine system designed in this thread is not so difficult, in my opinion, but every balanced idea is welcome!
  • It's not necessary nor fair the survivors get the same amount of bloodpoints of the killer, and I don't think that's the point. The point is that WGLF is a perk without any effect but giving more extra BPs, so it's expected to do this job, but it doesn't, because stacks are too random and obtaining 4 tokens is quite rare and difficult, and almost impossible if two or more survivors equip WGLF. It's not necessary to nerf BBQ: instead, it's urgent to make WGLF more effective in its mechanics, as I suggested many times, with a simple proposal, in this and other threads.
  • Provided that Ruin, NOED, Bitter Murmur and other powerful killer's perks operate without any condition or killer's merit, so it's not so clear why special conditions should be imposed on Decisive Strike, DS can be easily countered by dropping and catching the survivor: Devs stated this trick is legitimate and can be used three times before the survivor is free from killer's grasp, so it's very simple to block the skill check or make the survivor waste the perk. Consider DS is born to balance the deathly danger Laurie Strode is in because of Object of Obsession.

    If some restrictions are strictly necessary, I agree with the charging of the perk by being far from the killer for a period of time, but bleed-out is a nonsense: it replaces the dying state, giving the survivor a chance to lose the killer, but when you wiggle succesfully by the killer's grasp you are merely injured, so that timer is not reasonable nor coherent with the general game mechanics.

  • Yes, but you cannot "occupy" a new shrine until you end the first.

    Shrines are link to the Evil God of the realm, the Entity, and need faith and atonement.
  • @alivebydeadight Do you like my contribution to the Shrines' idea, too? I designed a kind of mechanics about them.

  • @Master Do you like my contribution to the Shrines' idea, too? I designed a kind of mechanics about them.
  • RPG? Telekinesis? Where? O.o

    If Shrines are secondary objectives, they cannot be necessary to escape. Survivors will be interested in worshipping the first to free themselves by a handicap (a casual perk is inactive, their speed is lower, they make more noise... let be the Devs' fantasy free about that), then the second to get extra items or BPs (no invisibility nor telekinesis XD), lastly, if they are lucky or well coordinated, provided there will be seven Shrines for four people, the third to reduce somehow killer's abilities (see the examples made before). Balanced and funny for both sides!
  • Does a survivor use DS and free themselves from you shoulders? Catch them in a chase! Do they disappear? Take your revenge with BBQ, Bitter Murmur, Devour Hope and NOED. What's the problem?
  • I don't think BBQ should be nerfed, but countered by:
    1) playing near to the killer (Aura reading doesn't trigger of you are not at least 40 meters from the hooked mate);
    2) using Sole Survivor (when somebody is dead);
    3) using Premonition or Spine Chill to hide when the killer is approaching;
    4) using speed perks, pallets and vaults to win a chase;
    5) being lucky, as the killer focuses on a mate.
  • Yes, my proposal to make WGLF more effective is:
    1) healing a mate injured or in dying state, rescuing them from killer's shoulders, unhooking or protecting others should all be stackable;
    OR
    2) every unhook or protection should give 37,5% extra BPs, until a maximum of 150%.

    That is:
    1) easier stacks, within the same limits;
    OR
    2) greater rewards with as difficult stacks as they are now.
  • Yes, and killers can destroy their glory dreams with Franklin: bye bye Universal Key, Rainbow Map and so on, and no offerings nor add-ons will give back these precious items to the owner. And it's ok, I don't complaint about this.

    Would it be different if a player got more bloodpoints by playing as a killer and then got from the bloodweb and brought ingame as a survivor high quality items? What's the meaning of forcing people to use these (legal, of course) tricks, instead of letting them gain a good amount of BPs with a perk built only for that purpose (it doesn't give help in game, i.e. has no other effects in gameplay)? What do you earn doing like this? What does the game earn? Nothing, just frustration in developing a character.
  • Freeing a mate from killer's shoulder should also be stackable: in other words, every altruistic action is included in my proposal #1.
  • I love destroying these dark symbols of killers' fervor towards the Entity: they are dangerous bombs full of curses and painful deaths!
  • @MyNamePete Aside a forum issue has hidden some posts and convinced you to post them many times, it's not probable WGLF will be buffed with reading Auras abilities (a lot of users will say: "Killer's perk must be more powerful than survivors'), nevertheless it should become more effective in its typical function: to give consistent extra points to survivors (and no help in game).

    I made a proposal about WGLF:
    1) healing a mate injured or in dying state, unhooking or protecting others could all be stackable;
    OR
    2) every unhooking or protection could give 37,5% extra BPs, until a maximum of 150% extra BPs.

  • Killer's DCs are still a serious issue: survivors often are deprived of their bloodpoints, and offerings burnt are not given back...

    Of course, even survivors' DC are a problem, but more for mates, who are almost surely condemned to death, than for the killer, who receives a compensation.
  • People of the Fog, I imagine a great debate about secondary objectives, provided it's probable the Devs will introduce them. What are your opinions about Shrines? Can they make the game richer and better?
  • @Malakir "People" don't exist: instead, there are 7 billions of individuals, each with their own personality, opinions, dreams, emotions, and behaviours. It's not logical to extend your experience and knowledge to the all mankind: not every person will react as you expect. Nevertheless, I appreciate your genuine answers.

    @PoppaSquat Thanks for your words.

    @Tiersis DC is different from a killing: the game treats it like surrendering to avoid a survivor can steal the killer their points. But there are no difference between the first and the last struggling: they deserve the same reward, provided they have the same duration.
  • @Wolf74 said:

    @Slaymore said:
    Reposting to this thread - in case devs take a minute to read the forums:

    BBQ is really 2 perks (aura and points). W'e're Going To Live Forever only awards points for survivor so why not split that BBQ into 2 perks? Or, remove the aura for those already hooked once.

    Also, when only survivors are left, it's a bit OP - possibly remove the aura at that point if the above isn't done.

    Most killers SAY they only run it for the points so splitting it, or removing the aura for those hooked once should be acceptable to all.

    I love how survivor mains still try to bash a perk that was created to solve THEIR issues.

    -Camping
    -Tunneling
    -Long lobby times

    Still they want to nerf a perk that benefits THEM if a killer picks it.

    Survivor mains aren't the brightest candles on the cake.

    Provided that I don't think BBQ should be nerfed (just WGLF should be made more effective, as I many times explained before), your "philanthropic view" that BBQ is survivor-sided and the killer chooses it to benefit the survivors and these have to answer "Thank you, good killer" is sincerely absurd: killers use BBQ for their interest, i.e. seeing survivors' Auras ang getting more extra points, not for generous altruism: if that perk were useless for killers and helpful for survivors, all the killers would get rid of it immediately.

  • It's a question of priorities: I personally don't like a player is deprived of just one hundred percent chance to win, but the Developers probably felt more important a speedy endgame. Legitimate choice, but not the only reasonable or acceptable one. Nevertheless, that more important need doesn't justify at all the survivor, immediately sacrificed, is deprived of their struggle points: about this limited question, the endgame should be fixed.

  • @Malakir Are you talking about the thread about the last survivor's immediate sacrifice? I don't consider an abuse the idea that the last survivor, hooked in the first phase, could try a desperate escape, unhooking themselves like every survivor can do during the trial: if, in real life, you knew to be alone in a tremendous danger, wouldn't you try literally every option to survive? It's inside the role of the survivor this reaction, isn't it? But we are out of topic here.

  • Are you saying me that in the first version of the game the last survivor's sacrifice followed the normal procedure?

  • It's dangerous the idea everybody can choose their opponent, even with the best intention ever. Some people play for fun, in a relaxed way, other people try to win or to rank with every instrument the game programming provides them with.

  • @Malakir No free escape nor free chance, but the same possibilities every survivor has: no special advantages, no punishments for the killer. I hate the idea that a side should be "punished": I like a game balanced and funny for both parties.

1 … 20 21 22 23 24 25