Entità
Entità
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The game must be balanced for every player, role, map and combination of perks, powers and objects: all people deserve to have fun!
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I like extraordinary powers: without them, every trial would be the same, a little boring, no? Instant heal, mori, hexes, decisive strike... wonderful! Every trial should be an adventure, unpredictable and full of tension from the beginning to the very end!
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For example:1) healing a mate hurt or in dying state, unhooking or protecting others could all be stackable;OR2) every unhook or protection could give 37,5% BP bonus, within a maximum of 150% BP bonus.Which one do you prefer?
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Instant heal is an effect of a very or ultra rare add-on of a medkit: so horrible? No, it happens once every month, if you are lucky. Adrenaline operates when gates are powered, not every trial, then.
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Do you agree that this should be a reasonable and balanced buff to make secret, then useful, No Mither? If the Community reaches a consensus, devs probably will grant what we ask to make the game better.ToolboxMotley said:@Entità said:
I agree that No Mither is a barter: one health state less in exchange of unlimited recovering from dying state. Well balanced, but not well built: its secrecy is essential to give survivor the opportunity to be left on the ground, while now they have a signal on their head: "Remember: I can fully recover, hook me NOW!", which makes it really weak, completely useless.It must be reworked: the survivor should act (no cries!) and appear healthily in the HUD, but one hit should be enough to put them on dying state; if they recover, they should become healthily, again.
Even being one-shot or starting out appearing fully injured, without the Broken icon, shows off the perk's presence. Would it be that bad to start out healthy as normal, and still be able to take a hit, but just not be able to be healed after the first injury?
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I think nouns are wrong: it should be "hostages" before the trial and "survivors/victims" at the end, according to their fate. XD
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It could be a reasonable buff to make useful that perk.ToolboxMotley said:@Entità said:
I agree that No Mither is a barter: one health state less in exchange of unlimited recovering from dying state. Well balanced, but not well built: its secrecy is essential to give survivor the opportunity to be left on the ground, while now they have a signal on their head: "Remember: I can fully recover, hook me NOW!", which makes it really weak, completely useless.It must be reworked: the survivor should act (no cries!) and appear healthily in the HUD, but one hit should be enough to put them on dying state; if they recover, they should become healthily, again.
Even being one-shot or starting out appearing fully injured, without the Broken icon, shows off the perk's presence. Would it be that bad to start out healthy as normal, and still be able to take a hit, but just not be able to be healed after the first injury?
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I agree that No Mither is a barter: one health state less in exchange of unlimited recovering from dying state. Well balanced, but not well built: its secrecy is essential to give survivor the opportunity to be left on the ground, while now they have a signal on their head: "Remember: I can fully recover, hook me NOW!", which makes it really weak, completely useless.It must be reworked: the survivor should act (no cries!) and appear healthily in the HUD, but one hit should be enough to put them on dying state; if they recover, they should become healthily, again.
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Secondary objectives mean richer gameplay, more complex tactics, more BP, more trial duration... awesome! Of course, they would make necessary to introduce some new appropriate perks, powers and items.
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I read all the thread and, in my honest opinion, you are confusing the character with the actor: the killer is stronger, they are supposed to create anxiety, panic, visceral fear in survivors, and yes, their add-ons are lost after the trial, no matter how it ends, and they need more bloodpoints. All true. But behind killers and survivors there are human people, who play for fun during free time, and to get satisfaction should not be as complex as in real life. Every player can choose how to play and I don't think there should be an incentive to make the killer or the survivor: the game must be balanced, so both parties have equal opportunity to demonstrate their cleverness and, over all, enjoy, and who loves fear, tension, stealth will act as a survivor; who is looking for chase, killings, power, will have the role of a merciless murderer.A central element of fun is that the player feels master of the destiny of their character: of course there are casual events, luckiness and team cooperation, but a good player needs to see that their skill is rewarded. WGLF depends too much on fate: if a mate is hooked at the opposite side of the map or commits suicide or play bad, you can be the best survivor of the world, but you will not stack enough. Instead, the killer's endgame is the result of their means and skill. I prefer to face a killer with Ebany Mori and have a really horror game, even losing, than to see that gaining bloodpoints with WGLF is as random as finding some money on the street.So there are two ways:1) add new altruistic actions in the perk mechanics; or2) increase the stack and the maximum of the perk.Killers have all the right to earn more than survivors, but every player has the right to enjoy with their means and without exceptional luck.
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To commit suicide can be a legitimate tactics to save companions' life, for example if you see a survivor who is approaching at their big risk (killer hidden with Insidious).
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Bancho said:
As soon as The Hallowed Blight Event began, this event ceased to occur.
Changes in NAT that are raised in the forum are not implemented.Changes in NAT are a personal fix of a common bug: they don't affect the game programming, of course, but prevent the problem to occur in your own game experience.If devs solved it generally, what a great info!
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I humbly submit my proposal to you again.Entità said:@not_Queen During that wonderful event there will be very much grinding, and very much grinding means a lot of extra Iridescent Shards, so I ask: why don't you double o triple the content of the Shrine of Secrets until the end of the Hallowed Blight? It would be an incentive to try new combinations of strange perks, to play more!
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As I have already written elsewhere, some people want to survive, others seek bloodpoints, and it's easier to earn many points by extracting juice than repairing or cleansing or saving hooked companions. I should had set a percentage of the total, instead of a fixed amount, as juice bonus, so no objectives, no extra points.
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I think yes. NAT1 is useful in any case: it should increase the speed, reducing the lag.rebelhunter316 said:
Does this work for Wi-Fi?Entità said:Khalednazari said:
Hmm. I have a wired connection. I still don't have NAT type 1.Entità said:I fixed that bug by setting my PS4 port to NAT1 in the Connection Settings. On the Net there are many tutorials about the correct procedure, which depends on the provider.I use the LAN connection, my friend a wireless: both we have set NAT1 port.Go to Connection Settings of your PS4 and follow che custom procedure: choose wired o wireless, select PPPoE, insert the proper username and password (they depend on your provider), then set 8.8.8.8 and 8.8.4.4 as primary and secondary DNS, then select "Manual" and digit 1500 (optic fiber) or 1492 (ADSL2+) in the MTU form and lastly set "No proxy": when you verify your connection, you'll see if NAT type has changed or not.@not_Queen I read (and used succesfully) this procedure in an Italian forum about PS4, but I hope it will fix the bug everywhere.
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Some people want to survive, others seek bloodpoints, and it's easier to earn many points by extracting juice than repairing or cleansing or saving hooked companions. I should had set a percentage of the total, instead of a fixed amount, as juice bonus, so no objectives, no extra points.
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Where are you from? Have you tried to set NAT1 on the PS4, as described before? It could fix the bug...Dwightfrfld said:Player id: 199fb260-11e7-9998-31e55fdbfd64
Exact time: 3:16
Amount of times that I tried joining a game after this: about 5 times
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@not_Queen During that wonderful event there will be very much grinding, and very much grinding means a lot of extra Iridescent Shards, so I ask: why don't you double o triple the content of the Shrine of Secrets until the end of the Hallowed Blight? It would be an incentive to try new combinations of strange perks, to play more!
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Congratulations! You did very well!
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Khalednazari said:
Hmm. I have a wired connection. I still don't have NAT type 1.Entità said:I fixed that bug by setting my PS4 port to NAT1 in the Connection Settings. On the Net there are many tutorials about the correct procedure, which depends on the provider.I use the LAN connection, my friend a wireless: both we have set NAT1 port.Go to Connection Settings of your PS4 and follow che custom procedure: choose wired o wireless, select PPPoE, insert the proper username and password (they depend on your provider), then set 8.8.8.8 and 8.8.4.4 as primary and secondary DNS, then select "Manual" and digit 1500 (optic fiber) or 1492 (ADSL2+) in the MTU form and lastly set "No proxy": when you verify your connection, you'll see if NAT type has changed or not.@not_Queen I read (and used succesfully) this procedure in an Italian forum about PS4, but I hope it will fix the bug everywhere. -
I fixed that bug by setting my PS4 port to NAT1 in the Connection Settings. On the Net there are many tutorials about the correct procedure, which depends on the provider.
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I don't know how big DbD community is, but it's sure that a Casual Mode should not require so much money and time: it should be like a Kill Your Friends mode with casual matchmaking. A team among skilled survivors and newbies should be useful for both parties: skilled players could play a relaxing trial and new players could learn some mechanics of cooperation. And it should not be annoying for anybody, since that mode would not be compulsory, but optional: who wants, can try it; who doesn't want it, has the full right to play only Ranked Games. People happy, problem solved!
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Some people want simply fun, other people have the purpose of eccellence in competitive, hard trials: is it possibile to make them happy by distinguishing casual game and ranked games or not?
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Set PS4 port to NAT1: it fixed that unpleasant bug in my game experience.
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So is that description false? What's the meaning of a false reward? They should give a benefit for grinding...
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No extra iridescent shards? When you prestige a character, you become more lucky with their bloodweb...
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I could have an orgasm... but why should the Xenomorph hang its prey? And its movements should require vertical collisions, high walls with galleries...
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Yes, it's the most simple solution: closed the hatch, a new hatch spawns somewhere: the killer gets points, but the ending game is adventurous and fair for both parties.
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Xmenfanatic, I'm not sarcastic nor defensive about achieving or nor this goal: I'm just speaking freely and sincerely.Your point is that it could be done; my point is that is not done, in fact. In my at least 300-game experience, every time a survivor was the last, they looked for the hatch, and when they noticed the killer over that, it happened exactly what I described, as they have written a secret agreement to act always in the same way. Only when the killer was far and a gen half done, i saw somebody working on it. Right? Wrong? That's what happens a lot of times.You say it's realistic a sole survivor does 2 gens, opens a gate and runs away: if 1 man could do 2 gen, 3 people would be enough to repair 5 gens at the beginning of the trial, wouldn't they? So why did the developers decide to build a 4 vs 1 game? Think about it, it's mathematics, not my egoistic judgment.Your list of perks is built deliberately, as if a player could know in advance they will be the last survivor and prepare the appropriate countermeasures. And they could not be enough: think about the Wraith, the Spirit, the Nurse, the Nightmare, the Hillbilly, for example: they can patrol 4 gens very quickly, while you have to move slowly and stealthily, and every time they see a piston moving, a kick and the show can go on forever. I love stealth mode, but it doesn't function, specially in maps with great visibility. And I'm not mentioning the killer's perks to read the Auras or receive notifications from the crows or the gens themselves...The hatch is not a decoration... My solutions are not for survivors and against the killer: all my ideas (except automatic victory and the final joke) force both players to move, and the killer can find and chase and kill the opponent, and I would more appreciate it than a stalemate. Anxiety, fear, tension... the Dark Side they are!
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Xmenfanatic, what are you saying? One survivor against one killer could repair 2 gens, open the gate (or find the hatch while the killer searches them at the gate) and run away? So three survivors would be enough, at the beginning of the trial, to repair 5 gens, wouldn't they? And why did developers decide to put four survivors, instead? No, your idea is not balanced, really too optimistic: maybe you are a genius, but this is an exception, not the rule, non the reality. Reality is different. Survivor has to move stealthily, slowly: it's very hard to escape a chase without help, without distractions, without other people drawing the killer's attention with a close explosion or simply running unfortunately in front of the killer. Remember last survivor dies even if hooked for the first time (unreasonable and unfair, but true!): they have no second chance.Reality is this: survivor reaches the hatch, they don't jump, the killer doesn't hit them, they indicate the killer to go away with their arm, the killer answers NO by moving their body left and right, teabag, false attack and the dancing event goes on until somebody needs going to the bathroom and let the opponent win! It lacks of decency, destroys the atmosphere of the game: a real stalemate!The devs have to fix that ending by providing a solution.1) If the killer finds and closes the hatch, another one can spawn elsewhere;2) there can be two hatches, like two gates, opening alternatively, or closing one of them opens the other or similar mechanics;3) to close the hatch opens the gates;4) when the killer stays near the hatch more than X seconds, the Entity comes from the sky to refresh the map, putting the killer, the survivor and the hatch in new positions;5) when killer and survivor stay near the hatch for a long time, the game ends with the victory of the player with the worse rank (because they have been able to draw against a better opponent);6) when the hatch is closed, a chest with the Universal Key spawns somewhere;7) killer and survivor make the peace, kiss and go away through a gate hand by hand...Killer's mission is not camping a place, but to act like a cruel predator, which sees in the night, follows traces, finds, chases and kills the pray! Secrecy is survivor's weapon, instead. And no, a survivor cannot camp anything, because they can be hit, put in dying state, caught, hooked or killed with Mori or abilities: how could a survivor force the killer to abandon the hatch, instead?
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Feel free to give your feedback, amend my proposals and add yours!

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I agree. Totem count should not reveal their position, but survivors should not waste time to search what doesn't exist anymore.
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What do you think about these proposals?Have you any idea of new perks or offerings? Let's create a kind of "encyclopedic archive", from which developers can draw!
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I agree: if killers can block survivors' abilities to read the Auras, and they can, it's fair to allow survivors' to block killer's abilities, both under reasonable circumstances. It's a matter of checks and balances for me: every role should be enjoyable, no one should be without any defense.
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I believe in equal rights for every character in a comparable condition. Have all hooked people the opportunity to unhook themselves during the first step of ritual sacrifice and to struggle and earn points during the second step? Leave the last survivor the same opportunity, it's really simple!
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It's awful to ignore if the man/woman who is approaching to a gen is an ally or a wolf in sheep's skin... The Thing should require survivors to be very careful, with everlasting fear!
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Another idea: every 180/240/300 seconds, a new hatch appears, so killers can find and close them, but can't prevent last survivor from escaping.
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If a game is aborted because of other players' choice, it's unfair to lose the offering burnt to Entity.
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Like in Dungeons & Dragons, I imagine complementary roles: there should be no overpowered survivors, but people weak if not combined in the proper way, and able to win if well mixed.Items can be used by everybody.

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If killers have one or more ultra rare offerings, survivors deserve them, too: it's a matter of principle!Bouquets can be re-balanced, their effects adjusted, in order to guarantee a more fair play. And remember that Bouquets are cumulative: killers can make maps less dark than survivors want...
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You wish the freedom to include, limit or exclude perks, objects, add-ons and offerings in specific matches or permanently, right?
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*Wins, damn phone!
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Ugly solution! With last survivor's aura visible for 60 seconds, the killer always win!
And the hatch becomes useless, if gates are opened, too. -
Yeah, more tunnels, graveyards, dungeons: hideous mazes, terrible battles to survive, even maps with lava or the void, maps capable to hurt or stun people!
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The power to close the hatch should be balanced with some disadvantages. For example, in my suggestion the killer risks that new hatch spawns nearer to the last survivor than him.
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I agree. Time to read burnt offerings is not enough.
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My idea can prevent every stalemate: today, if the killer and last survivor reach the hatch at the same time, the killer doesn't hit the survivor not to allow him jumping freely, the survivor doesn't jump not to be caught... I saw a 10-minute stalemate like this!If the killer finds the hatch, he can close it (and must, after 120 seconds, otherwise it vanishes and respawns immediately) and earn 60 seconds to kill the survivor; after this time, a new hatch appears in another place.
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Yeah, I agree!
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Yeah! Darkness, shadows, mean more scareful adventure! Let people change map's brightness, let them use Moonlight Offerings (adjusted, if needed) to add horror and panic!
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Yes, quitters destroy other survivors' hopes to see the daylight and grant extra bloodpoints to the killer. It's an unsporting behaviour!