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FoxWolfFrostFire

FoxWolfFrostFire

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FoxWolfFrostFire
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  • Sorry Nos37 but I can't trust that there is legit campers or tunnelers in your game. Even if there was that isn't a reason to D/C. Your point is moot as I am fixing the core issue.

  • @blue4zion said:

    KYF really should have more custom options! Imagine being able to play with multiple killers, yes it might be broken but if you're just playing with friends for fun and not points, why does it matter????

    That is what I'm saying. Like some choices can be

    Killer damage type normal/exposed/deep wounds

    Killer power cooldown

    Killer power effectiveness/charge time


    Survivor action speeds

    Survivor health state normal/broken/endured

    Survivor move speed

    Killer move speed

    Number of killers and survivor 1 mimnum for each and a max of 11

    Number of totem/chest/gen/hatch/gate spawns

    All year seasonal event objectives

  • So, Any other idea for types of rewards for holding rank? Also what else outside of an out right ban would support this idea? I like the idea of if you D/C more than three times you're booted from que for about 5 minutes then you get an hour cooldown if you D/C again during that hour you get booted from the que for half an hour. Once more and boom and hour

  • @prayer_survivor said:

    And a survivor can start hooked. But killers could say for sure that this has a counter. You only need to all start together and unhook him/her.

    lol Way to over blow the whole topic my dude. You can't think that totems as they are perfectly fine. I mean one of the only reasons is this even a point of issue, (Totems) is because ruin is NEEDED to stop five minute games at rank 3+ Fix the game over all and totems won't be a problem.

  • If the blind effect hid active totems by making the look dull...trust me it would go along way in protecting totems and even gives third seal a workable buff as another totem defense perk.

  • Can we also buff the blind effect by making lit totems appear dull?

  • Here is an idea, A reward to ranking up and staying ranked up.


    By giving rank a reward attached to each rank that is paid out at the end of the session.

    Nothing for 20, after that 10,000bp AND/OR 200 shards x 1 for Brown ranks, x 2 yellow rank, x 3 green rank, x 4 purple rank, x 5 red rank, x 6 rank 1. Using this math just using blood points is the same as two mori dallies. I understand that seems very small but most folks lizard brain will kick it and want to tough out the bad matches more knowing there is a reward waiting at the end of the session.

  • It isn't about turning shards into bp it is about turning the trash you don't want that you get from the blood web. Say if you REALLY hate coldwind but your blood web while perk hunting gave you like 7 offerings well now you can pump it back into the blood web

  • Okay. So the wording confuses me, Does this mean at tier 3 you only need two survivors hurt to get the full effect?

  • Total overhaul of gens, late game, blood lust, and perk system
  • It isn't a complex rework no. But it is a massive quility of life to be able to buy offerings and add ons you want which gives a better since of progress and reward but also doesn't strong arm people too hard into having use it to win. It is an optional objective which is easy to add to the game for the devs that is also a soft need to gen rushing.

    If it makes the idea feel better give the flowers a WASD qtr event. Where to get more rewards you have to get the right button on the w a s or d when it pops up
  • Well from terms of game play it adds a extra objective to tease survivors to doing things other than rushing for gens, which still is a massive problem. Adding a greater risk reward. So that alone is enough of a reason.

    As for a lore standing, who is to say that they can't add another force, a weaker but smart force which does what it can to tackle against the Entity and it's puppets, So it takes these Vials and makes useful things out of them for the survivor, and for the Entity it is an extra reward for following more specific commands, Like no this hook put them on this hook. I mean it is lore anything can be typed up to explain this, ANYTHING

    At the end of the day the lore is still a back seat thing to the core issues of gameplay, The Blood point grind is fine and fun, but the RNG can disrupt fun on some of the ritual quests. Allowing Survivors and killers to pick perks and add ons for doing well helps with that, as well as a consent bonus objective.

  • @Entità said:
    Oh, I understand: you'd use vials to buy specific things you desire, selected from a catalogue.

    1 vial = common;

    2 vials = uncommon;

    3 vials = rare;

    5 vials = very rare;

    8 vials = ultra rare?

    Yeah, Pretty much on the point. Not sure about those prices seem a bit steep but that might be better, Also I believe the ward add ons shouldn't be in the catalogue. Otherwise one might get the two ultra rares they want and just buy wards

  • @Aerys said:
    Seems like a neat thing but perhaps too much like (or exactly like) the Halloween event. Still, would be a nice reoccurring event to have though.

    Not an event, just make it apart of the game

  • @Entità said:
    A kind of market: you pay vials in exchange of goods. I agree with the idea, not with prices: to collect 5 vials you need about 10 trials, in 10 trials you earn at least 75,000 bloodpoints as a survivor and 150,000 bloodpoints as a killer, so what are you doing with 7,000 reward (the ultra rare things' cost)? Pennies!

    I suggest every vial gives you at least 7.500 BP as a survivor and 15.000 BP as a killer.

    I don't want vials to give strait blood points, I wanted to avoid the blood web's randomness
    I think 10 trails for a ultra rare you want for sure is fair, if you had to adjust it with in the idea do you think it should be up or down.

    Maybe, You can trade in 5 vials at once and get 1 UR or 2VR or 3R or 4uncommon or 5 common.

  • The only problem I have with tying them to something other than emblem is that won't fix the problem of gens just getting done to fast. But I'll think about it some and see if I can get something like that to work. A tempting reward that isn't needed but that could require a total over haul of the whole game

  • Very amusing Fcc2014, Truth be told never got to watched Mission Impossible, been meaning too but never got the time.

  • @Iceman said:
    FoxWolfFrostFire said:

    @Bravo0413 said:

    Hatch needs to stay hidden btw.. that breaks the end game... a separate "code paper" needs to be for the hatch after it spawns and a key needs to made available to open the shack after the killer closes the hatch... give the killer the ability to lock the gens as well..

    As for you, I can agree keeping the hatch hidden. But separate papers I disagree with. If a survivor has the foresight to grab those papers before hand that is his edge against the killer during the hatch stand off. If not than it is his fault

    How about have at least a total of three codes and each of them are each assigned to about 2-3 generators. There are a total of 7 generators. And if one code is able to unlock all generators then the game may not be delayed by that much, it may still feel the same as it is now. 

    Anywho I like your idea, i was actually thinking something similar a few days ago. 

    I'm glad some one is at least having a chat about it! Thank you for adding your ideas. I still think any sort of RNG Aspect of it won't fly very well with MOST survivors as any sort of random chance stuff such as random code for X lock no matter how good your chances are isn't very fun in the long term for a game like DBD. I'll think about it in the up coming tweak to see what one can do with it. Maybe when you get a code paper the gen you can unlock is revealed for X seconds.

  • @DeathByBJ224 said:
    learn how to put pressure cry baby

    I am very sure you have some idea of how to play killer, but there is no way a good killer can add enough pressure to all four survivors if they have any or all common sense or skill at the game. If a survivor plays right killer loses do to the ticking clock

  • @Bravo0413 said:
    Hatch needs to stay hidden btw.. that breaks the end game... a separate "code paper" needs to be for the hatch after it spawns and a key needs to made available to open the shack after the killer closes the hatch... give the killer the ability to lock the gens as well..

    As for you, I can agree keeping the hatch hidden. But separate papers I disagree with. If a survivor has the foresight to grab those papers before hand that is his edge against the killer during the hatch stand off. If not than it is his fault

  • @Bravo0413 said:
    I like the lock out idea actually!! The codes should be hidden in places that could be obvious but the survivors would have to find the gen that the code goes too so it would work... but we need to keep in mind of nurse and Billy how would it effect those matches? The survivors deff need something like this and I'm hoping that the devs have something in mind soon

    I had the same idea that every paper goes to it's own Gen, but I think it works better over all in terms of balance if they were just generic. Keep it stream lined of one paper one lock. So long as you have a paper any lock can be popped by that one use.

  • Bro this is all survivor based. Go play some killer and come back.

    I'm a killer main by heart. How about rather than not suggesting stuff that doesn't further the idea you work with me to improve killers?

  • @facundoj said:

    @FoxWolfFrostFire said:

    @facundoj said:
    I think it would change the core of the game too much. It wouldn't feel like the same game. A balance update is a tweak or new mechanic that complements the core mechanic, not changing the game entirely.

    I do truely hate to point this out...But that is the point. Right DBD could use a true over haul in gameplay. Part of the reason it was in the title of the thread.

    Maybe it could be considered for DBD 2, but I don't think it would be good to change the game so much. Nice idea, though :)

    I suppose that is fair, but I don't want to have to wait for DBD 2 for a good balanced game. But this idea will be getting put to rest while I work out some adjustments about it. I've been working on the idea on my own waiting for the community to help work it out. I think I got it some what fair and balanced. Look forward to the mega update i have planned for this idea mixed with the gen rush fix I post about every 2 weeks.

  • @facundoj said:
    I think it would change the core of the game too much. It wouldn't feel like the same game. A balance update is a tweak or new mechanic that complements the core mechanic, not changing the game entirely.

    I do truely hate to point this out...But that is the point. Right DBD could use a true over haul in gameplay. Part of the reason it was in the title of the thread.

  • Soul at Stake gave me the idea, i'll admit that. But to address Bravo0413. You aren't saying anything that helps, how about instead of whining about the current state of the game you work with this idea in a way to make the killer strong so this idea balances out? Or will you just leave that to me and the other people who give a crap and you can just sit in the corner with the rest of them not helping?

    I mean yeah I agree killers right now are FAR to weak to add this idea in, but part of the reason of the thread was you know, to work the idea out. Maybe every time they dodge it triggers blood lust and in turn we can also make it where breaking a pallet will only remove 1 stack of blood lust rather than the whole thing. Look at that off the top of my head I came up with an adjusted idea.

  • I would rather than a 5th perk slot, offering a default power for the both of them. Bake in dead hard for Survivors and pop goes the weasel for killers kind of thing. Maybe not those two for sure but as an idea.

  • I talk about the gen problem once every two weeks, I see some pretty solid ideas here, which I already cover but maybe afew new ones I would like to add in. Just so you know, check this post out. https://forum.deadbydaylight.com/en/discussion/5763/total-rework-of-gens-needed-rebrand#latest

  • @Runiver said:
    I don't think any killer deserves more than 115. 115 is just fine and is calculated to make pallets to be just safe enough if played right.

    Trapper is gonna get buffs in the next PTB, along with Hag. Probably setting time at least, and possibly some trap tweaks. (that's what devs stated on our discord that is)

    Wraith... I'm afraid he won't get any love before a while, sadly, and will possibly not be viable before a good amount of time.

    We'll, wraith would still have to Decloak, I would call that a rather solid safety net for those survivors to use a pallet, plus you know sprint burst and dead hard pretty much still ruins this suggested Wraith buff.

  • @DepravedKiller said:

    @SaltyKiller said:
    Any other kind of other objective other than "do gens and leave (of course, they never just leave but I digress)" would be an improvement.

    Make survivors also repair exposed wires on the walls near the Gens, Boom! problem solved

    I still say that my pass code idea holds more uses, as it can also be used to fix the hatch stand off in a rather fair way.

  • For starters... they could just increase the gen time by 20 seconds. That would help.

    Increase dull totem cleansing by 2 seconds and hex totems by 4 seconds.

    This would help. I don't know why they don't try this. Its a small change that would slow the game down some.

    We don't need a small change we need a overhaul. Just adding seconds to gens won't fix it and totem time is nice but my change would allow killer's to run another perk outside of her ruin and stand a chance at higher ranks
  • Instead of extending gen time, which doesn't fix very much, add more objectives either before, in between or after gens. 
    I mean that is my suggestion yes
  • jiyeonlee said:

    its too complicate. just extend bar 30% will do it

    Too simple doesn't fix enough.
  • @Eross1b said:
    Why 30 seconds for surveillance? Make it infinite!

    There needs to be some limit, I think 30 seconds helps delay the game juuuuust enough to give killers that aren't Billy or Nurse a chance to win.

  • @RagingCalm said:
    I like it. Only things I would change -
    No downside to Surveillance
    Tinkerer is actually going to be completely reworked, I would imagine sometime this year
    The aura reveal for Calm Spirit would be trash still imo. I would think slowing the Killer by a low amount would be ok, because of how many times you are 99% wiggle bar but get hooked.
    I love that idea for Self Care, I never thought of it.
    Prove Thyself rework sounds like you just made a new perk. I would change it to be like leader, just the other way around.

    Why does Surveillance need a downside? Maybe I wasn't clear after the 30 seconds it is just blue instead of red, It won't change while being worked on you just know when your watch over it had ended.
    I mean calm spirit would be better than it would be now. Also thinking of having them like block killer view with bird swarm but eh wasn't sure
    Didn't know about the Tinker rework wonder what they'll do.
    And that is what prove thyself is right now...It is just very bad it needs a total rework. Like gens do but yeah.

    Also thank you for offering some other ideas rather than just say that a few are bad. So many so far on the forum are just like "no it is bad" with out offering a counter choice or point.

  • @Runiver said:

    @FoxWolfFrostFire said:

    @Runiver said:
    Devs are already considering making the healing to reset if you do not fully heal with self-care, so you cannot just cancel it and finish the heal somewhere else if the killer interrupts you, and you have to waste some extra time.

    Tho I think that, considering the current nerfs, devs do not want to stack the odds against the survivors and will spread it over several patches.

    We needs Survivors to have the odds against them. I mean that is mainly the point of the game lol.

    Welp, devs are kinda scared of pitchforks if they simply go all apeshit on survivor's nerfs, even if some of them are possibly deserved for a while now.

    I wouldn't be so ready to nerf survivors if they would just buff killers lol.

  • @Runiver said:
    Devs are already considering making the healing to reset if you do not fully heal with self-care, so you cannot just cancel it and finish the heal somewhere else if the killer interrupts you, and you have to waste some extra time.

    Tho I think that, considering the current nerfs, devs do not want to stack the odds against the survivors and will spread it over several patches.

    We needs Survivors to have the odds against them. I mean that is mainly the point of the game lol.

  • @Master said:

    @ThePloopz said:
    Well what’s stopping a rank 1 killer from farming ultra rares on rank 20 survivors when the rank reset happens because at rank 20, survivors basically give you the 4 man. 

    When a rank 1 killer faces rank 20 survivors it will result in a 4k no matter what addons he uses
    And if he doesnt manage to 4k, then there is sth wrong :wink:

    There is something wrong. The idea that those survivors could also be rank one. Just on rank twenty accounts/Reset/etc. You're acting like it doesn't feel aweful as killer even if you get a 4k. I am just trying to suggest something to maybe make the killers not feel like total ######### and stressed out.

  • I see A LOT of none advice. Like no one outside a few are offering up an alternative. So I guess I will counter offer my own idea. What about 25% chance to keep your add on per kill? Maybe 20% since you know can't let the killer feel like they won too often otherwise it wouldn't be DBD
  • ThePloopz said:

    @ThePloopz said:
    Well what’s stopping a rank 1 killer from farming ultra rares on rank 20 survivors when the rank reset happens because at rank 20, survivors basically give you the 4 man. 

    Wait...aren't the Survivor's also reset to rank twenty? I mean seems like they balance it out fine by default.

    See but here’s thing if I’m a killer player I’m just gonna stay well below my rank to make sure I get 4k a majority of games so I never need to spend BP on add ons anymore. When I feel I have enough I’ll just rank up to where I belong. Also survivors can’t get any item with any attachments. I’ve never heard of anyone getting like a toolbox with a bnp in it or an insta heal med kit even if it’s possible it’s still extremely  rare and the survivor has to actually survive to keep it or hope the killer doesn’t have franklin’s. I have heard of people getting purple flashlights and purple toolboxes from chests but still they have to survive and not get franklin’s demised. And 4ks happen significantly more frequently than getting either of those out of a chest.
    I said any item with almost any add-on. No pinks that is the only limit and rather than just shooting the idea down which is super easy. Why not suggest how it should work. Also running the perks I get way more purples than 4ks
  • @ThePloopz said:
    Well what’s stopping a rank 1 killer from farming ultra rares on rank 20 survivors when the rank reset happens because at rank 20, survivors basically give you the 4 man. 

    Wait...aren't the Survivor's also reset to rank twenty? I mean seems like they balance it out fine by default.

  • Guys consider what a disadvantage the killer is already having. Pretty long-lasting chases, decisive strike, flashlights, pallets, survivor blocks and looping... How much time do you personally need to hook each survivor (chase him,put him in dying state, etc)?  This time is also extended when it comes to skilled survivors. The results are: 1 or 2 gens repaired during this procedure, killer getting stressed and losing his temper. If no huge plays are made by the killer during the match (team knockout for instance) the match has already come to an end. Taking all this into consideration, number of gens required should be increased or at least finding parts to fix them.
    Kinda like my idea with the code paper but rather giving killers MORE control over the gens you just say add one more gen need. Like three gen strays weren't bad enough for both sides.
  • ThePeeje said:
    My idea for gen rework is simple. 4 survivors = 6 gens need to be fixed. Every time someone dies = -1 gen required. So 3 left mean only 5 needed. 2 left only 4. 1 left only 3.

    This means if the killer doesnt camp and tunnel, they have 6 gens of time. So itll be best to weaken them all and slug. Tunneling wont pay so well. 

    It wouldnt be perfect. But could be more balanced and more fun. 
    You leave A LOT of gaps in this idea. I.E. what if there is one gen left and you get a kill. Is that a free finished gen?

  • Say one gas tank per gen? Plus one part? That would be fair. Or maybe mix it up. Random gens can require random parts. Therefore, BNP would still be viable for Survivors but they can't just run to the first gen they see and instantly complete it.

    Gas + Part isn't a bad idea. My bias for my own idea leads me to say I think mine is better over all. But I can very much see yours working. But we can't RNG it. It would lead to way to much stress on players
  • Add four sections to the Generator repair bar, if not being fix the gen will naturally degrade itself at a rate of 1% a second to the last milestone that it was fixed too. A damage generator will degrade at a rate of 2%+2x(X)(Where x is the number of remaining Survivors. 4->8%, 3->6%, 2->4, 1->2), and will degrade past any milestone marker

    Putting a lock on gens and add a Code Paper symbol to the base survivor hud. A Survivor can only have 1 Code Paper at a time. These Code Paper can be found in any map at the basement and at each exit gate with a respawn timer of 30 seconds, also 33%(effected by luck)chance to also find a pass code in any chest. It takes a use action to pick up a Code paper or automatically picked up from a searched chest and takes 5 seconds to unlock a gen, which makes sound similar to searching in a chest. If stopped or interupided the progress of unlock a Gen will stay where it was left.
    +Adding Functionality to Keys allowing any key at the cost of 10% of it’s durability to unlock any gen with or without a code paper
    *Unlocking a gen is worth 1/7th of finishing a gen for Blood Points and Light Bringer points

    It is true this is very oppressive change to Survivors but it is needed to slow them down and make the games much more tense. I have made this suggestion to balance from the top down. From rank 1 to rank 20. I feel it is a bad idea to balance it in the middle or at the low end.

    If you like this idea, Up vote and comment show the devs you want this change.

  • @SaltyKiller said:
    Just give Survivors parts like Gas and ######### to collect in order to work the Gens. Done.

    How much gas needs to be gathered to finish a gen, where does it spawn what is the spawn rate can the killer do anything to the gas?

    Also I did give them something like parts to gather. The pass code.

  • Might just be new and miss understanding but my posts aren't going through as I want I have thread about gen rework total gen rework needed redux. I think my ideas there could fix a lot of problems.
  • I would like to see a passive buff to cloak. Every ten seconds in cloak he gains "shadow walk" stack up to 3 stacks each stack is a 3% increase to move speed/decloak speed either or both. A stack will fall off everv3 seconds not in stealth or all stacks lost on hitting someone
  • no mither doesn't need a fix. Just make it more like distressing but over all. Each blood point gain increases by50/75/100%
  • Runiver said:

    @FoxWolfFrostFire said:
    Runiver said:

    Enduring would be broken with that buff.

    Beast of prey buff could be decent, but bloodlust isn't a great mecanic already. Promiting it doesn't sound all that great.

    Fire up could use a buff indeed.

    Monstrous Shrine : Meh, would favor camping quite a lot.

    Unnerving Presence : Wouldn't be too bad of a change actually.

    Pallets are o.o right now against the killer it is a fair change
    Bloodlust is the ONLY way the counter sprint burst so what else do you suggest. Like why is it bad?
    And I feel shrine would reduce camping

    Pallets are strong, for sure. But ENduring destroying pallets at all time would simply be broken and make them nearly useless.
    I don't see how Bloodlust and SPrint burst are related. Bloodlust charges up over the time. Sprint burst gives a huge headstart.
    Sprint burst is, indeed, very strong, but Bloodlust isn't its answer.
    The purpose of bloodlust is to force people to use STRONG PALLETS if they do not want to get hit in a chase.
    And I don't see how reducing the hooking duration would reduce camping. It will do the opposite, since the person will die faster on the hook, you wouldn't want to leave and take the risk for the person to get unhooked.

    I said only pallets that stun the killer would break if it makes it any better we can move this to brutal strength but this IS a soild fix to looping so long as one gets it

    And they are related because bloodlust is the only real means of ending a chase at any real useable time after sprint burst

    And just speaking from my end if I got them on a special hook know 4% attempts ate more punished and the likely hood of phase 2 before save would let me feel more relaxed about leaving
  • Runiver said:

    Enduring would be broken with that buff.
    Beast of prey buff could be decent, but bloodlust isn't a great mecanic already. Promiting it doesn't sound all that great.
    Fire up could use a buff indeed.
    Monstrous Shrine : Meh, would favor camping quite a lot.
    Unnerving Presence : Wouldn't be too bad of a change actually.

    Pallets are o.o right now against the killer it is a fair change
    Bloodlust is the ONLY way the counter sprint burst so what else do you suggest. Like why is it bad?
    And I feel shrine would reduce camping
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