FrootLoops
FrootLoops
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@[Deleted User] said:
Depends, if it's a licensed killer or not as that kinda dictates a lot of it.
"The Strange"
I am really thinking it might be something kinda Jekyll and Hyde based, but their own take on that concept instead of a licensed one.
What I hope for though is that it is some kind of monster, that's all I want. Another actual monster like demo.
ooh, I love the idea of this. Dr. Jekyl as a survivor and Mr. Hyde as a killer!
my guess... The Sloth, with Chunk as the survivor (Goonies FTW)
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personally I just really like trying out different perks to see how well they synergize. one that I'm really interested in right now is running OoO with spine chill. that way I know I can look around and locate the killer without giving away my location without a significant head start on buggering off 😋
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I think this is a terrible idea. So now a slugging killer has more incentive to do so, but also there is a huge detriment to other survivors for picking up their teammate? Sounds all kinds of abusable.
I think Scott's version is far preferable, since it's end condition is "ok you found them, now go play". From there it is on the skill of killer v. survivor to keep the game moving one direction or another.
The only condition I think is not really accounted for is AFK killer or the like. Survivors need a way to end the warmup as well, which I suggest would be get the first gen done. A gen popping tells the killer exactly where 1 or more survivors are, and if you didnt get there in the newly expanded time or down the first survivor then likely this game should be ended ASAP
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I'm pretty torn on this subject as a survivor main. I tend to stay around mid rank (10 - 7) because I'm a casual gamer and I never play SWF. as such I escape maybe 3 or 4 out of 10 matches. I'm fine with that. If gen times were to be increased then I think that would drop to 1 or 2 instead and make it extremely frustrating to work on gens at all.
I understand killers are frustrated with games lasting 5 minutes and makes it unfun for them which, fair point. I like ScottJunds idea a lot and feel like that would be perfect for a survivor like myself as well since it adds to the suspense without affecting overall gameplay. My only objection (which I stated in that thread) is that there should be a way for survivors to end the warm up state as well, specifically by completing one gen. When one gen is done then the killer knows exactly where that survivor is in that instant and can head straight for them, so no more warm up needed.
What I think needs to be kept in mind here as well is that while a 5 minute game can be frustrating as killer, I've literally had 30 second games as survivor because I'm first downed and face camped. killers can push survivors out of a game that quickly, so when I read these complaints about games that last 10 times longer than that, it makes it hard to sympathize.
As for SWF, I think there should be tiered buffs to killer for 2/3/4 friends.it could be gen times, it could be info, it could be movement speed. whatever it is I think killers should get a buff to compensate for the buff being in a group brings
sorry for the ramble 😁
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1073513#Comment_1073513
That would just be a straight up buff to the perk. It is already one of the best perks in the game. It needs to be toned down, not up.
This change however isn't one affecting its power either way though, it is simply a quality of life change to give survivors more control over themselves being farmed by teammates.
For how strong the perk is it should deactivate after a hit has been blocked as then its accomplished its purpose. If this was added we could also add your stipulation of it working in either direction.
A 30 second cooldown is meaningless. It would have to be at least several minutes long if that was going to do anything significant.
Thanks for the feedback. My thought was primarily that there are so few meta perks that are strictly based on altruism and so many that are about saving your own ass that I thought it should still have that selfless effect, but agree that it would be nice if it applied to yourself getting unhooked by a greedy teammate. The 30 second cool down being to prevent your own BT saving you if the guy you just unhooked decides to linger through their DW to get you off hook.
Honestly i imagine perk effects are probably the hardest things in the game to balance, so kudos to the devs for thinking through all of these corners
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What about a rework like kindred
If you are unhooking a survivor they have 15 second protection
If you are being unhooked you have 15 seconds protection.
Then give it a 30 second cool down so that the person you hook bombed cant just turn around and hook bomb you too
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Would you consider a hybrid approach that uses dedicated server as judge and trial member systems as jury? As in each member has 50ms to vote on a result before DS rules on action success. DS still makes it's own call but can be overruled by the members
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@FrootLoops said:
I think this is a great idea and will contribute on both sides. I dont know how many times I've been first found and wished there was some material benefit to my team for it.
My only call out would be basement bubba, afk killer, etc where there is never a chase initiated or a hit taken. How about when the first gen pops this state ends? That way both killer and survivor have a way to restore normal mechanics. Since the gen would be at 50% speed then even with all 4 survivors on a gen (which isn't common) killer gets around 30 extra seconds to find someone.
A 2 minute timer would just encourage stealth for the first 2 minutes of every game before anyone even bothers a gen. As killer you can't check every inch of a map, which is why the common strat is patrolling gens, so all survivors have to do is stealth in and out of lockers away from any gen.
Dont get me wrong, stealth is great and adds a lot of excitement to the game, but it should be productive, not just waiting out a timer
Basically progress milestone on either side ends the warmup. Nothing else
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I think this is a great idea and will contribute on both sides. I dont know how many times I've been first found and wished there was some material benefit to my team for it.
My only call out would be basement bubba, afk killer, etc where there is never a chase initiated or a hit taken. How about when the first gen pops this state ends? That way both killer and survivor have a way to restore normal mechanics. Since the gen would be at 50% speed then even with all 4 survivors on a gen (which isn't common) killer gets around 30 extra seconds to find someone.
A 2 minute timer would just encourage stealth for the first 2 minutes of every game before anyone even bothers a gen. As killer you can't check every inch of a map, which is why the common strat is patrolling gens, so all survivors have to do is stealth in and out of lockers away from any gen.
Dont get me wrong, stealth is great and adds a lot of excitement to the game, but it should be productive, not just waiting out a timer
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I think of it as the prisoners dilemma
You begin with good sportsmanship. If your opponent also chooses good sportsmanship then you have a good match and everyone has fun. If your opponent chooses poor sportsmanship then you choose poor sportsmanship and nobody has fun but everyone feels vindicated
And if your a survivor and your teammate is toxic then you sell them out to the killer and reevaluate after they are entity chow
It's not really a question of caring about the other side as much as it is about having fun. In this game no amount of BP or emblems make it worthwhile to put up with the end game salt
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First time running OoO I just sat working on my gen staring at the killer aura thinking kindred was active. Wasnt until I realised he was making straight for me that I realised no one was hooked (that would change soon after)
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1064987#Comment_1064987
oof sorry about that i can't control dumb teammates lol.
Nah you are good. That meg should be apologizing. Not you. Surprised to see this thread though, am I right that it was me? Black jacket with red trim on claudette and a p2 or p3 meg
You just took advantage of the opposing teams mistake. If you weren't meant to do that then devs would make killers do gens too
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@FrootLoops said:
Dude I'm pretty sure I was that claudette, or else we had an eerily similar game. Meg unhooked me in clowns face, I got downed again and she hook teched me off again.
My answer is I didnt see that as camping or tunneling. My team was trash and you went for the obvious target. Sure I would have preferred to stay in a little longer but, hell, I'm playing a game and you're playing a game. We both want the high score and you had an easier path to it than I did. So gg.
Forgot to mention, I also was running kindred because solo queue, so she knew you were nearby
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Dude I'm pretty sure I was that claudette, or else we had an eerily similar game. Meg unhooked me in clowns face, I got downed again and she hook teched me off again.
My answer is I didnt see that as camping or tunneling. My team was trash and you went for the obvious target. Sure I would have preferred to stay in a little longer but, hell, I'm playing a game and you're playing a game. We both want the high score and you had an easier path to it than I did. So gg.
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Well put OP. This is the kind of methodical thinking that should be applied in all things, not just discussing this game.
I think it worth mentioning too that what is read on here has no real emotional context, since there is no body language or vocal tones, so don't assume a deeper meaning to the words written without asking probative questions. Example being a post where someone asked how to counter whispers and some members assumed they were asking for a nerf
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Survivor main here and I would argue that camping is a legit playstyle. Most new killers will camp and stab on hook because they dont know any better, and most experienced killers will only camp when memeing, or when salty, or when basement bubba (which is hilarious IMO).
As it is today camping is plenty punishable by the other survivors simply by focusing on gens. Given 180 seconds to die on hook a 3 man team can easily knock out 3 to 4 gens. Maybe a perk like kindred, but showing gen auras when killer is near hook would help get that point across to a team
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Survivors dont get awarded a safe unhook until 30 seconds pass without downing the unhooked. I think 30 seconds is a fair amount of time to reduce bp for killer downing that survivor as well, since there really isn't any challenge in downing a guy off hook.
Rehooking should still reward the same though, since DS and BT are a thing so the killer is taking a risk going after someone immediately off hook
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I cleanse every totem I find. Especially haunted grounds
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Had a guy with self care, urban, kindred, and I dont recall what else trying on 2 different lockers next to hatch while the other teammate left ran the killer for 3 minutes. 1 gen left and there was one at 50% 10 meters away from where the guy hid. End game chat was fun
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Interesting point on perk slot restriction. I'd like to see how that plays out, but I'm thinking everyone (killer and survivor) would throw a fit on that one. I imagine it would be based on perk rarity, so a serious rework on that would be necessary to make it worth while. Definitely an idea to try out in a dev environment and test for viability.
Killers being underpowered I think comes down to map size and gen times, but as you mentioned those really become problematic for killer as survivor ranks increase. Lower ranks just haven't learned enough to really abuse these things or get jaded enough to just run to a gen and start pounding out great skill checks even when spine chill lights or terror radius is present
You mention teamwork as a mechanic, which raises another point. SWF should apply buffs to killer based on the number on the team. 2+ team should show an icon on the portrait to inform the killer of the situation, 3+ killer should get permanent bloodlust, 4 man killer should get aura reading when gens pop just like dark sense. A lot of people talk about buffing solo to even up with SWF, but with SWF being so survivor sided I think it better to buff killer when teams are in play
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I like this. I would also suggested giving back 50% of blood points for remaining items, add ons, and offerings when you prestige to help you get back to a playable build faster.
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Totally agree that map sizes are an issue. I did some back of the napkin maths (with guessing a 50/50 ratio of 16 and 32 meter tiles) and concluded it can take a 4.6mps killer 74 seconds to cross the largest map. But if you are a rank 20 survivor in a sack full of fellow potatoes then there is every chance that once the killer crosses that distance you are getting hooked and may die on first hook. So, while the map size is a problem once you can play the game, for low ranks it makes for a nice training ground to learn skill checks and what to watch out for.
I dont claim to have this fully fleshed out, but it seems to me that rank should determine a lot more in base game
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Rule # 42
On entering a match survivors will move immediately to the basement and arrange themselves one under each hook until the killer arrives to complete the 6ft under archive
Note: a future patch will allow survivors to jump onto the hook. Once this patch hits survivors will be expected to hook themselves.
Failure to comply will result in gen times being increased from 80 seconds to 80 minutes
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If the ruin changes are not final yet, can you add a consequence to survivors cleansing similar to haunted ground? I'm thinking gens explode and instant regress 15/20/25 %
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At rank 7 I have not seen them too often. Maybe 1 in 5 or 1 in 10 matches
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Either remove the hex or, failing that, all gens explode and immediately regress 25% of their progress when the totem is cleansed. I think that would fit into the lore (ruin is already affecting all gens, so losing that hold should damage them)
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I would work on a balancing system that adjusts RNG factors based on rank (map generation, luck based actions, hit boxes, etc...)
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When the offering
Doesnt flip
It just wiggles
A little bit
That's a mori!
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I think this perk is acceptable when you use it correctly it is a bonus reward for altruistic play. If a killer is camping then this perk incentivizes you to take a big risk and rewards accordingly. Same with taking protection hits.
The scummy part is when you deliberately farm with it and dont really care if your teammate makes it to safety
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If its Greek mythology it is more likely Circe the sorceress from the odyssey. She turned the men to pigs and was beautiful but deadly. I need to do more research to guess her powers
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Totally agree, SWF is making it very difficult for deva to balance. The other thing that hasn't been pointed out in that video is that this will make it so that the tank 20 - 17 population is going to be very very thin, so new players (aka the people that aren't yet hooked on the game) are going to have the longest wait times. Seems like a bad strategy
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I dont think it is as long as it is a 2 way street. Survivors should tap a gen and let you kick it, throw pallets, lead you on a chase, and accept that once the gate is open you are going to hook them anyway :)
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Make the map rng account for the average rank of survivors and rank of killer. Low rank killer? Gens are slightly closer, 2 fewer pallets. Low rank survivors? Dark mist slightly thicker, 1 additional chest, more jungle gyms. That could go a long way toward balancing without constantly nerfing/buffing killers and perks
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glhf (good luck have fun)
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Playing against a killer who is clearly new (at least on that killer) and seeing them get into a groove and learn on the fly. I love the roller coaster ride that starts with the easy ride to a high then have the floor suddenly fall out from under you.
Also playing against a killer who dominates for 2 kills then farms with the last 2. Never knowing if or when they will turn on you (usually not but there is the unfortunate but inevitable betrayal for some)
I'm pretty lousy as killer and survivors know it. And being able to down someone that just stood there teabagging in an overconfident way is soooooo satisfying!
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That has happened to me often enough that now I wont let go of the gen until either I complete a skill check or the killer is approaching and clearly knows I'm there
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Yeah, unhooked without survivor aid. When hit with injuring vomit. No other survivor helping and I wasn't trying to jump off
@OnryosTapeRentals said:
Can you please elaborate on what you mean by "knocked off"?
Did you get unhooked when she hit you without the assistance of another survivor or yourself?
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don't know if anyone else has said this, but for PC players why not just post your own rank and level in the lobby chat? R1 L50 P3 or whatever. I'd like the visible rank and level to come back too, but there is no reason on PC we can't just share the information