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Fropps

Fropps

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Fropps
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  • Hey, you might want to post this in the wishlist and suggestions subforum, this is the bug reports section.

  • @venom12784 said:

    https://forum.deadbydaylight.com/en/discussion/comment/628644#Comment_628644

    What I mean is a folk lore monster like the Jersey devil or windigo something that is in folk lore for a certain county. Like the Nesnas is.

    I'm pretty sure stories of killer hillbillies count as American folklore...

  • When you eventually stop hosting servers, will you release the server code so people can host their own servers and keep the game going?

  • I don't see how this is supposed to stop survivors bming at the exit gates. The second gate almost always gets open very quickly. As far as I can see, the main effect this will have is undercutting the suspense when the killer is running towards the exit gate and you're about to finish opening it in a close game where the other gate hasn't been opened yet.

  • What about a perk that lets you hear a heartbeat that gets louder as the killer gets closer?

  • @redsopine01 Hold on I'm trying to understand but this is a single run-on sentence. You ever heard of a full stop?

  • @Milo Holy ######### someone read my post.

  • This is cool, but swf exists. The post game screen already gives away out perks and add-ons, we don't also need to give those groups info about where the hexes were and the hatch was.
    It would be great if this could be implimented so that only solo players could see this, but I am very skeptical that that is even possible right now.

  • She's meant to be weak at tracking. The hum allows her to be balanced. She already stops humming while she's in a chase btw.

  • I promise this is at least a semi-interesting exploration of your perk idea.

    If each injured survivor reduces the terror radius by 4 meters with a max of a 16 meter terror radius... I think this is a bit too strong. If you're dealing with killers that initially have a large terror radius, if 4 people are injured survivors will only have 3.4 seconds before a killer reaches a stationary survivor. If the killer only has a 24 meter terror radius, survivors will only have 1.7-1.8 seconds to react to a killer. This would also completely remove tier 2 Myer's terror radius. not to mention that a build looking to abuse this will likely run monitor and abuse.

    However, we have to keep in mind that if all survivors are injured, the effect of the perk should be strong. The problem is that if we insist on the numbers on the perk increasing linearly as more survivors are injured, the perk is very much underwhelming when only 1 survivor is injured (Which is very common) and seemingly impossible to deal with when all survivors are injured. (Partially because the terror radius covers an exponentially smaller area as it gets smaller). One way of ""fixing"" this would be to tweak the perk's one number, so that each injured survivor reduces the killer's terror radius by 3 meters and while this reduces the maximum reduction to an arguably more fair 12 meters, it makes the perk strictly worse than monitor and abuse if less than 3 survivors are injured. Instead, maybe the perk should read: for every survivor that is injured, reduce your terror radius by 5/9/11/12 meters, in addition, your red stain disappears when all living survivors are injured. If we consider this in a vacuum, where a hypothetical killer can only run one perk, this revised version seems to be fair when compared to monitor and abuse. It is worse when you don't have any pressure (which is honestly when you need monitor's effect the most), but if you have two survivors injured, it is ever so slightly better than monitor.

    On of the most important things to recognise when designing perks related to the injured state is that because there is only one killer and they can only apply a limited amount of pressure if the survivors don't play into them on purpose, the rate that survivors get out of the injured state increases linearly as more survivors get injured. Suppose you are always chasing one injured survivor and so they cannot heal. If two survivors are injured, one of them is healing. Likewise, if all 4 survivors are injured, survivors will be healing up 3 times as fast. This makes it so effects like needing all 4 survivors to be injured for an effect to happen incredibly rare and situational. In addition, if a survivor is dead, they're not injured, so not only do you have to be outputting a phenomenal amount of pressure to attain the disappearance of the red stain, but this effect will never happen if you have killed someone earlier in the match. I initially thought that tying this effect to a lower injured count was better, but tying it to a perfect injury count seems to more consistently reward player skill.

    However, that previous screed doesn't take into account that perks don't exist in a vacuum. Anyone looking to abuse a mechanic like the terror radius isn't just going to put in perks that are 'optimal" or "meta". As I mentioned before, someone running monitor and abuse is very likely to run something similar to this. Since terror radius reducing mechanics get exponentially better as you stack their effects, I guess the real question isn't "What stats would make this perk balanced against existing perks" but "What stats will work on this that make it worth running if you plan to combo this with perks like monitor, and characters like Myers or hag". I'd wager in this case you could reduce the stats considerably and this would still be playable. Even if the perk read "for each injured or dying survivor, reduce your terror radius by 4/6/8 meters. Additionally, your red stain disappears when all living survivors are injured". I think this would still be played. If you combine this with monitor (and sloppy butcher), having an average of a 13 meter reduction in your terror radius with a win-more-effect is still really powerful.

    Finally, we have to consider the effect that increased terror radius reduction would have on the meta. If this becomes prevalent, we will see stealth play become significantly more difficult (though not necessarily in an unhealthy way since it is counter-able if one is perceptive), perks such as spine chill and premonition will become significantly more useful and perks like self-care will become more valuable.

    Thank you for listening to my ted talk.
    Design team pls.

  • I don't mind grim pantry as killer because there are always multiple ways to corral survivors so they end up with three gens that are really close together. The pantry itself has gotten a lot more manageable since they changed the windows but the ultra-safe pallets in the labyrinth still really bug me.

  • Definitely. Not being able to hear footsteps and grass is horrible. Same with the fog changes. You can't even see someone if they're far enough away now, it's ridiculous.

  • People are just new at the spirit and not confident at using her or her power. Because of this, they're camping and playing much more safely even if this isn't exactly optimal.

  • How exactly is wraith worse? The speed curve got barely changed.

  • This has to be hotfixed. You just can't have a killer whose attack just goes through the survivor half the time. Huntress was my favorite thing in this game and they just nerfed her into the ground for no particular reason.

  • Yeah, the game feels fresh again, I've had more fun playing today than I've had in months. The exhaustion changes and the perk buffs are really nice.

  • There are actually people in this thread telling people to "toughen up" and saying "why would you care what a stranger on the internet thinks".
    This is harassment. Stop attacking people who are being harassed. Comments like these have appreciable effects on people's mental health.

  • @EpicFailTryHard said:
    one must camp/tunnel to rank up. just the way it is. one of a few reasons why i never will.

    I don't know how you're supposed to rank up while camping. Tunneling is just basic strategy. If you camp, you sacrifice basically all your map pressure.

  • It as a pretty minor update, they're just using it as an excuse to complain.

    It's probably just symbolic.

  • From a killer's perspective, I don't think this perk should exist. High ranked survivors will already try to break chases for injured survivors if they're healthy. Often, you can get a free hit in on the entire team and only down one person because they're efficient about it. To put it another way, chasing survivors is not time efficient, while hitting survivors that are essentially asking to be hit is very time efficient.

    Letting this perk exist means that I actually shouldn't hit these survivors, because rather than just wasting 10 seconds of their time or so healing, I'm doing that and permanently increasing their efficiency. If I hit these survivors, I completely mess up my time economy. This means that as a killer, it's actually better for me not to hit survivors. There should never be a reason not to hit survivors for a killer. (unless they're not hitting someone now so they can hit more later.)

    When a perk is as good as this one is, everyone runs it. Conversely, even if they don't run it, I have to treat it as if they are running it because I don't know. Since everyone is running this perk, I have to finish every chase and down every person I injure, with the threat of otherwise ruining my time economy. This would drastically reduce my efficiency, especially against good teams.

    The practical implication of these two results is that bodyblocking is insanely threatening now and good regardless of whether the survivors get hit or the carried person gets hooked. If a healthy Dwight is bodyblocking me in a chase with an injured Feng and I have to hit him to get to her, he gets stacks. Obviously this guy is running this new perk, so I should down him. However, if she's running it too and I end up chasing him she gets a free stack without going down.

    I don't think you should introduce these negative incentives onto the killer's core mechanic. On an emotional level, this is like decisive strike except you feel anxious every time you lose someone you've injured rather than just on the obsession pickup. Smart decisions like losing someone to injure an easy target or going to check on a gen in the middle of a chase are now punished.

    I think it's safe to say I don't like this perk.

  • Just mentioning that the devs read the forum, but are never going to actually comment on an idea because then they'll have to answer to people when it doesn't get implemented (which is the fate of the vast majority of good ideas here). You don't need to bump your threads.

  • I like the backstory and flavour text, but I'm honestly in shock at how bad the killer power is. Not to say that it's not thematic or evocative or even that it couldn't be fixed... somehow, just that it has a particularly low power level.

    Not only does his power only reveal the aura of a survivor for three seconds, but the survivor is always going to be at least 32 meters away and the power is based on them failing skill checks, something that never happens. Furthermore, he can't do anything else while calling, a huge blow to the efficiency of the killer. Just to top it off, if the call doesn't go through because they succeeded all the skill checks, he has to wait 15 seconds to use his power again? You don't have to give the weakest killer power in the game a cooldown.

    But let's go into more detail about how weak this power even if you reveal their aura. After you use your power, you still have to walk over to them. In the best possible scenario, they are exactly 32 meters away, they don't move at all and you can move in a straight line right to where they are. It'll take you a minimum of 7 seconds just to reach them. This is plenty of time for any survivor to run or hide. Not only this, but since the survivor knows you can see them for three seconds, there's nothing stopping them walking in one direction only to run in the other. After you run for 7 seconds to get to where they were, they could be 28 meters in any direction. They're so far away at this point that you won't even be able to see their scratch marks. This is made even worse because most survivors have a general idea of where the killer is. To completely counter this killer's power, all they have to do is run away from where they last saw them. Suddenly, using this power to find a survivor results in a minimum 3 minute long chase. This chase would obviously be a lot longer is they pallet loop you and go from pallet to pallet like any decent survivor does, especially as this power does absolutely nothing to help in chases.

    Even if the power was completely unconditional, if you could reveal someone who was right next to you with no cooldown and without the randomness of skillchecks, it would still be garbage in a game where a low tier killer power is a chainsaw they can instantly down people. Besides, the doctor's power is literally a straight upgrade to this in just about every way.

    I hope this feedback helps. ;)

  • +1000. More atmosphere would be amazing and a richer soundscape imo is exactly what the game needs.

  • territorial imperative is so fun to use. You get a surprising amount of people with it.

  • Just pointing out that this could easily be integrated into the current system without such drastic changes:
    Make all totems make gens take 10% longer, forcing survivors to waste time and do some totems. I think I like this more because the penalty for not having totem locations memorized in your suggestion is pretty steep. (I know numbers are arbitrary but a total penalty of 50% is an order of magnitude away from a total penalty of 250%) Escaping is already hard for new survivors. Given that they don't know where totems spawn, it's safe to assume that they won't find 1 or 2 of them. This means that gens will always take twice as long as they normally do.

    Another potential problem is that totems are conceptually meant to be hidden, optional objectives that the survivors should probably ignore. If we make the gen penalty for not doing them large enough, they cease to be that. This makes totems a primary objective, something I don't really like.

    I think adding a second objective is a good idea, but I'm not sure it should be related to totems. The devs can literally add any new mechanic they want, so I don't think we have to solve the problem of games being fast within the current framework.

  • Damn, I legitimately want the simple sadist skin. It looks really cool.

  • It takes a petty person to disconnect. ...but it takes an extremely petty person to disconnect and then spectate for 10 minutes as I kill the rest of the survivors to flame me in the post game chat :/

  • I doubt it's really that easy to fix. After all, they've been talking about this for at least 6 months. Regardless, they've spoken about being interested before. I really hope they fix this.

  • The problem with increasing BP is that most people really don't want a survivor with no mither on their team. Most of the time they just die quickly and leave you at a huge disadvantage. If we want this perk to be prevalent we have to let it be potentially as powerful as any other perk in spite of the downside. Otherwise it'll be impossible to balance.

  • Buffing stealth parks so people use them over second chance perks? No way! /s

    Honestly sounds great. +1.

  • I love this idea. Mindgames and fakeouts are both things the game needs more of. Upvoted.

  • Jack11803, did you delete your original post? I got two notifications.

  • @AmandaIceHeart said:
    I think the killer are too... OP, so please, do a global nerf for all of killer and survivor, please... The community is toxic with this OP perk and camping...

    Git gud.

  • Thank you so much for the response!
    1) Regarding self-care, I definitely wasn't taking into account the emblem system and I think that's a very good point. However, I think if we're going to take into account incentive systems, we should also take into account that healing yourself gives you bloodpoints, while letting others heal you doesn't. People play in different ways for different reasons. Some are completely indifferent to rank, and I think we have to take that into account in this case.
    2) Alert in this state might be a little too powerful, I'll admit (and reducing the time you can see them for is probably a good solution to that). However, I definitely rather have survivors I'm playing against run an informational perk with counterplay than another sprint burst or borrowed time. The only problem I see with it is it potentially being a counter to the pig using her power to break some loops. However, this could still be circumvented by striking again within the 30 second cooldown.
    3) In theory, I like removing the notification, but the killer will probably be able to find out where you were pretty quickly due to knowing where the remaining gens were and which one they can no longer see. On second thought, sometimes you do actually just lose track of exactly where the remaining gens are when the survivors haven't done many. I like this.
    4) Yeah. I don't know a single person who likes the perk this way. At this point I'm just assuming that there's some technical reason they haven't done this yet to be honest.
    5) I really hadn't thought of the prevalence of iron will when writing about sloppy butcher, though it's obviously not as powerful as other tracking perks otherwise. I don't think such a minor change is going to push sloppy butcher over the edge.
    6) Maybe this is true, though I'd also say that this is where much of it's power comes from -taking down overconfident survivors who don't realise you have NOED-. It's still probably a little unhealthy for the game, but I think there's probably a better solution.
    7) I was just throwing out ideas and seeing what stuck. From the standpoint of a survivor, I can see why making them a detriment to the team is doesn't feel good. I think you're right about the bloodpoint and token -based solutions being a bit better.

  • Exactly. It's just the optimal way to play. Killing survivors is the killer's objective, after all.

  • This needs to happen. I think the SWF perks are great ideas, but more than that needs to be done to fix the balance.

  • Made a thread with my ideas here before I found this. Hope it's interesting.

  • I clicked on the thread to disagree, but I think you're right. His character doesn't really revolve around eating meat, but butchering people. He even has those meat hooks and a freezer! He's a goddamn professional.

  • I had to vote huntress, but I LOVE THE HAG TOO WHY DOES SHE HAVE NO VOTES.

  • Survivors are strong enough already. MEG DOESN'T NEED MORE BUFFS. ... OR BUTTS

  • Yeah, this seems like a good idea. I obviously don't know exactly how they structure their netcode, but this seems like it would be possible. You can already invite people to your SwF after all.

  • I think implementing the AI could be really nice for testing stuff. My friends don't play the game right now and I can't test stuff in Kyf without roping someone else in so I can load in.