HeroLives
HeroLives
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Don’t fall for it survivors , you’re going to get camped whether you tbag or not. But fr sometimes In game my character gets stuck and I have to repeatedly push the trigger to squat repeatedly to get my character to actually run. Bc trying to just run keeps them squated , so it looks like I’m tbagging but I’m just trying to get my character to move their ass
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I think both sides cry about things equally that truly aren’t broken or imbalanced just a pain in the ass.ToxicFengM1n said:@HeroLives said:
ToxicFengM1n said:@HeroLives said:
hatch works more against survivors than for survivors unless your swf Bc at the end of the day your “team” truly tried their best.
noed is not op, you just missed a totem. The game is in fact mostly balanced Bc of swf. Bc solo is certainly not balanced by any means. Camping is a legit strategy it just makes the game incredibly BORING for all survivors. Survivors cause most of their own “woes”
As a killer you spent too much time tunneling and and camping instead of applying map pressure 7/10 this is your own fault that’s why you lost, not Bc they were swf. Also Bc you took the bait and chased the 1/2 good runners on the team the entire match instead of applying gen pressure.
Killers arent op and neither are survivors.
This game is fun that’s why you keep playing it despite your “perspectives of imbalance”
you literally described this entire game to salty survivor mains
Salty killer mains as well😉 nobody is safe.
mostly survivors but yeah, you just forgot killers play there own way, not by your book of salt
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I mean no homo ,but homo.ToxicFengM1n said:@HeroLives said:
ToxicFengM1n said:@HeroLives said:
ToxicFengM1n said:
@HeroLives said: Next killer “ dark nea” a future nea that got tired of torture and finally surrendered to the entity. that one I dont mind, I played kingdom hearts before and there is a situation like this in there
There’s already lore that some killers end up killing for the entity due to torture , it’s completely plausible.
some kill because killing is what they do (LF, Shape, Pig, Freddy) and other are tortured into it (almost every remaining killer
We agree again. I like you. You’re smart.
YoU fOrGoT tO sAy No HoMo
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Lolol I was thinking a new survivor that had 3 new perks (as usual) where you could change the “skin/outfit” between the survivor version of the original killers. Aka one new survivor with multiple skin options.ToxicFengM1n said:runs trapper meg runs legion but this would be odd tho
vice verse for killer.
One new killer with a base power (as usual) with multiple killer version skins of the original survivors.
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We agree again. I like you. You’re smart.ToxicFengM1n said:@HeroLives said:
ToxicFengM1n said:@HeroLives said:
Next killer “ dark nea” a future nea that got tired of torture and finally surrendered to the entity.
that one I dont mind, I played kingdom hearts before and there is a situation like this in there
There’s already lore that some killers end up killing for the entity due to torture , it’s completely plausible.
some kill because killing is what they do (LF, Shape, Pig, Freddy) and other are tortured into it (almost every remaining killer
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Salty killer mains as well😉 nobody is safe.ToxicFengM1n said:@HeroLives said:
hatch works more against survivors than for survivors unless your swf Bc at the end of the day your “team” truly tried their best.noed is not op, you just missed a totem.
The game is in fact mostly balanced Bc of swf. Bc solo is certainly not balanced by any means.
Camping is a legit strategy it just makes the game incredibly BORING for all survivors.
Survivors cause most of their own “woes”
As a killer you spent too much time tunneling and and camping instead of applying map pressure 7/10 this is your own fault that’s why you lost, not Bc they were swf. Also Bc you took the bait and chased the 1/2 good runners on the team the entire match instead of applying gen pressure.Killers arent op and neither are survivors.
This game is fun that’s why you keep playing it despite your “perspectives of imbalance”
you literally described this entire game to salty survivor mains
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Im not here to argue semantics on whether swf was intended to begin with or not. Balance is the ultimate goal for the devs across the board. My statement is that swf creates the most balance for a 4v1 game where whether youlike it or not you can’t as a survivor complete the actual objective of the game opening doors to escape by yourseldRebel_Raven said:
Ok, lets drive some more nails into the coffin.HeroLives said:
They say a lot of double sided things is called PR. I feel like the game is so much more “symetrical “ in swf groups, Bc with solo playing its certainly like entering in a match basically is saying “you get to have some fun trying to beat the killers clock until there are two gens left now squat and hide” which is in fact boring . It’s boring and it’s not good for the overall qol for solo surviving. Making knowing going into a solo game that you not only have the killer against you but your team as well. Bc solo matches mostly result in 3-4K which is why killers love randoms and not swf. Bc swf is 50/50 and solo is 30/70 being the 70% working against you. Does that sound like balance? Does that sound symmetrical?it’s not Bc up until a certain point survivors can throw a match that could have resulted in more people surviving Bc the hatch is there and why not? Hatch is the issue.Rebel_Raven said:
Here is where they basically say what I am saying.HeroLives said:
Addendum:HeroLives said:
The game is promoted as a 4v1 a symmetrical horror game therefore adverstising as 4 people on 1 team , so you’re wrong.Rebel_Raven said:
Believe it or not, this game wasn't really designed for the survivors to be a team.HeroLives said:
Yeah but the hatch allows throws to the game where survivors now have the option to no longer work together. Basically saying it’s 4v1 unless your team mates turn on you making it not 4v1Rebel_Raven said:The hatch offers more points.
It's why SWF wasn't in it from the start (and why they can have such a massive advantage over the killer), and why there is still no voice chat.
The intent was to have 4 random strangers thrown together to try and survive the killer.
It's an antisocial survivor experience.
The hatch is basically a reminder of that.
it’s not exactly a symetrical is it when the team doesn’t function as a team therefore creating imbalance on one side . It is in fact symetrical when the 4 are all working against the 1, creating about 50/50 odds for either side to “win” which is why swf is in fact symetrical against the 1 killer despite what you say. The statistics speak for themself Bc facts don’t lie. When survivors aren’t working as their 1/4 part of the team the odds are now decreased to roughly 30% for your own survival. Meaning working in your own interest throws off balance therefore concluding it’s not 4v1 but 3v1/v1 hatch creates this
https://www.mmorpg.com/mobile/features.cfm?read=13188&game=1501&ismb=1
Specifically this:
"Mathieu: It is an asymmetrical multiplayer game where you can live in the world of these 70s and 80s horror movies. It’s anti-social multiplayer where survivors have to collaborate and cooperate up to a certain point. The old saying is that you don’t need to be fast than the killer, you just need to be faster than your friends. Whereas the people playing as the killer, they just need to straight up murder everyone"
Read more at https://www.mmorpg.com/dead-by-daylight/interviews/dead-by-daylight-twitchcon-2018-interview-1000013188#S4qRbkyFtyQ0IJAF.99
If you were intended to be a team of survivors, SWF would have been in the game from the start. It wasn't.
If the survivors were intended to be a team, why, exactly do we not have in game voice chat?
Personally I enjoy solo survivor, and only play solo survivor. Our opinion on how enjoyable or boring it is means diddly to if survivors were meant to be teams or not.
I play killer. I don't love randoms because I make them score less, I like them because this game is not balanced, or even really made for SWF. Especially when they get sweaty, and tryhard. Even more so whhen they use comms to abuse sharing information.
I like, as a killer, having a decent chance at several chases, several hookings, a few sacrifices and mayve a 4k here and there. And blood points.
SWF loves to deny me that.
Speaking of sharing information, if SWF was intended from the start, why are there so many perks that SWF would generally find useless if they use 3rd party voice chat, and geared to sharing information between people who would be running solo?
That, and the hatch being so divisive among survivors is some really strong evidence that the game was originally intended to be 4 randoms vs a killer.
I'm not saying that can't change, but I'm saying that's probably why the hatch is the way it is.
I'm not saying the hatch is perfect by any means. I'd rather it be there than not, though.
f. Swf goal throughout the game is to open doors. If you are with randoms like yourself it ends up being down to two gens and turning into a “hide for hatch match “ where the ultimate goal for the team is to escape. Therefore this means that the hatch, which is the issue at hand , causes a greater imbalance when in solo and not swf. Stacking the odds against a low stacked odd with randoms even lower.
KILLERS THINK THAT SWF IS IMBALANCED BC THE CLEARLY VISIBIBLE DIFFERENCE BETWEEN MAJORITY SOLO GROUPS ONLY GETTING DOWN TO 2 GENS WITHOUT DOORS POWERED A HIGH MAJORITY OF THE THE TIME VS A MATCH WHERE IN SWF 3/4 MAN GROUP ENDS WITH ON AVERAGE 2 ESCAPING WITH DOORS POWERED. WHICH IS ULTIMATELY BALANCE.
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Exactlykrayziek said:I have never understood the reason to call somebody a tryhard. I mean the reason you are playing the game is to win and have fun. Now I don't like campers but if you are getting saved off the hook and I come in and hit you, I'm going after the closest one to me. My object is to kill all 4 survivors and yours is to escape. If you die quick, leave the game and find another one its not that hard.
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It was imbalanced the way item add ons were especially on quantity, I just don’t like the way they went about it. But it’s liveableVert3x said:@HeroLives said:
Rebel_Raven said:
HeroLives said:
Rebel_Raven said:
Vert3x said:@BrendanLeeT said:
I'm all for downing the rarity but it was nerfed for a reason because it was stupid that a SWF group could just instantly repair up to 4 generators, if of course they hit the skill checks. It really isn't worth the points and it's definitely not worthy of being ultra rare.
Buffing is definitely a bad idea but decreasing the rarity is justifiable.
One thing that I never understood, about the old brand new part and about instablinds (as well as instaheals which are still a thing) is why they didn't want to simply make sure that only one per type could be brought in a game.
It wouldn't be that hard, the good old instablinds were quite fun to use, but sure a killer had a ######### time when dealing with 2 or more of them at a time. And same for the old instagen brand new parts.
So only one can use it, but all 4 survivors have it in their loadout, and want it bad enough to argue over who gets it. What then?
Simply it Becomes unavaible upon the first person picking it. Like in the new cod 4 where first come first served to the character theY want to play in blackout. It greys out immediately once the first person added it
What if all 4 people put it into their loadout before they go onto the lobby?
Does CoD 4 have a mechanism to keep people from backing out of a match if they can't get the character they want?
Put it where you select add ons in killer lobby. The way cod 4 is set up everyone loads into game lobby the quickest gets who they picked you pick a different character if selected. Idk if there’s a block to back out Bc I’ve never tried to back out. I just pick another character I like.
It wouldn't be that hard to design and develop anything like that. If more than a person with x addon on joins a lobby, either randomly or with a solid criteria, one is them is notified that he'll be able to keep x on, while the other will have the addon taken off itself, greyed out, locked and will be notified immediately about the occurrence as well, maybe getting his menu directly open to select another addon for the item.
This all could also apply to perks such as DS, so that the entire bullshit about having survivors using it without the killer being able to predict it stops.
A vaguely similar system should be applied to the killer as well, the amount of strong stuff (either it being perks, offerings or addons) should be regulated based on how many people are in SWF groups, and everyone in the lobby should always be aware on who is in a premade group and who isn't, which could probably end up letting swf groups stay together even when the killer lobby dodges or anything like that happens, since survivors would be just flagged to be in a swf team together.
Aaah, how many nice ways the game could improve that the developers will ignore for sure. I don't really blame them in the end, who doesn't love getting moried by a nurse while playing solo? Or how about getting 4 decisive strikes and 4 instaheals while trying to get the adept wraith achievement?
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Truth. But also I may never stop crying about hatch Bc it turns survivors into potatoes the moment it spawns in solo matches where you’re grouped with other majority randoms or even half randoms. 😭😭😭Vietfox said:Noed and ds are fine
Swf are not that op
No one is gonna die irl just because someone escaped through the hatch, stop crying about it. -
On everything either side will get mad for actually countering then turn around and say you could of countered that by xSwiftblade131 said:Played a match against a Wraith.
He called us tryhards because we got all his totems and he NOed. :chuffed:
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That just creates imbalance to solvePhantomMask20763 said:@HeroLives said:
PhantomMask20763 said:Killer: Fire Up with buffed up stats and rework the current fire up or Brutal Strength
Survivor: Bond because I like knowing where my teammates are and it'll help bridge the gap between solo and swf
Okay here’s my take on the whole bond thing agreeing while disagreeing. Swf already have expected known whereabouts of their teammates, if they have built in bond this increases their “awareness” even more. Leading to what could be a fairly high disadvantage for the killer. Would be great for solos though. That’s just my 2 cents though.
Yeah of course it would cause that, but then we can buff killers more since survivors in general have more information about the others. We'll buff the killers accordingly to the survivor buffs as well
imbalance. Which is insanity. -
On everything purple rank is the best due to the variety of killers you see, red rank is nothing but the same characters over and over and over with the best builds over and over and over. Once you hit red tanks everything lacks true variety.altruistic said:Suicide on hook will depip you, and no worries about a game ban.
I don’t want my Survivor to rank up. Rank 8-9 is a nice spot. A lot of variety in the Killers you see, and not much sweat.. Usually. I don’t want to play with people who think they’re on the DBD worlds esport team. -
While I don’t agree on your perspective , we have the same end goal. So respect.Master said:@Dokta_Carter said:
I found a hatch and showed the other survivor wherw it was we healed each other. I decided hey let me do the right thing and give it to em?I mean that one helped me fix three gens, i understand when their potatos but i cant count how many times another survivor offered up another just for a hatch
Why shouldnt they? Its a free escape, you dont have to do anything for it and it even grants extra BP.
Its not the goal for a survivor to make other survivors escape.The hatch is in general problematic design and desperately needs a rework for 2 years now
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They say a lot of double sided things is called PR. I feel like the game is so much more “symetrical “ in swf groups, Bc with solo playing its certainly like entering in a match basically is saying “you get to have some fun trying to beat the killers clock until there are two gens left now squat and hide” which is in fact boring . It’s boring and it’s not good for the overall qol for solo surviving. Making knowing going into a solo game that you not only have the killer against you but your team as well. Bc solo matches mostly result in 3-4K which is why killers love randoms and not swf. Bc swf is 50/50 and solo is 30/70 being the 70% working against you. Does that sound like balance? Does that sound symmetrical?it’s not Bc up until a certain point survivors can throw a match that could have resulted in more people surviving Bc the hatch is there and why not? Hatch is the issue.Rebel_Raven said:
Here is where they basically say what I am saying.HeroLives said:
Addendum:HeroLives said:
The game is promoted as a 4v1 a symmetrical horror game therefore adverstising as 4 people on 1 team , so you’re wrong.Rebel_Raven said:
Believe it or not, this game wasn't really designed for the survivors to be a team.HeroLives said:
Yeah but the hatch allows throws to the game where survivors now have the option to no longer work together. Basically saying it’s 4v1 unless your team mates turn on you making it not 4v1Rebel_Raven said:The hatch offers more points.
It's why SWF wasn't in it from the start (and why they can have such a massive advantage over the killer), and why there is still no voice chat.
The intent was to have 4 random strangers thrown together to try and survive the killer.
It's an antisocial survivor experience.
The hatch is basically a reminder of that.
it’s not exactly a symetrical is it when the team doesn’t function as a team therefore creating imbalance on one side . It is in fact symetrical when the 4 are all working against the 1, creating about 50/50 odds for either side to “win” which is why swf is in fact symetrical against the 1 killer despite what you say. The statistics speak for themself Bc facts don’t lie. When survivors aren’t working as their 1/4 part of the team the odds are now decreased to roughly 30% for your own survival. Meaning working in your own interest throws off balance therefore concluding it’s not 4v1 but 3v1/v1 hatch creates this
https://www.mmorpg.com/mobile/features.cfm?read=13188&game=1501&ismb=1
Specifically this:
"Mathieu: It is an asymmetrical multiplayer game where you can live in the world of these 70s and 80s horror movies. It’s anti-social multiplayer where survivors have to collaborate and cooperate up to a certain point. The old saying is that you don’t need to be fast than the killer, you just need to be faster than your friends. Whereas the people playing as the killer, they just need to straight up murder everyone"
Read more at https://www.mmorpg.com/dead-by-daylight/interviews/dead-by-daylight-twitchcon-2018-interview-1000013188#S4qRbkyFtyQ0IJAF.99 -
Okay here’s my take on the whole bond thing agreeing while disagreeing. Swf already have expected known whereabouts of their teammates, if they have built in bond this increases their “awareness” even more. Leading to what could be a fairly high disadvantage for the killer. Would be great for solos though. That’s just my 2 cents though.PhantomMask20763 said:Killer: Fire Up with buffed up stats and rework the current fire up or Brutal Strength
Survivor: Bond because I like knowing where my teammates are and it'll help bridge the gap between solo and swf
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Addendum:HeroLives said:
The game is promoted as a 4v1 a symmetrical horror game therefore adverstising as 4 people on 1 team , so you’re wrong.Rebel_Raven said:
Believe it or not, this game wasn't really designed for the survivors to be a team.HeroLives said:
Yeah but the hatch allows throws to the game where survivors now have the option to no longer work together. Basically saying it’s 4v1 unless your team mates turn on you making it not 4v1Rebel_Raven said:The hatch offers more points.
It's why SWF wasn't in it from the start (and why they can have such a massive advantage over the killer), and why there is still no voice chat.
The intent was to have 4 random strangers thrown together to try and survive the killer.
It's an antisocial survivor experience.
The hatch is basically a reminder of that.
it’s not exactly a symetrical is it when the team doesn’t function as a team therefore creating imbalance on one side . It is in fact symetrical when the 4 are all working against the 1, creating about 50/50 odds for either side to “win” which is why swf is in fact symetrical against the 1 killer despite what you say. The statistics speak for themself Bc facts don’t lie. When survivors aren’t working as their 1/4 part of the team the odds are now decreased to roughly 30% for your own survival. Meaning working in your own interest throws off balance therefore concluding it’s not 4v1 but 3v1/v1 hatch creates this -
The game is promoted as a 4v1 a symmetrical horror game therefore adverstising as 4 people on 1 team , so you’re wrong.Rebel_Raven said:
Believe it or not, this game wasn't really designed for the survivors to be a team.HeroLives said:
Yeah but the hatch allows throws to the game where survivors now have the option to no longer work together. Basically saying it’s 4v1 unless your team mates turn on you making it not 4v1Rebel_Raven said:The hatch offers more points.
It's why SWF wasn't in it from the start (and why they can have such a massive advantage over the killer), and why there is still no voice chat.
The intent was to have 4 random strangers thrown together to try and survive the killer.
It's an antisocial survivor experience.
The hatch is basically a reminder of that. -
They already do this by suiciding on the hook for no real in game reason.Rebel_Raven said:
I must not have worded my question well.Master said:@Rebel_Raven said:
Unless they DC too much, how are you going to stop them?Maybe a increasing time penalty, the more you DC?
Thats how almost every other game handles DCing in ranked games
Say you penalize DCing to depip, and they find another way that doesn't involve DCing, how will you stop them?
Aside from them using DC to depip, how will you stop them?
Odds are good they will find a way to depip that doesn't involve DCing.
Added penalties to DCing will just lead to a different ways to depip. -
Yeah but the hatch allows throws to the game where survivors now have the option to no longer work together. Basically saying it’s 4v1 unless your team mates turn on you making it not 4v1Rebel_Raven said:The hatch offers more points. -
Put it where you select add ons in killer lobby. The way cod 4 is set up everyone loads into game lobby the quickest gets who they picked you pick a different character if selected. Idk if there’s a block to back out Bc I’ve never tried to back out. I just pick another character I like.Rebel_Raven said:
What if all 4 people put it into their loadout before they go onto the lobby?HeroLives said:
Simply it Becomes unavaible upon the first person picking it. Like in the new cod 4 where first come first served to the character theY want to play in blackout. It greys out immediately once the first person added itRebel_Raven said:
So only one can use it, but all 4 survivors have it in their loadout, and want it bad enough to argue over who gets it. What then?Vert3x said:@BrendanLeeT said:
I'm all for downing the rarity but it was nerfed for a reason because it was stupid that a SWF group could just instantly repair up to 4 generators, if of course they hit the skill checks. It really isn't worth the points and it's definitely not worthy of being ultra rare.Buffing is definitely a bad idea but decreasing the rarity is justifiable.
One thing that I never understood, about the old brand new part and about instablinds (as well as instaheals which are still a thing) is why they didn't want to simply make sure that only one per type could be brought in a game.
It wouldn't be that hard, the good old instablinds were quite fun to use, but sure a killer had a ######### time when dealing with 2 or more of them at a time. And same for the old instagen brand new parts.
Does CoD 4 have a mechanism to keep people from backing out of a match if they can't get the character they want? -
ExactlyGodDamn_Angela said:@HeroLives said:
I hate the hatch, I feel like the mechanic alone pits survivors against each other when not in swf.Solo mindset of most survivors: worst case I get hatch idc how
swf mindset: do everything we can to work together to get doors open
The number of Times I've seen my fellow Survivors doing nothing after the second gen pops is unreal. Lately, since I got to the Purple ranks, I've done like 3 of the 5 gens solo and I'm confused at what at least one other person is doing, especially since it is becoming exceedingly rare that the gates get open, it's usually one survivor escapes via hatch or everyone dies. And then you see the scores at the end of the game...
I've even had other players point at me from across the map when I get hooked for the second time, and 2 gens are done, basically telling me to kill myself. Because, why help when they can maybe get the hatch?
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But bt is broken Bc it requires another player have it equipped. Your time solves three key issues : being hook farmed by other survivors without bt, campers, and tunnelers.Master said:@HeroLives said:
Ashes to ashes : for each teammate that dies it grants you 3/6/9% speed to generator progression when repairing.I’m not finished yet : when in the struggle phase of being hooked once 5% is left on the bar a skill check is triggered if successful the survivor pulls theirself off the hook.
It’s not your time: when being unhooked by another survivor if the killer is 5/10/15 meters within range instantly heal to full health
ashes: interesting
not finished: basically a deliverance without the condition of safe hook, mhm I dont like that tbh
your time: nope, we already have BT
this is just my two cents but being hook farmed isn’t a choice.
killers that camp and tunnel obviously have no interest in searching for another survivor. Might as well give the poor bastard a fighting chance. -
Simply it Becomes unavaible upon the first person picking it. Like in the new cod 4 where first come first served to the character theY want to play in blackout. It greys out immediately once the first person added itRebel_Raven said:
So only one can use it, but all 4 survivors have it in their loadout, and want it bad enough to argue over who gets it. What then?Vert3x said:@BrendanLeeT said:
I'm all for downing the rarity but it was nerfed for a reason because it was stupid that a SWF group could just instantly repair up to 4 generators, if of course they hit the skill checks. It really isn't worth the points and it's definitely not worthy of being ultra rare.Buffing is definitely a bad idea but decreasing the rarity is justifiable.
One thing that I never understood, about the old brand new part and about instablinds (as well as instaheals which are still a thing) is why they didn't want to simply make sure that only one per type could be brought in a game.
It wouldn't be that hard, the good old instablinds were quite fun to use, but sure a killer had a ######### time when dealing with 2 or more of them at a time. And same for the old instagen brand new parts.
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I think no one left behind gives a boost to something but it’s def not gens.Tru3Lemon said:@HeroLives said:
Ashes to ashes : for each teammate that dies it grants you 3/6/9% speed to generator progression when repairing.I’m not finished yet : when in the struggle phase of being hooked once 5% is left on the bar a skill check is triggered if successful the survivor pulls theirself off the hook.
It’s not your time: when being unhooked by another survivor if the killer is 5/10/15 meters within range instantly heal to full health
1.- ashes to ashes its similar than no one left behind (bill perk) except that gives speed i dont know about that perk
2.- why not
3.-awesome this will reduce alot of tunneling and campers
And yeah I was thinking the same thing plus solving the “hook farmed “ issue when playing solo. -
It needs to change one way or another. Bc bnp is Broken. Asks for refund.Master said:@HeroLives said:
I feel like it needs a buff. For the amount of points it takes to grab one on the blood web ,the in game use is deeply unsatisfying. Proposal it does 40-50% of a generator. Can consume toolbox.The gens are done way too fast without even any toolbox/addon
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There’s already lore that some killers end up killing for the entity due to torture , it’s completely plausible.ToxicFengM1n said:@HeroLives said:
Next killer “ dark nea” a future nea that got tired of torture and finally surrendered to the entity.that one I dont mind, I played kingdom hearts before and there is a situation like this in there
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Thanks for your feedback, while I disagree I do appreciate your opinion.DarkGGhost said:ok only Ashes to ashes is balance and normal all the other are too broken.
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Thank you left behind inspired it.ToxicFengM1n said:@HeroLives said:
ToxicFengM1n said:its not your time is countered by LF
This is true, but LF will be LF
also the ashes to ashes is a left behind rework that is quite nice
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Next killer “ dark nea” a future nea that got tired of torture and finally surrendered to the entity.
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I made a post saying that they should of implemented the same one per match for that specific item add -on at time thing instead of nerfing. Great minds think a like.Vert3x said:@BrendanLeeT said:
I'm all for downing the rarity but it was nerfed for a reason because it was stupid that a SWF group could just instantly repair up to 4 generators, if of course they hit the skill checks. It really isn't worth the points and it's definitely not worthy of being ultra rare.Buffing is definitely a bad idea but decreasing the rarity is justifiable.
One thing that I never understood, about the old brand new part and about instablinds (as well as instaheals which are still a thing) is why they didn't want to simply make sure that only one per type could be brought in a game.
It wouldn't be that hard, the good old instablinds were quite fun to use, but sure a killer had a ######### time when dealing with 2 or more of them at a time. And same for the old instagen brand new parts. -
This is true, but LF will be LFToxicFengM1n said:its not your time is countered by LF
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That’s so wild to me.ToxicFengM1n said:@HeroLives said:
I hate the hatch, I feel like the mechanic alone pits survivors against each other when not in swf.Solo mindset of most survivors: worst case I get hatch idc how
swf mindset: do everything we can to work together to get doors open
in mine it is reverse
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I don’t , I care more about trying to make it out the doors with as many survivors as possible. While making it out via hatch is a phew moment. It’s a much more rewarding feeling and feels more like a win when atleast 2 of us make it out instead of a mechanic that puts me against my fellow survivor as well as the killer. It feels bad. Bc it creates a mindset in most cases where there’s a “no sense in both of us dying” mentality. However I’m not most players I guess.DocOctober said:Survivors really just care about points and the Hatch gives a bonus of 2,000 Bloodpoints.
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Thank you.Legacy_Zealot said:@HeroLives said:
Legacy_Zealot said:I have never experienced 2 people dossing around doing nothing. I think your idea would be good if it were one person left because that can take ages, then when the hatch is found its a 15 min standoff. But then you would have a huge advantage because of the very limited number of gens left on the map. Maybe it would work if there was an extra gen?
Take it from someone who 95%of the time solo plays once there’s 2 generators left if there is 3 or less survivors and they’ve all been hooked atleast once team efficiency drops tremendously because fear starts setting in and survivors become afraid to do the objective most of the time. They’ll just wander around hiding more than trying to get the generators done.
If you question this I recommend running survivor aura perks and play atleast 10 solo games. You’ll see exactly what I mean. You can see this already for a short time if you’re the one hooked watching the other survivor walk around waiting until you die. Watching the other 2 run around doing nothing until you die. Especially if it’s just you and one other survivor the odds are increased. there’s not much of an incentive to work as a team if you know your reward of hatch is greater than your odds of rescuing or working together.
I think that this causes more selfish gameplay on a team game. Where your team in turn works against its own greatest good as a whole.
When you realize nobody is doing the objective , trying to do the objective on your own puts you at a greater risk of being found forcing the survivor into a selfish gameplay style of hiding and playing “who gets caught first”
On the the other side killer side
the killer is forced to wander around looking while the survivors aren’t doing the objective.
the killer is forced to slug in order to prevent hatch.
the killer is forced to camp as bait which ultimately results in one survivor getting away from squatting or hatch standoff.neither is fair to either side. In theory the hatch”works”
however you have to ask yourself if it causes more problems than solutions.I vote to just remove it.
The other issues can be balanced after that.
slugging still a high issue? Implement built in unbreakable
camping still an issue? Implement a no regression for hooked survivor while killer is within x feet while no other survivors are nearby.gens being done way too fast at beginning implement survivor alive count where the more alive the slower gen progression is, it grows as they a killed off( a built in progression /regression mechanic)
implement totems as an actual task with on screen counter like generators. You must do gens to open one door , totems to open the other. Giving the killer more time to breath during the game whether it be early or late. However the totem door cannot be opened “early” (meaning the all generators are not completed).
The problem is there are perks in game to counter all the major issues however , only so many perk slots available. By implementing perks on both sides as built mechanics that combat this it will actually fix the majority of the issues on both sides.
Ie : noed, ruin(active until all totems are cleansed), brutal strength , iron grasp, bbq and chilli, kindred, borrowed time, sole survivor or left behind, unbreakable , self care at a flat rate.
These alone being built in would fix so many issues on both sides that it would promote better gameplay with both sides.
Also completely remove hatch unless all generators are finished, and all but 1 survivor has escaped .Can still be opened with a key however only once all generators completed then upon which all survivors remaining can still use as an alternative to doors.
This would allow the developers to fix key issues for both sides without drastically having to gut and recode a new gameplay mechanic.
Whilst I feel as though I have read text as long as the bible you make a very good point. I do play solo surv sometimes and I suppose I have been very fortunate to have not encountered this.
We need more people like you making astute points like the one above on the forums.
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LolololJawsIsTheNextKiller said:Survivors: I'd like them to be able to ice skate on a pallet hit
For killers: I'd like them to inflict constant spewing blood, even after healing.I haven't played for a while. Maybe I'll get lucky.
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Yeah for sure !TheButcher12 said:@HeroLives said:
The reason I do saves isn’t on the list, which is there’s a higher chance of my own survival if more people are alive to help clear the overall objective to escape..> @tennmio said:
My answere is not really available. I only safe ppl if they're safe after (getting them healed up so they're not on their 2 hook imediately) or just before they get into struggle (even with the kill patrolling, camping or tunneling like the most do) I can still take a hit and give them a second chance to have fun in the game as well (as this is why everyone is playing in first place and nobody has fun hanging there the whole game)
My bad, I forgot that was a thing. next time, I will communicate with other people on the issue first before doing a straw poll. that was completely my fault, sorry. but thank you for your cooperation.
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Which is usually how it ends up in solo , everyone hooked atleast once or afraid to get hooked out of fear of not being saved so they do nothing productive team wise ,and instead wait for hatch.Milo said:
I would change the solo mindset to:HeroLives said:I hate the hatch, I feel like the mechanic alone pits survivors against each other when not in swf.
Solo mindset of most survivors: worst case I get hatch idc how
swf mindset: do everything we can to work together to get doors open
We only did 2 gens and everybody is either dead or.on last hook but i can maybe have the hatch (atleast from my experience playng solo) -
Too many times have I ran across other people in solos just camping a hatch simply Bc it spawned.Doc_W__HOLLIDAY said:The endgame for sure needs a rework. Whether it be reworking the hatch or removing it for a better alternative. Once a survivor sees or hears the hatch, it's a gg, and I dont think that's quite fair. So I'm with ya on this, friend! -
I think that every survivor having built in bond would be incredibly op for very obvious reasons, however that’s just imho Thanks for the comment though!Milo said:Bond, Aftercare
Enduring, Ruin, Sloppy -
I think NC would also work really well with legion. I wouldn’t run bloodhound with NC but definitely one of the two.
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I hate the hatch, I feel like the mechanic alone pits survivors against each other when not in swf.
Solo mindset of most survivors: worst case I get hatch idc how
swf mindset: do everything we can to work together to get doors open -
Best
Meg- most killers will engage someone else in a chase over you Bc they assume you’re going to break their ankles.
Feng Min- for some reason incredibly easy to sneak around with, mostly going unnoticed by killers. Also when a Feng min is in a game with me they are usually the mvp as far as gens and saves. I feel safe with them.
Dwight- never met a Dwight that didn’t touch generators.
Worst
Laurie- consistently tunneled when playing her
Quentin- consistently tunneled when playing him.
Claudette- you’re a hook farmer if I ever did see one. Just because you’re invisible doesn’t mean everyone else is.
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Legion needs a complete rework. I say this as a survivor main Bc I feel sorry for the killer all around.
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Lolololol
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I’ve been in half as many escaped as well as not escaped swf matches where the killer got 4ks , or atleast 2-3 kills. This whole swf breaks the game thing is absurd.
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You missed the point. The point is I believe removing the hatch will make it so you and the other remaining survivors have to work together. At its current state hatch causes solo games as survivor to already be killer sided Bc the SURVIVORS STOP WORKING TOGETHER ONCE IT’S DOWN TO 2 GENS. Why? Bc it imposes the mentality to the survivor group that if all else fails atleast one of them can get hatch (and they all want it). Once it’s down to two gens survivors feel they now have a “safety net” resulting in less team work.TheBean said:@HeroLives said:
more often than not when playing solo the matches end up being down to 2 survivors and the killer all playing the waiting game while more often than not , nothing gets done objectively after the first three generators are finished. I believe this ruins the experience for solo players as well as killers.If I may offer an alternative idea while still keeping the hatch. Hatch doesn’t spawn AT ALL unless ALL generators are complete. This will keep the killer and fellow survivors engaged all the way until endgame. I believe this will increase the QOL of the game , as well as force survivors to work together , and deplete the amount of hatch standoffs. Thank you. - your friendly campfire survivor.
LULS... I like the subject of your thread.. Basically trying to say it kills both sides of the game, then present an idea geared to letting the killers win.
So.. One survivor left... 3 gens to go.. but the survivor is supposed to do all those gens without being found by the killer...LULS.
Once it gets to one survivor, the game changes and is no longer about getting gens to get out. That is why the hatch is there in the first place.
Killer don't want survivors to have a free escape, and survivors don't want killers to have a free kill.
Another idea please.
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Take it from someone who 95%of the time solo plays once there’s 2 generators left if there is 3 or less survivors and they’ve all been hooked atleast once team efficiency drops tremendously because fear starts setting in and survivors become afraid to do the objective most of the time. They’ll just wander around hiding more than trying to get the generators done.Legacy_Zealot said:I have never experienced 2 people dossing around doing nothing. I think your idea would be good if it were one person left because that can take ages, then when the hatch is found its a 15 min standoff. But then you would have a huge advantage because of the very limited number of gens left on the map. Maybe it would work if there was an extra gen?
If you question this I recommend running survivor aura perks and play atleast 10 solo games. You’ll see exactly what I mean. You can see this already for a short time if you’re the one hooked watching the other survivor walk around waiting until you die. Watching the other 2 run around doing nothing until you die. Especially if it’s just you and one other survivor the odds are increased. there’s not much of an incentive to work as a team if you know your reward of hatch is greater than your odds of rescuing or working together.
I think that this causes more selfish gameplay on a team game. Where your team in turn works against its own greatest good as a whole.
When you realize nobody is doing the objective , trying to do the objective on your own puts you at a greater risk of being found forcing the survivor into a selfish gameplay style of hiding and playing “who gets caught first”
On the the other side killer side
the killer is forced to wander around looking while the survivors aren’t doing the objective.
the killer is forced to slug in order to prevent hatch.
the killer is forced to camp as bait which ultimately results in one survivor getting away from squatting or hatch standoff.
neither is fair to either side. In theory the hatch”works”
however you have to ask yourself if it causes more problems than solutions.
I vote to just remove it.
The other issues can be balanced after that.
slugging still a high issue? Implement built in unbreakable
camping still an issue? Implement a no regression for hooked survivor while killer is within x feet while no other survivors are nearby.
gens being done way too fast at beginning implement survivor alive count where the more alive the slower gen progression is, it grows as they a killed off( a built in progression /regression mechanic)
implement totems as an actual task with on screen counter like generators. You must do gens to open one door , totems to open the other. Giving the killer more time to breath during the game whether it be early or late. However the totem door cannot be opened “early” (meaning the all generators are not completed).
The problem is there are perks in game to counter all the major issues however , only so many perk slots available. By implementing perks on both sides as built mechanics that combat this it will actually fix the majority of the issues on both sides.
Ie : noed, ruin(active until all totems are cleansed), brutal strength , iron grasp, bbq and chilli, kindred, borrowed time, sole survivor or left behind, unbreakable , self care at a flat rate.
These alone being built in would fix so many issues on both sides that it would promote better gameplay with both sides.
Also completely remove hatch unless all generators are finished, and all but 1 survivor has escaped .Can still be opened with a key however only once all generators completed then upon which all survivors remaining can still use as an alternative to doors.
This would allow the developers to fix key issues for both sides without drastically having to gut and recode a new gameplay mechanic. -
The reason I do saves isn’t on the list, which is there’s a higher chance of my own survival if more people are alive to help clear the overall objective to escape.