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ILikeBonez

ILikeBonez

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ILikeBonez
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  • @TheClownIsKing said:

    Personally, I do like this perk a lot, but I do want it to be little more distinct from Déjà Vu, or simply using a map or Detectives Hunch.

    I think Visionary should also show repair progress (like Wraiths “All Seeing” - Spirit) for any gens within range that have their aura revealed.

    This would better help survivors in a chase know which gens to not lead chases to, and which gens should be prioritised.

    An interesting change, would be useful.

    Alternatively, you could go another route with it and make it token-based with no duration limit.

    Start of match you get, say 5 tokens and see 5 generator auras chosen at random, at all times. (3 if 5 is too powerful)

    Each time a survivor is hooked, lose a token and lose a generator aura.

    At all times, you retain the ability to see non-permanent-aura generators within X Meters.


    I think this would give it a little more power early-game that dies off mid to late game.

  • @NekoAndromeda said:

    https://forum.deadbydaylight.com/en/discussion/comment/2126300#Comment_2126300

    I’m at a point where I don’t care if I get targeted for being TTV. It’s when killers go for toxic plays against the whole team when they see TTV, and so the random people I get teamed with suffer. It’s for the people who go against the same killer over and over and so the killer may target them if a match didn’t go they way they wanted. I’ve also had killers specifically kill everyone else and let me go because I’m a TTV person, and I don’t like that either. It’s not fair to my teammates.

    Yeah, stream sniping just to play like a toxic jerk is where I draw the line too. If you 'snipe' but still go out of your way, not necessarily throwing the match but not being overly toxic, to make sure you're not just "ruining" someone's stream , then I don't see an issue with it. Like I said, it's the chance you risk by associating your tag with your stream.

  • @EvanSnowWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/2126501#Comment_2126501

    Your ENTIRE argument is based on a subjective interpretation of the phrase "particularly high" as it regards to one Killer?

    Weak.

    That's so flimsy it looks like am Amber Heard testimony.

    If the solo queue players are "statistically easier" to take out, then that is an argument FOR these solo queue improvement of communication because it would bring the data closer in line to the rest of the Survivor data sets, and therefore making it easier to balance killers around a single set of Survivor trends instead of TWO.

    You are clearly too dense to understand this if you can't infer that "if 3 is too high" -- ON ANY KILLER, not just Nightmare, he is not the only magical killer they have changed/toned down because of his kill rate -- then there is little point in wasting my time explaining it to you any further.

    Continue believing in your magical, fantasy version of the game and what it is 'supposed' to be - meanwhile, in reality, we will continue to understand that while the gap between solo and SWF does need to be addressed - SWF needs to be brought down and not Solo brought up, because SWF causes far more headaches for killers than anything.

  • @Ribbles said:

    You're not even understanding what I said. I didnt say anytthing about being carried around. Also not sure why my other reply disappeared out of this thread so I am reposting it here.

    Sometimes the killer will pick up/drop the survivor repeatedly so he can walk again with understanding that he will help killer to find the other survivor. This has happened to me several times.

    Kindred is not impacted by this since no one is on the hook when this is happening.

    Aftercare / Bond /Empathy just shouldnt work when you are in dying state.

    Oh, I think I understand now - you mean sometimes the killer will allow them to wiggle free so they can run around again; with the intention that they will lead them to where the other Survivor was? I think I got you now? Sorry, I got the 'carried' part from the "pick up/drop" part of that.

    Unfortunately, only thing that can be done about that is the "make yourself feel good" system - I mean the in-game reporting system.

  • @EvanSnowWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/2126439#Comment_2126439

    1.) I have never seen an OFFICIAL declaration from a dev declaring game outcome should be 2:2

    2.) I've never even seen an OFFICIAL declaration from a dev declaring what constitutes a "win" or a "loss"

    3.) Killer statistics are not going to vary based on in game communication, it is going to vary based on... (wait for it)... the Killer's kit.

    4.) The kill rates of almost all Killers is over 60% right now and that is from charts behavior themselves has released.

    But most importantly...

    Adding communication to solo queue will not ruin any gap when SWF is already creating this function. All adding more communication in game will due is reduce the gap between SWF and solo queue and make game balance EASIER.

    Alright:

    "For some time, The Nightmare has stood out from the crowd with a particularly high kill rate, averaging roughly 3 kills per match. " - Taken directly from the Developer Update this month. Now if 3 is considered 'particularly high' that means, they are not looking for avg kills of 3 or 4 per match; but 2 or lower.

    The devs have never declared what is a 'win' or a 'loss' because those are player-defined. Some players considered it a win if they kill 1 Survivor; others consider it a loss if they don't get a 4 kill. The developers have just, repeatedly, balanced killers and nerfed them down when they surpass 2 average kills per match. - and if a killer is balance for 2 kills, that means the Survivors would be balanced for 2 escapes. The problem with the game atm, is that this ratio does not exist evenly, across the board, for each and every killer - which is why you have outliers, like Nightmare was.

    Killer statistics do vary based on in-game comms, because communication can be the difference between getting the jump on a survivor or one of their teammates alerting them in comms 'hey the killer is walking your direction' and them having time to hide or get out of the area effectively. While you are correct that it would close the gap between SWF and solo-q; it also affects killers because it would remove the solo-q players from being statistically easier targets becasue they have less information to work with.

    And as for killers being 60% -- that is about right. It will never be a clean 50%; but if that percentage starts shifting to closer to 70-75% - aka. 3 kills avg per match - that's when they tone them back down as close to the 'average 2' as they can manage with their current game state.

  • @Ribbles said:

    https://forum.deadbydaylight.com/en/discussion/comment/2126387#Comment_2126387

    I;'m not talking about crawling toward. them. Sometimes the killer will pick up/drop the survivor repeatedly so he can walk again with understanding that he will help killer to find the other survivor. This has happened to me several times.

    Kindred is not impacted by this since no one is on the hook when this is happening.

    Aftercare / Bond /Empathy just shouldnt work when you are in dying state.

    So, you're wanting more of an automatic death if carried too long?

    Because being carried, seeing auras doesn't really help the carried survivor. If they're on the ground, seeing auras helps the killer if they're crawling to them.

  • @EvanSnowWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/2126384#Comment_2126384

    I'd like a source that backs up.... literally any of that.

    Literally anything the Devs have ever said about balance?? Their goal for balance is 2-2, its why they rework killers that overperform and get 3+ kills too consistently; the same is supposed to be true for Survivors (though they lack the drive towards that end most times because Survivors tend to be very vocal if the balance starts swinging closer to that 2-2 across the board) - they're not expected to 4 escape every match; only 2 (kind of goes hand in hand, you can't balance a killer to only kill two people while balancing his opponents to have no deaths).

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2126406#Comment_2126406

    I meant BL during tunneling, specifically after getting stunned with DS. Imo the current drawback isn't enough which is why tunneling is common. It's still too easy and viable to tunnel and the only perk that helps with it is easy to circumvent altogether.

    Ah, I see. Well, BL takes a while to actually build up and the devs can't really implement a "time frame" of what is tunneling and what isn't without it turning into a situation of just 'forcing killers to disengage their victim' after a certain time passes. I think the removal of tracking mechanisms would help a lot with helping to end the chase and get to safety after the stun.

    Tunneling needs to remain viable though - it should be viable to make sure and guarantee you remove a Survivor from the opponent team as quickly as possible.

    The alternative is taking heavy swings at the multitude of Survivor second-chance perks to compensate so that when you do engage a Survivor, you can reliably take them out without needing to focus them down or tunnel them. Or, buffing killer movement speeds across the board so that engaging with them is a losing battle and not a game of stall-them-out while your team fixes gens.

  • @The_Exiled_Champion said:

    Am I the only one that thinks developers need to do something about teabagging? There is NOTHING more blood boiling when a SWF team annihilates you and waits till the last second to leave just hoping you'll come by to see there oh so impressive skills. It's downright infuriating and mood ruining. Killer just isn't fun anymore because of it. I can't have a nice time with killer when some jerk just sits there acting like he's the best player in the game. Can the devs PLEASE do something to fix this, like make a penalty or anything PLEASE!!!

    Unfortunately nothing that can be done to them or even implemented without damaging other aspects of the game.

    If anything, I'd continue to advocate for 'forcing' Survivors to have to leave ASAP when the gate opens up - draining BP even, if they linger around the exit gate trying to "grab a last few" BP like they do now. Don't drain BP if another Survivor is in chase or hooked or downed/carried; but if no one is engaging the Killer - force the Survivors to exit when they get the gate open and drain their BP steadily if they waste time doing so.

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2126347#Comment_2126347

    I like your ideas, and points. Every version I have envisioned has problems and it is hard to design a balanced perk around tunneling. It can't guarantee an escape and The Killer should have the freedom to tunnel but the current price isn't high enough imo. DS could get a slight adjustment to provide greater relief to the Survivor. I like the idea of suppressing some tracking abilities after a successful stun with a good drawback attached to it. Maybe the game should intrinsically discourage tunneling? No Blood Lust, reduction in points, etc?

    Blood lust is needed. Survivors can tunnel and loop too easily on many maps still, so the Blood Lust is needed to end chases instead of just 'forcing' Killers to leave them and go find someone else. The 'drawback' is less points anyway because they spend so much time focusing on one person that they lose out on the others.

    Tunneling has its drawbacks - the problem is that it will always be unfun for the victim, just by its very nature.

  • @FrootLoops said:

    Have NOED assigned to a specific dull totem from the beginning of the trial. If that specific totem is broken then NOED doesn't proc.

    to help balance this show the aura of the totem to the killer as if it were active.

    This makes it so survivors don't have to hunt down all 5 totems to counter NOED (60% chance to be broken if they only find 3 totems) and gives the killer the option to defend their endgame build

    Endgame builds are supposed to take Survivors by surprise at the end game - not need to be defended the entire match.

    Alternatively, Survivors should get out of the habit of not worrying about totems and actually doing their secondary objective - instead of thinking 'oh this takes too much time' or whatever else excuse they come up with to avoid doing them. Especially with Small Game's change; there is little reason beyond stubbornness and reliance on meta-perks to incorporate anti-totems into a build.

  • I am torn on this.

    I understand the sentiment and also get completely irritated when the downed Survivor starts crawling to other Survivors to give them away.

    But at the same time - I am equally irritated when Survivors "abandon" their team members to just go 'wait for the Hatch spawn'.

  • @EvanSnowWolf said:

    The fact that this game has no form of communication besides come here, finger point, and crouch spam is a huge issue in a game where you are on a TEAM.

    To the game's merit - you're on Team, but the game is "supposed" to be balanced to where two of your teams will die on average. Not, full team escape on average. Lack of communication is needed to maintain that push for balance.

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2126327#Comment_2126327

    I agree with the first part, as painful as it is there isn't anything you can do about that. And I've been there many times, I get down and I look around and no one is doing anything. I agree that it was too offensive, but I understand where that offensive usage came from. However the issue with the current iteration is that it doesn't go far enough to provide enough relief for one of the two times you can be tunneled. When discussing balance, people often want to go to the extreme involving the segment of players that were very offensive with it but no one ever really wants to talk about the heart of the issue itself.

    True - but to be fair, they did keep DS active by letting Survivors utilize their other anti-tunneling option to force trigger: jumping into a locker and forcing the killer to either wait it out or pull them out and eat the DS. They backpedaled on having lockers remove DS because they wanted it to synergize with them instead, as a means to end a tunnel or delay it Lett's face it, even with a stun if a killer wants to tunnel you he will still tunnel you even after the stun.

    If they truly tried to balance it to 'end tunnels' it would be a nightmare and it would have to be heavily balanced and have heavy costs to make it fair and not just a heavy-handed Survivor tool.

    They could have it stun the killer for a full 8-10 seconds - plenty of time to escape the area; alternatively - it should remove blood stains and scratch marks during the stun duration - so you can get into a hiding spot and the killer can't just pick up your trail and continue.

    In exchange though, it would need to have some other drawback besides only being used once a match -- something like, causing Broken status for 15 or so seconds; just to make the Survivor have to be a little more cautious and wait before patching themselves up or having a teammate do so. I'd go so far as to say it needed to cause Exhaustion/refresh Exhaustion too, but that is probably too far.

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2125517#Comment_2125517

    Just so long your tunnel session doesn't exceed 60s and/or The Killer slugs you beyond 60s. If the tunnel session falls within this narrow criteria, then yes it is "anti-tunnel."

    If the Killer is taking a full 60 seconds to tunnel you, and your team isn't doing anything to progress objectives during that time, there isn't a perk out there that would help you, honestly. The change was a good thing and took one meta-perk off the table for many builds, letting killers breathe a little bit easier and forcing those that still use it to have to use it more strategically now instead of as an invulnerability window. It was never going to stop 'hyper-vigilant' tunnelers from tunneling you down the entire duration or slugging you to avoid it if they think you have it.

  • @NekoAndromeda said:

    While this is primarily a streamer issue, it affects all players involved in the games where it matters. Stream sniping is a cheating issue that could be easily remedied by removing the killer’s ability to see the survivor’s usernames beforehand.

    To be fair, I don't see stream sniping as a form a cheating --- if you are going into a multiplayer game, advertising yourself as a streamer (the majority I have encountered have TTV or twitch or something in their name to indiciate they stream) then you should expect that sometimes your opponent will look you up or have a friend look you up if they're playing together. If you want anonymity - don't mark your user name so clearly?

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