Avatar

Impact

Impact

About

Username
Impact
Joined
Visits
42
Last Active

Comments

  • Secondary objectives are a good idea when the killer has been Gen rushed - but not when survivors are struggling against a strong killer and barely surviving.

    I think there should be some sort of "gearing" mechanism, whereby the entity helps out the side that is struggling. These could be varied and random, but as fair as possible. So if survivors complete the last gen, within a certain time, with one or zero sacrifices, then they have to find batteries or whatever.

    Conversely, if the killer gets 2 sacrifices with no gens done, then something happens: such as the killer's location is shown for a few seconds at random intervals.

    Something like this would be difficult to balance and there'd be complaints, as well as people trying to find workarounds. But I'd love to see any addition to the game that makes it more fun for everyone.

  • I agree entirely: survivors should just cleanse all totems. However, It is a problem is when:

    1. A totem spawns in an obscure part of the map, which survivors are often unlikely to pass through (unless specifically looking for a totem): like right in the corner of a swamp map.

    2. The killer establishes map pressure very early, making other objectives, such as hook saves, a higher priority.

    It would be much better if:

    1. NOED reverted back to the previous version i.e. Tier one affects 2 survivors, tier two affects 3 and tier three affects 4 survivors. It's already a devastating perk and requires no bonus speed boost.

    2. Include a counter in the HUD of remaining totems - at least as part of the smallgame perk.

  • @Kiskashi said:

    https://forum.deadbydaylight.com/en/discussion/comment/522721#Comment_522721

    I like that small game buff some have suggested to include a totem count UI. Sometimes it gets messy when teammates do break one or two. It would help a lot, but I just wish everyone would break one as soon as they saw it, there'd be no problems then. Maybe even maps being able to track broken totems in a different colour.

    I agree entirely. The only problem is when a totem spawns in an obscure part of the map, which survivors are often unlikely to pass through (unless specifically looking for a totem): like right in the corner of a swamp map.

  • They should stop the same perk from appearing dozens of times - such as Wake Up! 😒

  • We already have something that does the same thing: firecrackers.

  • I never used WGLF because it does not help me survive or help team mates - I Feel like I'm one perk down - which makes a potentially good perk useless.

    If I want to earn blood points, I play killer with BBQ & Chili. A lot of the time I earn hardly any BP playing survivor.

  • We need a new female killer called the Succubus / Harpy / Enchantress. Survivors are drawn to her beauty and singing, whereupon she eats them or devours their soul. Other survivors have to break them out of their trance.

  • Open handed: Just double the base values to 8/12/16.

    Vigil: Agreed.

    Breakdown: Agreed.

    Boil Over: Don't care.

    Distortion: Just increase the tokens from 3 to 5 or 6.

  • This happens to me a lot.

    When killers face a skill mismatch like this, they often blame SWF with voice comms. There's truth to this, but I began to suspect there is more to it than that.

    I believe people purposefully disconnect so they will double de-pip and de-rank. Then we have rank reset...

    To provide a consistent fun experience, this game has to accurately reflect skill level through rank and matchmake accurately around that.

    I had not considered people using alt accounts, but I think it is very likely.

  • Detective's Hunch:

    change it so it activates when any survivor completes a gen (same as poised does). Also increase aura reading time by a few seconds.

  • What if all generators were blocked off for a short duration at the start of every match? Unsure if This would actually be a bad idea so asking for thoughts.

    It's already in the game !

    it is a plague perk called corrupt intervention. It works on a few gens at the start. If it worked on all of them, that would be OP and survivors would just hide until the timer ran out.

  • A Playboy bunny Feng costume would be totally doable - and sexier! I'd pay seious auric cells for that.

    Now BHVR just have to negotiate a deal with Playboy magazine...

  • I was delighted with the short clip we saw of the Freddy rework.

    I feel that Freddy currently has an OP mechanic (invisibilty) and weak mechanic (putting survivors to sleep). The idea being that they're meant to create a balanced killer, which they don't.

    I love the way he becomes more visible the closer he gets. We also have balance with waking up, in the form of alarm clocks. I think it will be more balanced if he can put survivors to sleep quicker. Perhaps we have different stages of sleep? Such as light and deep?

    But what about the dream world? We should have the current debuff to actions. But Freddy's theme is all about illusion. So I'd like to see doctor-like illusions when asleep - but more! Let's have fake pallets, generators, killer, jump scares, survivors, totems, etc. It could be a real nightmare for survivors! Do you expect anything less from Freddy Kruger? I don't think he should set his own traps though, that would be more like the trapper and would be time consuming.

    I'm not sure about the aura reading aspect though, given the above.

    I'm inclined to think the generator teleport ability is OP. Seems like the hag with a mint rag ultra rare add-on.

  • @se05239 said:

    Killers camp because it works, survivors cannot let their friends be and rewards camping by trying to save their friends.

    Tunneling works because getting a survivor out of the game fast is currently the best strategy to slow the game down.

    Agreed. Killers know that camping will usually distract other survivors from doing objectives, thereby slowing the game down. Although its unfun for everyone and will likely punish their score.

    @Elegant said:

    Camping only works if the rest of the teammates are dumb enough to let it work. If a killer fully camps a 1st hook then you have time to do 3 gens (if everyone goes and does 1).

    This statement is also true.

    So the counter to camping is to be aware that a survivor is being camped and to make a good judgement call: knowing when to wait for an opportunity to hook-save or go off and do gens. This is were perks like bond and kindred come into play. SWF with voice comms also helps, which is another advantage of SWF over solo play.

    Perhaps the solution is to introduce game mechanics that discourage camping? Such as a visual and audio alert when a killer stays close to a hooked survivor for too long - similar to the swirling crows around stationary players. New perks could be added, such as one that shows the killer's aura within 10 meters of a hooked survivor, if the killer stays near the hook too long (the perk being used by an non-hooked survivor, like a reverse kindred).

  • I believe that if BHVR could prohibit the use of voice comms during SWF games then they'd have already done it. This game was intended to be played without voice comms.

    "But people would stop playing the game", I hear you cry. I don't believe so, because: not every survivor is SWF, a lot of people just want to play with friends regardless of voice comms and lastly there are workarounds for voice comms.

    Not everyone would use a workaround for voice comms though. Some SWF players don't know each other personally and might want to keep details such as email addresses or phone numbers, private.

    I feel the game, for killer, is balanced somewhere between solo survivors and SWF teams. So when solo survivors get demolished by a skilled killer, they call for killer nerfs and survivor buffs. When killers get humiliated by a competent SWF team, they also call for nerfs and buffs.

    Success in this game is not just about voice comms though, it has a lot to do with player skill, perks, add-ons and map. There's a big difference between the killer abilities as well: hillbilly will usually do better than, say, the clown. But a skilled clown main could get 3-4ks consistantly.

    SWF should never have been added to the game, but it can't be removed now. But now its been added, I can't see any way of balancing this game, due to voice comms, which adds a significant, unfair advantage.

  • I feel like forcing ALL totems to be cleansed to remove a killer's perk would actually help to give some extra time for killers. This would make removing a killer's perk a LOT more time consuming, and that ruin, if you decide to get rid of it, will make you have to look for EVERY totem and destroy it.

    I understand your motivation for posting this. Too many times I've played killer and my ruin totem has gone within 30 seconds. That's why I don't use ruin (except on my Plague, who hasn't got many perks yet.)

    However, I've played many games were the ruin totem has lasted the entire match. Ruin is a devestating perk and slows gen progression a lot - that's why it's a hex perk. If you're playing against a strong, highly-skilled killer, who applies pressure early in the game, it's difficult to focus on objectives: gens and totems. Totem placement has a lot to do with it as well. Totems are better hidden on the indoor maps IMO. So ruin can slow the game down too much sometimes.

    It also sucks playing against a competent team who complete the gens super-fast.

    I feel the ideas you've proposed would work wonders against well equipped, elite SWF teams or on certain maps. However, for the rest of the survivor population, they'd be a nightmare! I don't know what the best solution is to be honest.

  • For this game to be fun, the ranking system has to be as accurate as possible, in reflecting a players ability.

    I don't want to play against people who are much more or less skilled than myself. I realise that a game such as this is very difficult to balance. I accept that some games will be fun and some not so - sometimes I'll win, sometimes I'll lose. But it's no fun when the whole team gets slaughtered quickly or the killer gets humiliated.

    I seem to go through spells when I have one frustrating game after another. I believe rank reset might have something to do with it. I know its a gimmick to encourage competative players to play the game more, so they can get to their previous rank. But why should the passage of time make a player look as if they're not as good a as they actually are?

    Same with disconnecting - why should this affect a person's rank? Surely there are better ways to punish disconnecting: such as a set time delay in which they can start a new match.

  • I think there should be some algorithms added to speed the game up in hopeless situations, leading to an automatic sacrifice.

    If a survivor gets slugged while the remaining teammate is basement hooked, the game could determine if an escape is possible: will the hooked survivor will get the 4%, will the hatch spawn within crawling distance and has the survivor got No Mither or Unbreakable? The entity could sacrifice these survivors immedietly, rather than let them squirm and draw the game out.

    The main issue, however, is survivors disconnecting early because the game isn't going the way they want. Just because they've gone on their first hook, doesn't mean the game is over - they could go on to victory. Such disconnections screw-over their teammates who are a man down, as well as denying the killer a sacrifice.

    A double de-pip is not a suitable punishment for disconnecting. Some players want to de-rank so they can go against less skilled opponents. This needs to be addressed.

  • I've been thinking the same thing recently and I posted a discussion on the topic of having one or two secondary perk slots for weaker perks, in addition to the usual four.

    I also recently bought Detective's Hunch from the Shrine. It's quite useful at tier two or three.

    When completing a Generator, the Auras of Generators , Chests and Totems within 32/48/64 metres are revealed to you for 5 seconds. If you are holding a Map that can track Objectives, Generators revealed by Detective's Hunch are added to the Map.

    It has genuinely helped me find my next objective. It's not a silver bullet against ruin, as you have to complete a generator for it to activate. This is were I believe it needs a buff - it should activate when anyone completes a generator - that's only a maximum of five activations. It would get more use then.

    I found that it added nearby chests and totems to a map, after I completed a generator, which I thought was cool. It's great when you use a crystal bead with it, which is a purple add-on:

    Every Survivor sees the Aura generated by the map when the owner activates it.

  • I like the concept of each character having something unique to them other than skins and lore.

    But whilst it would boost the usage of some characters, some would simply not get used. Would someone really take an enhanced Quentin into a match instead of an enhanced Claudette or Meg? I don't know about you, but I'd rather have a character with super-healing skills than one that can find purple medkits and open doors faster. But I suppose its down to the individual.

    What might have been a good idea, would have been for each character to have one unique perk that isn't teachable. That way, you wouldn't have hillbillys with Hex Ruin, A Nurses Calling and BBQ and Chili. This would have enhanced character uniqueness and might have given more balance to the game. But I suppose its too late for that now.

  • @SinfulHarlot said:

    Isn't that what events and BBQ/WGLF for? I feel like a lot of people just don't understand how important the grind is...

    I mean yea it blows trying to P3 max everyone at this point in time, but I think that's the point. You're not really suppose to do that.

    I typically play killer and survivor equal amounts. I run BBQ on every killer I have it available for. It helps tremendously with bloodpoint accrual and the grind - it's essential actually.

    My issue is with WGLF - great for bloodpoints, but besides the points accrual, it doesn't achieve anything. In a game were I have to use everything available to survive, I can't justify a perk that won't help me in any way. I'd much rather take a perk such as alert or spine chill to give me the edge - in addition to the typical top-tier perks. Even something like Open Handed or Deja Vu would help me survive more than WGLF.

    WGLF really should have a useful secondary purpose - just like BBQ does. For example, after unhooking a survivor, the killers aura is shown to you for 5 seconds, if they're a certain distance away. Some may say it's OP - but isn't that similar to what BBQ does? WGLF could do something else, but it has to be something useful as well as points for me to justify the perk slot.

  • @Atrushan88 said:

    If you're the last one slugged after the EGC starts, one minute should be the most you can be on the ground. That is plenty of time for Unbreakable/No Mither,

    I like this idea and believe it could be taken further.

    The game/entity should have various algorithms for determining when the game is over and it's impossible for the survivors to escape. Then the end game could be further compressed, which would do away with the situation reported by the OP.

    For example, two survivors remain and are slugged. The game/entity knows if you have Unbreakable/No Mither. If a survivor has neither, the end game is compressed and the entity sacrifices both survivors.

    If one survivor remains and is slugged. The game should not only evaluate recovery chances based on perks, but also calculate the distance to the open hatch. If the distance is too far to crawl, then the survivor gets sacrificed immedietly.

    I think this could pre-empt some survivors disconnecting. For example, if two survivors remain and one survivor is slugged and one is hooked, the hooked survivor is sacrificed immedietly (if they aren't given the 4 percent escape chance).

  • Its never happened to me a survivor and I've never done it myself as killer. But I did spectate a game I was in yesterday when a Myers did this to the last survivor.

    I wonder if it's just curiosity about what the entity kill animation looks like in a real game? I have yet to witness an EGC entity sacrifice myself and I'll admit that I'd like to experience it myself for myself - from both perspectives. But I wouldn't leave a survivor crawling on the ground for 3 minutes. Maybe this sort of thing will peter out as people's curiosity is satiated?

    I agree it's a toxic play-style but I wouldn't say it should be bannable. At least EGC is on a finite timer.

  • @TrueKn1ghtmar3 said:

    I blame all this on he toxic swfs a killer wouldn't need to "try hard" if match after match wasn't filled with the t-bagging twits

    I agree.

    I've lost count of the times when I've been bullied by a SWF team with voice comms and flashlights, when I've chosen to play a slow-moving, mid-tier killer such as huntress or trapper.

    I've been so incensed that the next game I've gone in, all-guns-blazing, with a fast-moving, top-tier killer, such as Hillbilly or Spirit, with top-perks and add ons. Only to face an average group of solo players who I've demolished. It's not fun and I often end up just hiding in a corner, so the remaining two survivors can finish one or two of the remaining gens.

    I feel like the game is currently weighted so that the killer is balanced somewhere between average, solo survivors and adept SWF teams. That way, killers seem to have the advantage a lot of the time, unless they're playing against SWF. Perhaps that's what drives good survivors to band together to form SWF teams, so they have a good chance of escaping?

  • I agree. Not sure if it's because of rank reset, but most of my games last night were unenjoyable. I'm now around rank 15 killer and survivor. I either got slaughtered by a try-hard killer or humiliated by an elite SWF team (or just good survivor players).

    During one game, I'm sure I was close enough when a teammate got hooked. But I knew Hillbilly would have BBQ tier 3. Sure enough, he comes racing towards my hiding place and I get downed and hooked. A survivor comes in for the hook-save when the killer is away from the hook, then just waits there at the hook! Billy comes racing over, I get unhooked and I meet my doom. Unless a survivor hides when a teammate gets hooked, there's not much you can do to avoid a fast moving killer with BBQ tier 3.

    Of course, they all had NOED. Even at tier 1, all survivors have the exposed status at the end of the match.

    Next match, a pig on the swamp just seems to creep up on us wherever we are and murders us. How does she know where we are? Oh, it must be that pink add on: Amanda's Letter.

    I know pink add-ons are ultra rare. They're fun for the killer but no fun for survivors and almost guarantee a four kill - unless theyr'e an elite SWF team.

    I'm also on PS4 and play survivor and killer equally.

1 2 ›