Ivanynakov
Ivanynakov
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- Ivanynakov
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Me and my friend think BloodWeb needs rework. I would suggest having only 10 levels (instead of 50) for prestiging. But each item would come in bundle of 5 and with 5x of a price.
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Why not. She is fun to play as and against IMHO. Just modify the power.
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@JoaoVanBlizzard said:
I think survivor players when they were playing solo (i.e. no friends or swf) should have some kind of resources that are unique to them, currently, every time that the devs create something to help the solo player, they automatically make the SWF stronger too, because of that I think that some things should be different for both sides,
The intuitive HuD for example should be something that SWF shouldn't have access to, since they play in communication most of the time, if they want to have more resources besides communication they should use the perks, after all they are for that. could have other types of additions, such as those who play in SWF only have access to level 1 and 2 of the perks, level 3 would be exclusive to players solos, they could even have different functions in level 3 perks, like the Mettle of man in level 3 could give a point of protection for the player who starts the game as an obsession, but this would only be given if the player was playing alone, but it's worth remembering that all of these are examples, nothing I'm saying needs to be added in practice, but they should have features that only favor solo players
before someone who plays with friends complains about it, until today SWF has never had any kind of disadvantage, while the solo player always suffers from game changes, when a killer is buffed or a surv perk is nerfed, the SWF don't even feel much difference, but the solo player feels the full impact of these changes, in theory, the solo player only gets nerf, so it's deserved it has exclusive resources, Nerfar killer and buff surv or vice versa is not balancing the game because of the strongest part of the game who has never been nerfed until today
But remember that this is just an example and my opinion, I would like to know your opinion, what could be improved in solo surv and be nerfed in SWF without spoiling the fun of the matches?
I wouldnt separate SoloQ from SFW technically. I would vote for making changes that would bring SoloQ closer to SFW level.
- See each other perks
- In-Game Intention Communication (I am going for save, I am going to repair, I am going to search exit doors etc)
- Kindred basekit
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Another solution:
While playing against this Killer, all Survivors see each other as same person with same cosmetics and items. So if team has Dwight, maybe all of them will appear to themselves as Dwights with same cosmetics for duration of the trial. When KIller uses his power, Survivors see only 1 random survivor + shifted killer who appears as survivor.
Then, even for SWF and with HUD it may be difficult.
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Could work if we modify the power.
The Killer is some kind of a ghost/poltergeist who can possess Survivors. While Survivor is possesed, Killer sees through his eyes and can take control over the body at any moment. Once the control is taken, Survivor has visual effects on him (such as glowing eyes, steam coming from his clothes, etc.) so it is clear for nearby Survivors. After hitting somebody OR after particular time OR after pressing Active Ability Button, Killer separates from the body. Previously obsessed survivor gains Endurance status effect for X amount of time.
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3493055#Comment_3493055
I mean it's definitely not that much
But probably whatever the number is times 0.35
So you think theat 35% is applied after the bonuses are calculated?
So final self heal speed: (100% + 56%) * 0.35 = 54.6%
Instead of my formula: (100%*0.35) + 56% = 91%
Is there a mod or somebody who can tell which one is true?
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492391#Comment_3492391
Thats not how it works, it's multiplicative
Otherwise adding Botany Knowledge would give it a yellow bar instead of red
What do you mean? What would be the numbers then?
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I don't use this perk neather because of time. Having 35% healing speed is just too slow by itself.
But paired with Desperate Measures which gives +14% healing and unhooking speed for every hooked, injured or dying survivor, up to 56%, works.
So in the situation you just described (2hooked, 1 chased, and you are injured) it would be 35% + 42% = 77% healing speed. If chased survivor is also injured, you get 91%. Which is pretty good.
EDIT:
OK, sorry. Seems like 35% penalty applies after all bonuses are calculated.
So final self heal speed with desperate measures: (100% + 56%) * 0.35 = 54.6%
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@MrMooseyMan said:
I've been attempting to play more off-meta builds and play more fairly for survivors. This usually involves a combination of trying to hook every survivor at least once, and sometimes letting them all escape even though I had multiple chances to kill one of them. I'm amazed at how many survivor streams or EGC I see where, even though I played in a totally weird way and didn't pick up and kill someone, they still think I was playing toxic, tunneling, or any number of things. The gameplay changes from game to game, and if you get unhooked and go for a body block, yes, I'm going to hit you and/or down you. BUT, I might leave you to sit there for a while and go chase someone else. Every time, without fail, survivors never question WHY I'm leaving them down, they simply think I'm "slugging" rather than giving them a second chance to get recovered after a stupid play. For all the complaining survivors make about killers not playing fair, they don't recognize it when it's happening right in front of them.
Play brutal. Rules are set. Survivors are gonna be upset when they lose. Gonna teabag you when they win.
- If you don't go too far from hook (no metter the reason) - you are camper
- If you hooked one person several times - you are tunneler
- If you don't hook survivor after putting them down - you are slugger
- If you injure survivor and leave him be - you are hit and runner
- If you don't injure survivor - you are noob
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@Mr_Digi said:
I have played 16 games since i came home from work. And no kidding, every game the killer have gotten someone on hook, and everytime they get saved they come back and ignore everyone else to go for that same guy. All 16 games? Whats up, tunnel-friday or something?
The problem in DBD community is that you blame player for tunneling instead of game design. It is like blaming your opponent for moving bishop in chess. There are rules for the game.
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@jeffkillsyou96 said:
I feel hillbilly and a lot of killers need reworks but hillbilly power is an instant down unlike artists or wesker so there needs to be a relative steep curve
It is not that easy to hit Survivors with ability. And pretty punishing if you don't do so.
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"Easy to learn, hard to master" - is how it should be. But this is not about Billy for sure.
I've been playing him 3 days actively now. And still failing feathering most of the time. I want to have fun. But in order to have it, I know that I have to spend lots of time muslememorizing.
I know that lots of Killers work this way (i.e. Blight U-flicking) but there is literally no reason for Billy to be like that.
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From my experience: NO to both questions
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@xEmoGirlxAlexisx said:
If u are tunneling or Camping Toxic Survivor Mains gets Mad in the end Game Chat rage at u and want to see ur Mother killed
If u are try to Play fair as Killer and make it much harder to win since tunneling is the best strategy against good Teams u get teabagged if u dont get 4k and blame u in the after Chat or PS4 message
So what is the Point of not tunneling when Survivors are still toxic to you ?
i hv always try to Play whitout tunneling because i found it boring and it isnt fun for Survivor but since i get teabagged 8/10 Games where i didnt get a 4k im now stop playing fair when there are like 2 - 3 Gens done and Starts to hard tunneling
i already Main weaker Killers like Dredge and Singularity and it is very hard to Play fair whit this Killers against good Groups but i still have try to Play whitout tunneling ( except the unhooked Survivor instant work on a Gen ) but when Survivors are still toxic when u are playing fair there is no Point to Play whitout tunneling
I found out that "no mercy" strategy is way better. In my experience people don't wait until the game is over to offend you in chat (because they died in the beginning xD ). But when you play soft on them, they teabag whole game (and every game) and call you noob after the game is over :D
So play your game and be a cruel killer.
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We can collect rewards later
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@o7o said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488808#Comment_3488808
I personally think a communication wheel would've been more helpful. The HUD icons were nice, but all it really did was lead to disappointment. I still get solo queue teammates that will be opening chests while I'm on hook nearing 2nd stage, or cleansing a random totem with 1 gen left when the killer is pressuring gens. It would be nice like DBD mobile where you can tell people to do gens or go for saves or not.
I think those 2 mechanics can work altogheter in harmony. Active communication can replace voice chat for people who are willing to use that.
EDIT:
Active Communitaction Feature should be more self-based instead of telling other people what to do IMHO. I would like to think for my own but be informed of other players' intentions.
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Seems like you are much better survivor then I am. The game against Merchant ends pretty fast for my whole team. QQ
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@Peanits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488799#Comment_3488799
So this is actually a very interesting topic, and yes, we have discussed this (and many other solutions) before settling on this one. The main issue with having some sort of active communication- something that people need to manually use to communicate with others- is that it only helps if people are actually using it. In this sort of case, if someone is bumbling around not quite doing anything as is, we'd be putting an awful lot of faith in them taking the time to use the communication options. They may be a newer player who might not even know about the communication options, might not think to use it in the moment, or may not even care enough to use it.
This is a big part of the reason why we settled on a passive HUD instead. It takes no effort on their part; the moment they do something, everyone knows. It doesn't put the pressure on the player to use it, it happens automatically in the background.
That makes sense and passive HUD is truly wonderful solution.
But are you planning any further improvements on communication between SoloQ players? I feel like having some ability to make a call would be a huge help in my games even if I was the only one using it. But I truly believe that advanced players would make a good use of that pretty fast.
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@Peanits said:
Back in ye olde days, waving your arms meant the opposite: That the Killer was camping and that you shouldn't try to save.
That said, it was never really a consensus even when the community was much smaller, and I don't think we'll ever reach one with how big it is now. There will always be people who don't realize how most people use it. Fortunately the HUD now shows who's doing what and who's being chased, so you usually have a pretty good idea of whether or not someone is going for the save. Whether or not your random teammates will go for the save is a different story, though.
In my SoloQ games often happens that players are inactively hiding and nobody comes to save in the end. Maybe they think that the other inactive person is going for save but they can not communicate this.
Have you ever considered to add in-game communication whether in form of phrases or "player intention status"? By intention status I mean that at players' HUD may be icon or text symbolizing what are they going to do. For example: looking for generator, looking for heal, going for save, securing player during chase etc.
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@sanees said:
attention!
In this thread, I tried to solve most of the problematic parts of the game that could be solved with a slight change without redoing the whole game, I may have overlooked/forgotten some aspects of the game
Killers will be discussed in "small thoughts about big balance: killers" https://forums.bhvr.com/dead-by-daylight/discussion/384221/small-thoughts-about-big-balance-killers/p1?new=1
(In these themes there will not be detailed changes to all perks and for each killers (maybe I will make other themes for this in the future)
So for a better understanding of the changes, after reading I advise you to read the topic "Small thoughts about big balance: killers"
Survivors:
there is a huge difference between solo survivors and swf, and in dbd sometimes even small information can separate 4k from 4 esc
and since we have 2 groups of players we can't balance the different aspects of the game well, so at the beginning let's bring solo and swf together
Info buffs:
survivors can see perks of other survivors in the lobby
basic kit bond: survivors can see the auras of other survivors at a distance of 32 meters
perk: now increases radius to 124m and works for the whole team
base kit kindred: shows the killer's aura within a radius of 12 meters from the hook,Illuminates the auras of all survivors for the entire team
perk increases killer detection radius to 22m
empathy perk changes: Illuminates the killer's aura within a 12m radius of a knocked-out survivor, Illuminates the auras of all survivors for the entire team.
- Now that we have converted the solo level to swf, let's solve the main problems for the survivors
Anty camp
Survivors gain +10 seconds Hook Time
every time a new survivor runs up to the hook, at a distance of 10 meters the hook timer stops for 15 seconds (the counter of survivors running up to the hook is reset on each hook phase) does not work in endgame
Anty slug
after falling to the ground, the survivor can press m2 to start recovering, in this state, the survivor's blood loss is accelerated by 1.75x
in a minute the survivor will be able to stand up
m2 does not affect to m1, but they can fill at the same time
Anty tunnel
if the survivor re-hooks in less than 120 seconds, a portal will form under the hook that teleports the survivor to a random far hook
when unhooking such a survivor, the killer will not receive a notification
and the survivor will be able to unhook him self
( dont work in end game)
Anty 3 gen
Now spawn 1 more generator, so the minimum number of generators is now 4
New item for survivors
a repair kit that allows you to briefly close the windows for the killer, repair the palette and strengthen weak palettes (more info in killers changes)
basic stats without addons for the purple set
2Sec to fixing 1 pallet / 1 sec to closing 1 window for 3 seconds/ strengthening 3 weak pallets
(purple repair kit has 3 charges fixing a pallet costs 3, closing a window costs 2, fixing a weak pallet costs 1)
brown set -1 charge
yellow-1 charge +5% speed
green-2 charge+10% speed
purple-3 charge +10% speed
addons
per number of charges - green 1 charge / purple 2
pallet repair/window closing speed addons - brown +10% speed, green +15%, purple +20%
rainbow spends 4 charges instantly regenerating a palette at a long distance
brown addon - allows you to jump over repaired/fortified pallets without triggering a sound alert from
yellow addons- closes window 1 second longer
reinforced pallet stuns the killer for bonus 0.35 seconds longer
Victory conditions
MMR points are awarded not only for personal escape, but also for the escape of other survivors
you escaped - victory
you died but 3 survivors escaped - victory
Info buff section looks pretty good. Especially ability to see team perks , base kit bond and kindred. Those things are what we do communicate when playing with friends by default. Some time ago I made a suggestion about basic in-game communication phrases https://forums.bhvr.com/dead-by-daylight/discussion/373432/in-game-survivor-communication-solution
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@sanees said:
attention!
In this thread, I tried to solve most of the problematic parts of the game that could be solved with a slight change without redoing the whole game, I may have overlooked/forgotten some aspects of the game
For a better understanding of the changes, befor reading I advise you to read the topic "Small thoughts about big balance: Survivors" https://forums.bhvr.com/dead-by-daylight/discussion/384220/small-thoughts-about-big-balance-survivors#latest
(In these themes there will not be detailed changes to all perks and for each killers (maybe I will make other themes for this in the future)
Killers:
The main problem with killers is that they don't have time, which means they constantly have to rush and resort to uninteresting tactics like camping and tunneling, since camping and tunneling were nerfed in the in the previous thread in this one, we'll be looking into encouraging some tactics and reducing the haste of generators
buffs:
base kit Corrupt Intervention: 30 second Corrupt Intervention deactivated if the survivor was knocked out before the time expires
hooks:when the killer hooks a survivor, the killer gains a 10% haste for 5 seconds and sees the aura of 1 survivor that is further than 50 meters from the hook
hit and run:
a survivor injured by an M1 attack receives a 15% slowdown on actions: heal other survivors, clean totems, repair generators, open gates
surviving wounded m2 gets slowed by 5%
(a little clarification, at the moment if you see two survivors 1 wounded and not wounded, it is almost always beneficial for you to tunnel the wounded, with this change it is beneficial for you to go after the unwounded, since while you run after a healthy survivor, the wounded one will either heal with a slow or heal, which will allow the killers to rely less on tunneling and more on pressure on all survivors)
Gen rush nerfs
- Toolboxes and toolbox addons have 2x less repair speed and 25% fewer charges
- repair haste perks have 50% less effectiveness
Built to Last doesn't work on repair kit and toolbox
Deja Vu: No longer grants a repair speed bonus, all survivors see the auras of the last four generators
(if you suddenly didn’t read the last post, then here’s the help, now at the end of the game, the survivors need to repair 1 out of 4 generators, and not out of three)
map fixes
(because we can't change the design of the cards it would take too long/doubtful result)
Base kit Bamboozle: killer jumps windows 5% faster and closes windows for 12 seconds
perk, +10% to window speed and closes the window for 24 seconds + allows you to climb through the windows that the survivors closed
at the start of each match, 2 random pallets will be broken and 4 random pallets will be given weak status (will break after being dropped)
(this way there will be fewer pallets in general, but if the survivors use a repair kit, then there will be more of them)
Victory conditions changes
mmr increases from hooks, not kills
1-5 hooks losing
6-7 hooks draw
8-11 hooks win
12 hooks absolute victory
- I pretty like the mechanics of broken pallets that you can repair. Brings more gameplay options for survivors IMHO. I would make it as basekit to repair them though (without any item or with classic toolbox for speeding up). Pallets are too strong, so Survivors would be pushed to take the item for their repair.
- Victory condition is something that needs to be changed (there is none now). Dying is counted as loosing, especially for new players. But Survivors are team and they should be rewarded for team AND personal results. I suggested the solution here: https://forums.bhvr.com/dead-by-daylight/discussion/373694/soloq-improvement-survivor-rewards-rework
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I can not open URL :(
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I would like if every Survivor and Killer had passive ability which may work as exlusive 5th slot perk. Those can be just slight buffs to differenciate Survivors especially.
For example:
- Dwight: +2% repair speed
- Meg: -7% cooldown on exhaustion
- Claudette: +5% healing speed
- Jake Park: -10% to loudness
- Nea Karlsson: +5 Charges to items
- Bill: +5 metres of range that you can hear opened hatch
- David: +10% to recovery from dying state
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@Nash said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487865#Comment_3487865
Slug is a very strong strategy to apply massive pressure then snowballing to it. By definition, slugging is to down one survivor bleeding on the floor then chase another survivor, it could be a second down or a hit then the killer will go back and forth trying to get more survivors involved. It's not as effective against SWFs or very coorperated teams but is very powerful versing solo queue and especially at the start of the match. What I mean is with the x%, survivors will be punished from the proper counter play of slugging otherwise they go for the rescue then suffer more pressure from the slugging.
I see what you are saying and it makes sense. Hooking people will make potential penalty disappear. Tunneling players is punishing. Because if you are winning by objectives, late game becomes punishing to you. So you try to avoid objectives and slow down the game in early stage.
But wouldn't be slugging without actually hooking anybody too risky for early game?
If slugging would be a huge problem, then probably devlopers could take it into consideration as well when calculating repair speed boost or penalty. But it needs a deeper though and testing IMHO
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@Nash said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487808#Comment_3487808
Mb I didn't read it thoroughly, although it's an interesting idea but still I doubt it will change much about the current state of the game, something like the new pain res could be better, i.e. only incentivise fresh hooks without much downsides to it. The problem with your idea is if the killer slug to avoid the hook compensation for survivors, so it could be abusable by slugger. Other than that the killer might as well tunnel or camp one survivor out to force a 3v1, and in this case once the killer down one survivor the rest two will be struggling to maintain on gens so the z% is of little use.
Overall if this goes to live it definitely will benefit my killer games but meanwhile the survivor games will be more furstrating. You must have a good mindset to come out the interesting idea but once again those abusable actions I mentioned are same reasons I don't play survivors as much.
@LordGlint said:
Wouldn't this just incentivize slugging everyone to death? They're reworking Sadako to deincentivize this on her, but this would make slugging builds stronger for EVERY killer.
Slugging would be really bad option for Killer.
- In early game, if Killer slugs and camps slugged player, other 3 Survivors have free generators. If Killer doesn't camp, Survivor will be picked up soon.
- In late game, if Killer didn't kill anybody he is in losing position because 4 survivors 1gen. Just not as losing as it would be without repair speed penalty. Looking after 2/3 slugged Survivors and 3 last gens is pretty difficult and risky.
With fair and balanced numbers for x,y,z, repair speed mechanics would mainly just make less one-sided games and more balance and tense once.
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@Nash said:
That looks like a punishment for killers that are playing fair. I sometimes get 1k at 6-9 hooks with 1 gen left.
According to my formula, In this scenario Survivors would have repair speed penalty so you would be able to get more kills.
- Penalty (Repair Speed Nerf) is calculated by Number of Generators Repaired minus Hook Stage Compensation. Can not be less than 0 so we don't have boost.
- Repair Speed Boost is calculated by Number of Survivors dead.
- Final Repair Speed is: "Base Speed - Penalty + Boost"
This mechanic would also prevent tunneling because the most effective way would be to NOT kill survivors but get Hook Stages instead.
So very simplified formula is:
Base Repair Speed - (Penalty from Generators finished - HookStage Compensation) + Boost Speed from dead Survivors = FINAL REPAIR SPEED
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I pretty much like his power and think that Pirates of the Carribean would be a good licensed content. Good job designing.
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@I_am_Negan said:
Do you remember the perks Billy was running?
Did he hook someone before going straight to them?
Welcome to DBD where fun is not allowed nobody wants a challenge just easy wins. On both sides.
https://us.v-cdn.net/6030815/uploads/F647OQEAVNSH/tenor-281-29.gif
I suggested smart regulations of repair speed in order to make more balanced games. I truly think it will solve the problem
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I think it needs new mode "Play against bots" because Custom can be played with less than 4 survivors. Also it needs to give less rewards than matches against other players.
But yes, I agree. Would be nice to know that my "training matches" progress me at least slightly.
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@[Deleted User] said:
I'm all down for harder skill checks base, but I don't think devs would do this as it would cripple any new or inexperienced players who have trouble hitting regular skill checks.
They've stated numerous times that this game is designed for all players of all skill levels.
Technically Focus mode can work this way:
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@[Deleted User] said:
I'm all down for harder skill checks base, but I don't think devs would do this as it would cripple any new or inexperienced players who have trouble hitting regular skill checks.
They've stated numerous times that this game is designed for all players of all skill levels.
Mechanics don't have to be difficult, just more interesting and complex. For example *focus mode skillchecks* mechanics can be inspired by music rhythm games like this:
With appropriate design though (dark, circular with mechanical visual elements? ). For hitting the "rythm" players would switch between pressing and holding SPACE. There would still be Good and Great skillcheck zones.
And *Deep Focus mode* can be just more difficult version of it as we have when Killers use certain perks. So no sound, smaller skillcheck zones etc.
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I start first. Of course you can react on it but don't forget to leave your ideas!
- Would be cool to make more complex skillcheck system (focus mode) so it can become a small minigame which takes more attention (getting closer to real feel of repairing or healing). In terror radius it would jump back to simple skillchecks (basic mode) system so Survivors can concentrate on killer aswell. Some perks related to skillchecks would be reworked. Some of them may be like ""Survivors in your Terror Radius remain in focused mode while repairing/healing"
- Being on hook would trigger extremely difficult skillcheck sysyem (deep focus mode). Triggering it right would slow down sacrificing.
- While slugged you can crouch to the hook and trigger deep focus mode. Doing it right would fill the progress bar and you would heal yourself to injured state.
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@fearsxoxo said:
Am i the only one being killer and getting more and more frustrated at this game. Youll have the totally entitled survivors mains that keep saying that the state of the game is fine and in the best state it ever been. When in fact its not. I see a lot of problems happening about the balancing. We can all agree that a killer vs a solo Q group will do just fine in most case , even probably stomp them since there is no cummunication on their end. But when it gets SWF its getting out of hand. Either that were talking about gens speed, the ressource they have to counter you , the maps. In other games lets say i take world of warcraft for exemple. You can do raid , for the same instance you have multiple difficultie for the same content. If you solo q and get to play with stranger the content is way easier the bosses are a lot easier than lets say normal , heroic or mythic. The same should apply to dbd in my mind! off course a swf well coordinated will have a way easier time and will gen rushs most of the time. Leaving you if you lucky losing sometime 2 to 3 within the time of 1 or 2 hook if you did extremely good. I watch a lot of killers content and they all seem to experience the same thing i do, even if they do it for a living. Why not adding a gen speed penality for groups ? more often then not killers are forced to camp to secure kills or even attract palyers to you forcing them to come rescue. we do not enjoy camping, but were not bots and we also play to win and would love to stand a chance in most games. The more time the killer have to chase the less theyll be tempted to camp or tunnel and im sure of that. So with the anti camp method its only gonna make it worse imo they will now only stick to gens knowing the person cant lose more than one hook state. Sure they are nerfed BNP and PTS but it wont be enough sadly. The more and more perks are being added to the game the more tools SWF have to counter killer. Thats 12 perks vs 4 for killer. If well use thats huge. Why BHR doesnt adds more perks to killer knowing they only have 4 vs 12 ? 6 would be fair imo. What i would see is a penality to gen speed for SWF cueing as a 3 or 4 man group , there would also need less pallets in maps when cuing vs SWF. You just cant balance the game around the soloQ experience and the strenght of the S tier killers knowing the rest of the killers are #########. I see you coming , why dont you play and Stier killer then.. WELL my friend i play a couple killers and i do not enjoy Blight nurse or huntress and anyway they release new killers so we can buy them and bring diversity into the matches. Well balance the game for all of them then ! STOP MAKING THE MAP SO HUGE because 2-3 killers and travel them in no time when 80% of the killers are helpless in gigantic maps. Killers found a way to stand a chance in those scenario playing the 3 gen strat nerfed ( survivors dont like to play long game). YES THIS IS A RANT but lets be honest and you too entitled survivors mains ? do you really found that normal to do 5 gens more often than not under 6 min ? i play games at high MMR and its a sweat from start to finish. I would love to see some solution being brought fixing these problems other than trying to force killers to play a way that its clearly less and less possible within the current state of the game. The 12 hook game style is pretty much dead unless they do mistakes over and over on the end.
Having flexible repair speed on generators (based on generators repaired/survivors died/hookstages) could balance SWF, SoloQ and Killer games.
- For every generator repaired, Survivors would get (x)% repair speed penalty.
- For every hook stage, Survivors would neglect (y)% repair speed penalty up to 0% penalty.
- For every Survivor dead, Survivors would get (z)% repair speed boost.
With setting the right numbers for variables the skill gaps would be smaller, leading to more balanced and enjoyable games.
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Oh, and it also blocks end-game chat. So instead of writing into that I clicked on Challenge button...... it is very bad design I even consider being a bug!
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Relative bundle prices would be a good think IMHO.
Also it would be good to consider somehow lowering prices for:
- The Chapter where at least 1 character was already bough separately
- Character you bought at least 1 perk using Shrine of Secrets
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If there is survivor who is not at exit gates with me, then I wait. I think it would be helpful to have some kind of indication whether survivor is standing behind exit gates or not. Checkmark at Survivors icon?
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@GannTM said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3428536#Comment_3428536
You say that casual players try to have fun, but you forget that playing against a sweaty win streak Blight with C33 and Alc Ring is not fun by any means. It’s not about “winning and losing”.
OK. Arguing about that is pointless right now. But touching this topic, I think it would really help DBD if they seperated game into two game modes - Ranked and Casual.
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@Spectralfx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3428438#Comment_3428438
agree to disagree.
if you want to be the judge of what is good game design, be my guest, create your own game studio and make a better game.
I'm sure there is a bank willing to provide a loan to one with such good insights as yours :)
Meanwhile I'll stick to my guns.
I still firmly believe you are asking for which cannot be done, but all I demand, respectfully, is that you don't put words in my mouth I didn't intend.
Well. I just hope BHVR doesn't share your enthusiasm to punish new players.
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@GannTM said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3428472#Comment_3428472
That is far from true.
Why isn't it?
"Sweaty players' " main motivation is winning. True casual players' main motivation is having fun, they don't care about winning and don't call anyone sweaty. That means that players who are upset by losing are actually motivated by the same thing as "Sweaty" ones.
The only difference between so-called "Casual player" and "Sweaty player" is skill level. Which very often doesn't even mean that someone is tryharding. He/she just isn't trolling and may even eat sandwich while winning.
EDIT: and please remember that this is competitive game (players versus player). True casual players:
- Don't play competitive games
- Play against bots
- Resigned to the obvious fact that other players will try to win
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@stvnhthr said:
I think perhaps one in ten games are fun, like old dbd where you felt it was a fair matchup. Seldom are games fun, between cheaters, sweaty aggro players, and dcs it really is not fun. Playing dbd is sort of like playing the lottery. You get one win and it hooks you to play again, but the wisest players do not play at all.
Only sweaty players are upset from playing against sweaty players.
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@xPrinceHarlequinx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3428273#Comment_3428273
Which is why my point was, to just pick them up. Some people just take this game entirely too seriously.
In this case people just want to improve game design so it is more enjoyable. Educating them is good thing but it doesn't change a thing that game design has holes.
Slugging several people and camping them, absence of hook abusing and similar mechanics are poor game design.
@Spectralfx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3428273#Comment_3428273
Sadly, it's not how this works.
A bad player gets to play more by learning about the game's mechanics and strategies.
Now now, if most competitive matches played by the top tier were slugfest after slugfest... I'd concur with you... but that just isn't a reality so, respectfully:
Those players simply need to play better.
Disagree. You are embracing poor game design. Players at ANY skill level should be able to ENJOY the game by playing (not necessarily by winning). When slugged, at some point the player doesn't even press a single button.
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@xPrinceHarlequinx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427950#Comment_3427950
This! Like, if you are ever in a situation where you have two survivors on the ground and a third hovering around, you are facing a HORRIBLE team. You just picking up in that moment would not change the outcome of that game. You leaving them on the ground and chasing the third while they are hypothetically able to pick themselves up will also not change the outcome of the game because they are bad lol. Like, what is not clicking here lmao?
Even bad players deserve to actually play instead of watching others while being downed for a few minutes. Don't you agree? That is the reason why people in this post are trying to come up with a solutions for players having fun without shifting the balance.
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@Kirarozu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3426703#Comment_3426703
What ranks? There are no ranks that mean anything skill wise in dbd.
Aren't players matched by MMR? I feel like matchmaking is really bad but there are some paramaters. But anyways "new" players only use original perks. More advanced have already prestiged several characters or discovered shrine of secrets.
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@NoHookDC said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427169#Comment_3427169
As long as Survivors keep screeching for changes, nerfs, and 'punishments' for tactics that break their made-up, fake, and unenforceable rules; I will keep bringing up their delusional rulebook.
I am Killer main. I just saw lots of complaints about slugging and the idea of healing seemed so obvious that I wanted to share it.
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@NoHookDC said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427148#Comment_3427148
Except you're wrong.
There are many games where, after 1 person is sacrificed, there's now a dead zone. Survivors would abuse this dead zone to never get hooked, and now can pick each other up.
But continue to pretend it only harms people who break the Survivor rulebook.
Survivors paying attention to deadzones while Killer does not means that they are far more experienced. But abusing this is not efficient use of time which works against Survivors. And eventhough this abuse is so rare that it can be treated as one of those rare bugs you never knew about until you've seen in hotfix patch notes.
Bugs need to be fixed though. But it shouldn't stop developers from implementing game improvements.
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@KateMain86 said:
Its one thing to leave a survivor on the ground for a moment while you engage another one you saw nearby, but when you leave the last 2 survivors on the ground for an entire bleedout knowing there is absolutely nothing they can do about it then that is when slugging becomes a problem. This pic below was taken after me (Kate) and Mikaela crawled across the map hoping they'd hook us so the match would end. Mikaela eventually made it to me and the killer decided to stand there and wait for us both to bleed out. This is why we need basekit abilities to deal with these situations. If nothing exists to deter and discourage killer players from doing this, they will keep doing it. The killer has no strategic advantage at this point. They already won, so the intent is clear. They only do this to be toxic.
https://us.v-cdn.net/6030815/uploads/041HUABCPK6G/20230512222243-1.jpg
What if slugged survivors could heal each from dying state other but in much slower speed? So Killer would be forced to hook on of them.
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@yourdad said:
mb bhvr need to do ingame survey and ask players about new perks, addons, their comeback?
I would appreciate if they did survey more frequently. And listened to them ofcouse :)
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And I know that MK needs 2 players instead of 5 (2.5x more). But DBD has at least (17,6x times more active players).
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@GhoulNative said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3426712#Comment_3426712
I don't think its neccesarily a problem of being "scared" I believe the player count just isn't high enough to host multiple game modes
And just to compare. I play Mortal Kombat 11 which has ranked, casual and other fun modes. The game has 1700 players (DBD 30000+), and queue time there is under 2mins for any match.
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@GhoulNative said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3426712#Comment_3426712
I don't think its neccesarily a problem of being "scared" I believe the player count just isn't high enough to host multiple game modes
Game has 30k players on steam. It is gonna be almost the same amount for Epic Games. Current queue time I personally face is under 30s for Killer, under 60s for soloQ and under 2m for SWF.
I personally don't mind to wait 2 mins for a match.
But there is solution for players who want have a quick game. They just select all checkboxes and press "Queue" button.


