Jdsgames
Jdsgames
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@Judgement said:
https://forum.deadbydaylight.com/en/discussion/comment/595732#Comment_595732
A small price to pay for salvation.
Holy ######### it works! Also you are really right there. A small price to pay to be able to not be spammed with like 100 notifications of mass comments on a particular thread.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/595545#Comment_595545
Maybe instead of killing everyone instantly, it makes the countdown timer much shorter, like 80/60/40 seconds? That would make them panic a little, wouldn't it? XD
@Raven014 that is a cool take once other issues are resolved. I think EGC should start once all generators are completed. It simply makes more sense this way as you can just 99% a door as a survivor and opening the gate as killer = you lost all possible pressure. Then noed could be 15/30/60 seconds.
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Sounds very nice now.
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Someone quote me @Peanits @Patricia @MandyTalk it appears we cannot quote the OP post of the thread now. I can quote user posts not the actual thread post. Also feel free to delete my two spam posts above to test if quotes actually work again. For the most part good job! Although, @NMCKE that is awesome I can now finally disable the fact that I get messaged for every comment on threads I post on. Also now got the spam bot on me annoying the living piss out of me for testing something XD.
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@NMCKE said:
Someone quote me
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@Rydog said:
@Jdsgames Good thread that you linked, I think a lot of that stuff is reasonable.
As far as adding more "tutorial" ranks: Do you not think that would add more chaff to the game, and also immediately nudge survivors toward developing wrongheaded habits (i.e. they would get used to seeing auras, but this would soon be taken away from them)? The initial experience is already a huge, massive knowledge wall for new players, and I would be hesitant to add more to that. Don't get me wrong, I think there's a lot that the game could do in the name of solid onboarding -- but I wouldn't want to confuse new players in this way.
And, common sense (similarly to real life) is not a common, universal thing in all matters. A couple of light detection perks in a killer's base kit would provide overwhelming value for less-experienced players, and like you say, really high-tier players might be able to deduce that information even without those perks being there... so maybe the benefit naturally gets marginalized as you get better at the game, yeah?
No, you simply explain like bloodwebs do that these things will occur in these ranks only. Just to get a grasp on what is happening. Like Tutorials but actual games. The tutorials we have now is a joke almost mindless. Hold M1 on Gen Hold M1 to unhook there is no logic behind it. No risk no actual events of gameplay. I find that more disassociated than what I suggest.
No, really high tier players do not need these buffs. They know when to heal and when not to. They know survivors will be at gens. We don't need to confirm this for them. Holding hands should be at the tutorial base. This helps them adapt to logic. If you somehow manage to just play mindless and think survivors are gonna be on the side of the map that gens are done already. You deserve to lose and see that you are wrong. Learn from your failures. I can understand failing due to imbalance isn't fair to say this for. But lacking logic is another thing.
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Quoting is fixed alright. XD
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@Rydog said:
@Jdsgames Hardly anyone uses pregame chat for that purpose, so it's not a useful replacement for an in-game mechanic. Think of the Bond suggestion as a stab at instructive design, in a genre where you usually don't see much of that.
In my experience, "git gud" is (usually) just shorthand for patronizing people who express (usually) legitimate frustrations about something in a game. Helping killers to know where to find survivors, giving them a little nudge -- the whole idea behind it WOULD be to help them get better and make progress, and hopefully result in fewer really unpleasant or lopsided game experiences. I think you are looking at this from the perspective of a very experienced or high-rank player, where I am trying to address frustrations of the average player.
I actually think you would like another discussion of mine. @Rydog
@Jdsgames said:
Nurse - There is no fix for a broken killer. Her power is viable for all the wrong reasons. Predictions happen with every killer this isn't a nurse exclusive mechanic. Therefore the only skill nurse needs is the time/distance ratio on blinks. This in itself is pure muscle memory nothing more. You cannot skill a straight line. Yes, players that often screw up blinks can lose, however, it is rare to cause this on a 'god/good' tier nurse. Since they have the time/distance down pat. Plus with extensive play you learn the locations/actions a survivor will generally do against this killer. Similar to playing wraith/billy/spirit. This comes down to purely how often you play this killer.
Spirit - Needs a vaulting animation and the phasing sound needs to work reliably. There are times there is no phasing sound and the killer wasn't running Prayer beads. It simply isn't fair or a mind-game when no phase sound means you get hit if you don't move and no phase sound means you can't rely on any indicator something is happening. Although, gen grabber spirit is fine they spent half their match points on the add-ons needed to use this. They deserve to have fun as well.
All killers minus Nurse/Myers needs 115% speed at base. This would make map balancing a bit better since you wouldn't have to worry about certain structure designs causing infinite loops for slower killers. If a killer becomes OP after testing this buff then their power should be slightly tweaked accordingly.
Nurse - Again broken this would only make it worse. Myers, the split-up of tiers kinda makes this hard to balance. Maybe, 110%, 115%, 115% + instant down.
OBO should be distance based not terror radius based. Cloaked wraith has 0 counter-play to a survivor running this perk. To the point I was already baited into playing wraith in which I knew what was gonna happen and played nurse. Once we loaded into the match I saw exactly where they were. I simply got a nod from the survivor because they knew they were outplayed. This also applies to any other killer that is stealth-reliant.
We need to stop balancing perks with perks. This is an idiotic way to design a game. I have a perk which denies a perk which is denied by a perk that denies a perk that can be broken when not running this perk with a perk that counters....... I think you get the point. Perks need to be slight buffs or mild game changers at most. The problem is the core mechanics a perk should not be a reason a mechanic exists. Ie: Gen Kicking, Dull Totem Cleansing etc.
Now perk combos on the other hand should be rewarded. Ie: Spirit Fury + Enduring, Lithe + Dance with Me, Quick and Quiet + Head On (IF it worked LOL), etc. You are utilizing multiple perks to build an advantage that is unique.
As far as SWF goes the only way I can balance this out legitimately is randomly disabling on of their perks if they are in a swf. Although, my justification for this is if one person has OBO they all have obo, They get free kindred, empathy, bond, etc at any range. Losing one perk as a semi-handicap would balance out a coordinated swf team with coms. You simply are omnipresent with this mechanic and it should have a downside. You know where to heal someone, you know if the killer is or is not in chase.
Add 5 'black/no' ranks to the game under the brown ranks. These would be tutorial ranks. These survivors are limited from playing in swf until general knowledge of the game is given. Black/no ranks would allow certain advantages to both the survivor and killer. As killer you would essentially see intermittent auras of survivors working on gens 40+ meters away. Survivors would see the aura of a killer being penalized by the camping penalty. The camping killer in this case would also get the pallet stun vfx occasionally to see they are hurting their rank progress. Survivors in these ranks will also see generator auras from time to time showing them possibly where to go next. These ranks would be almost instant pips up. So you would only need to play a good 10 matches before you are out of these ranks. Note you can never go back to these ranks.
As far as ranks go a survivor/killer that has hit rank 1 should never be lower than rank 10 in rank. Even if you do happen to leave the game you come back rusty. You still have previous knowledge and get back into the game. Rank Reset should also only bring you down 5 levels from where you are. So if you are rank 10 you would go to rank 15 if you were not bound to 10+ by R1 achievement. Rank 15 goes down to rank 20 etc.
"Add 5 'black/no' ranks to the game under the brown ranks. These would be tutorial ranks. These survivors are limited from playing in swf until general knowledge of the game is given. Black/no ranks would allow certain advantages to both the survivor and killer. As killer you would essentially see intermittent auras of survivors working on gens 40+ meters away. Survivors would see the aura of a killer being penalized by the camping penalty. The camping killer in this case would also get the pallet stun vfx occasionally to see they are hurting their rank progress. Survivors in these ranks will also see generator auras from time to time showing them possibly where to go next. These ranks would be almost instant pips up. So you would only need to play a good 10 matches before you are out of these ranks. Note you can never go back to these ranks."
It is a generalized tutorial rank section that helps players understand the logic of the game. Yes, this can be adapted further it is a general concept. At rank 10 a person that is camping is gonna camp. They know what it is and they are being penalized for it. However, this might mitigate lower ranks from thinking it is natural game-play. This also might help newer players from being in a swf with some R4 and getting dominated and not wanting to play again. This gives them practice and time to get better before playing ranked matches.
The "Git Gud" comment was saying the base-kit perks for those two are not needed. It can literally be replaced with common sense. Oh look scratch-marks that disappeared they must have started walking. Oh a generator was done they are in that general area spreading out attempting to hide. What I am saying here is you should be capable of utilizing some form of logical thought to conclude survivors wants/goals. However, base-kit means this will be at high-tier play. Which trust me doesn't need to happen.
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@Dabrownman1812 said:
https://forum.deadbydaylight.com/en/discussion/comment/595553#Comment_595553
No, without bloodlust safe loops are gross. Rework maps maybe, but keep bloodlust lol.
Many safe loops have been redesigned in badham to either be shorter or have counterplay. Essentially you don't need bloodlust to work on the new maps. As I stated above you shouldn't NEED bloodlust to be a thing since it was a band-aid fix. Fix the core issue: You no longer need a bandaid. @Dabrownman1812
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@Rydog said:
@Jdsgames Hah! OK, well I did ask for counterpoints. Thanks for indulging me. :D
I disagree with your blanket perspective about wall hacks, simply because we're talking about things that are already in the game. Bond is only useful up to a certain distance, and my point is that it would encourage cooperative play among the survivor players, and make them feel less "alone together" moment-to-moment. It's one of the top "must-run" perks for a lot of players anyway, so it's not like it isn't already very prevalent. This is a "false choice" perk for me, since I never see any reason to NOT run it.
@fcc2014 made a good point earlier about the "all survivors see each other" part of Kindred. To clarify, the part I'd like to see implemented for everyone ISN'T that, it's the "Everyone can see the killer when he is within X meters of the hook" bit. This would send a clear message when the killer is camping, and give the survivors the information they need to punish that behavior (while also incentivizing the killer to NOT do it without a good reason).
Whispers and Bitter Murmur would, I would hope, help close the gap in terms of the killer performing their most basic job, which is finding survivors. It's not always easy without detection perks. Bitter Murmur is like BBQ in that it doesn't let you absolutely zero in on people, but it gives you a good indication of which general direction to head in. I don't think this is too much of an issue.
Whispers seems to be controversial, but again I'll say it's a useful radar for knowing when you're in the right ballpark (or when you don't need to check any closer on, say, that gen over to your right). I feel like a lot of the response to it in this thread indicates people don't know how to "read" it effectively, and I'm personally going off of a base understanding that it is a good, consistently useful perk that all killers benefit from (which I am convinced it very much is). Also, let's assume, for the purposes of this discussion, that the audio cue could be changed to something else if it is a big issue for everyone.
For the two BP perks, my personal opinion is that it wouldn't be over-rewarding -- it would just be an easy way to up BP rewards across the board significantly for common player actions, which I think needs to happen anyway, one way or another.
@Rydog there is a place for cooperation it is called pre-game chat for survivors. This allows you to communicate in how you want to play the match. "I want to be the chaser, I want to do gens, I will be medic" type deal. This allows you to organize perks and items to better adjust your situation. However, I think you got the perspective of wall hacks and coms a little over-sighted. What I am saying is you having knowledge at base for things you wouldn't be able to know normally is just blah design to me. How would you know totems were being done? I suggested this to be added to "Small Game" it gives you a small boost. I personally rarely see bond used because SWF is so prevalent. Again perks giving you slight advantages you wouldn't have normally. Same concept with kindred. Survivors can also coordinate healing spots such as killer shack or by a gate in pre-game chat.
Whispers and bitter murmur can be clumped into the: "Git Gud category for killer" You should realize where survivors would hide to heal or where the gens are to locate survivors. I use to run bitter murmur + noed to know where they are. Then I realized... They will want to be at gates. Again auras are not needed if you use the slightest bit of common sense. However, again with the previous two. How would you know they are there in the first place?
BP as I stated earlier I am not entirely against. However, I don't believe it should be the sole reason you should play a certain way. Kind of like herding sheep scenario. Your chances at winning should significantly be better when you play the game as it is intended. Survivors to attempt to survive and killers being able to pressure survivors. Not let me try to do this and lose to gain a few extra bps. As I stated in a previous thread. Tunneling gets me the same amount of points that BBQ and leaving the hook does. BBQ incentives hooking each survivor once not anti-tunneling. What use to incentive leaving was all the survivors auras on the other end of the map. Do you know what happened? This perk was countered to such holy hell since Billy and Nurse used it. Similar to the situation of DS not being used to reward non-tunneling killers. Survivors are finding more ways to abuse it to get it to proc either way.
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@Chaddad2169 said:
https://forum.deadbydaylight.com/en/discussion/comment/595562#Comment_595562
So you're saying if a killer did nothing but kick gens all game, he deserves to then get a 4k with NOED even though he hadn't hit anyone at that point. I think we have the perfect guy to be hired at BHVR.
Listen, I would love to debate with you game mechanics, however, I feel this isn't a fair fight when all you can do is mud-sling and put words in other's mouths that were not said and manipulating things to your own design.
Please read the following:
Arm yourself with an understanding of these 15 common logical fallacies and become a master debater!Once you are done @Chaddad2169 please construct an actual argument that is worth replying to. You critically fall into the category of Straw-man's fallacy as well as a few others. If I can impact just one illogical forum user's arguments into one logical debate a day it would make all the difference.
Please also understand all the mechanics of the killer's and survivor's game-play and emblems. Gatekeeper is the emblem that rewards killers for keeping gens not finished. Kicking a gen causing it to regress and survivors physically not repairing generators is the two actions that affect this category the most. A killer is also rewarded bonus points toward this emblem when generators are not completed when the match has ended. My argument earlier was referring to how one of the mechanics gen-kicking specifically is rather useless. To explain this further: Kicking a generator takes the killer more time than the other survivors repairing generators. Not only is this meaningless and actually a hindrance to killers. The action itself can completely be undone with a tap of m1 from the survivor. Hence me saying kicking the generators without PGTW is useless. A perk should not be the reason a mechanic exists.
Adrenaline: Should not wake you up as "Wake Up" a perk that at least lore-wise would fit better in waking you up. As you stated No One Escapes Death should killer everyone instantly at endgame. I assume that was a joke which I tried being friendly in replying to it as such. However, noed exists as the pure reason survivors do totems. This is similar to what I said earlier about gens. A perk shouldn't be the reason you do totems. Do you have a stronger mechanic about totems or a change that would make them an actual threat to survivors naturally? Making them useful as a second objective aside from generators? Then we can construct how we can balance perks like NOED and Adrenaline.
Bloodlust: Although, this thread had no regard to the mechanic. Which I even stated that earlier defending myself saying that all maps should be re-balanced to the point that bloodlust should not be needed as it was a band-aid fix to begin with. Again instead of constructing an argument or actual thought on the original thread you spewed nonsense.
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Alright, now this is a perspective type thing. If I installed a wall hack to see every survivor aura while playing survivor. Or we made Bond base kit. What is the difference? I simply find it too much constant information. The idea of this game is you aren't suppose to know what everyone else is doing just what you can infer. This is why I am against coms with swf. I find it being practically no better than hacking to get the same advantages. A perk is something that should give you a slight advantage like bond. A mechanic what you are imposing should be reasonably balanced. I saw a post earlier that said everyone wants a million dollars from the government but this would ruin the economy. Similar situation here knowing too much leads to a game with not much to do. We might as well have no debris and just walls and gens. Just being able to see across the map in a barren wasteland.
Bond - I think the sounds of hearing them are fine. You don't need 24/7 auras. This would also allow you to know if you are super safe and killer is in chase. Which if your head was stuck in a generator how would you know. Again the concept of just installing a wall hack to get the same advantages. It ruins gameplay value.
Kindred: The idea of not seeing where the other survivors are makes you tempted to get off the gen yourself. This allows the killer more time to find survivors and a bit more to slow the game down. What if nobody ever went for the save they would just die. This has been studied when someone says "Call 911" many groups will assume someone else is already doing something and let the matter alone and not do anything themselves which is what happens when you can't see the aura. You have to make the choice to stay or not.
We're gonna live forever - Now I would like to call out a video from the Angry Joe Show where they were talking about EA's 'Surprise Mechanics' nonsense. Essentially what was said is we should reward good games "I'll buy 10 copies" when in reality that is what they should be doing in the first place. Why do you need to over-reward basic expectation. You shouldn't screw your team over and expect to be rewarded for it nor should you be extra rewarded for doing something you are suppose to do.
Whispers: Honestly this is a preference but as they argued anti-stealth is not good. I enjoy when survivors play stealthy rather than let's play spin in circles. I prefer not to use whispers because natural game sounds help more. YYYYYYYYYYYYAAAAAAAASSSSSSSSS NOOOOOOOOOOOOOOOOOO YASDASADASDAS DNASODASONONO. Doesn't help in most tracking for sound situations.
Bitter Murmur: Let me shoot a gun or something a mile away and start booking it. You should know which direction I went. Again might as well just allow wall hacks or implement constant aura readings. The gen glow notification is enough.
BBQ: Although, I never ######### about blood point gains. You should have an incentive by game mechanics to not tunnel. Similar to how people say just do gens against campers to punish them. Tunneling should be a valid strategy, however, the ability for ANY killer to leave the hook and apply pressure should outweigh that decision. The game should make the killer want to not tunnel to eliminate early. Not the opposite again rewarded for something that should already be happening. "Survivors being the power-role" really plays effect here. Try running a race with one leg. It is much harder because you are not as efficient as if you had two legs. This is why tunneling is such a valid strategy. I made a suggestion to the struggle phase change that gives an incentive for a hooked survivor being camped to stay in the game. Rather than rewarding them for playing the game.
@Jdsgames said:
General Mechanic
Many people have taken to asking for this to be an automatic phase. This kinda takes the 'struggle' out of struggle. I suggest a new idea I had posted in a previous thread. Essentially it will be tied down to skill checks. One every 5 seconds.
Hitting the skill check keeps you alive. Missing two skill checks in a row will lead to instant sacrifice. Missing a skill check will reduce your bar by 5 seconds. You are losing the struggle between you and the entity. Slipping up is essentially losing to the entity while the key-bind suggestion below is your suicide option.
Great skill checks add
21.25 seconds to your bar. If you are great at hitting great skill checks this will increase your timer by a few seconds. This can be a clutch aid in which killers are camping or your team is just needing a bit more time to get to you.Blood Point: Struggling on the hook generates Struggle BP. Hitting great skill checks award bonus struggle points for the survivor. Failing to hit a skill check will punish your unbroken emblem.
As @Atrushan88 and @Peanits suggested there should still be a way to suicide on the hook. I suggest an activator button like dead-hard. This gives you the option to just let go and accept your fate. While missing two skill checks is more like losing the battle to the entity. Again pleases both natures of the game.
Skill Check and Perk Effect Changers:
Huntress Lullaby: Yes should affect these skill checks. Makes nabbing that totem slightly more important. It would also keep you on your toes if you were hooked and it has five stacks.
Unnerving Presence: Would severely be abused by campers if this was implemented. I can understand maybe a bonus slight reduction to these types of skill checks. Otherwise this should not affect these skill checks.
Deliverance: If you were not able to use it on your first hook state: You can hit a designated button like dead hard. This will cause you to have to succeed 3 difficult skill checks (BNP/DS skill checks) in rapid succession. These skill checks pause your struggle timer and do not count towards losing the battle to the entity. If you hit all three skill checks you are able to get off the hook.This gives you a second chance of being able to use Deliverance... However, you have to work for it. These skill checks will not cause an instant death for missing them.
Spine Chill: Can reduce the frequency of skill checks down to 4.75/4.5/4.25. This would allow you to have more chances to extend your struggle phase. Anything other than the slightest of reduction of these skill checks would be too powerful.
This is Not Happening: Yes it would make the skill check areas bigger. The perk is weak as is so it doesn't make this a terrible change.
Stakeout: Punishes camping and that is alright. The perk is weak as is so it doesn't make this a terrible change.
Doctor Madness: I would have to test to see if this is a fair mechanic. This mechanic is to be a detriment to campers not hinder survivors. However, at the same time counter-weighted by bad-skill-check plays.
Animation Changes:
Suggestion from @Boss and expanded on.
Great Skill Check:
- This will have the entity attempt to stab the survivor and by swift luck they are able to dodge it. Letting them live just a little while longer.
Good Skill Check:
- Can stay the same as is. The concept is the survivor is just barely scraping by fending the entity off. Slowly they are weakening and the entity is just waiting for it.
Missing a Skillcheck:
- The entity goes for a quick jab inward letting the survivor know their death is getting closer another slip up and it is over. Practically just a fraction away from piercing them and completing the sacrifice. This animation will revert if the survivor succeeds the next skill check. (Shows the struggle in an animated way)
If the Deliverance Perk bonus I suggested above is implemented:
- The survivor will unhook themselves. However, during this the entity attempts to take a quick jab inward to complete the sacrifice and the survivor knocks it away just barely.
Unhooking by the Survivor:
- As the unhooked survivor starts to drop to the ground the entity stabs the hook right above there head as they land. Showing the next hook will be their last.
Point Scoring:
Skill checks reward objective points for hitting. It is your objective to stay alive, do gens, and get out. However, the longer you struggle for the more struggle points you gain. If you extend your life by hitting these great skill checks you naturally gain more struggle and objective points.
Benefits
- This mechanic saves your keys lifetime. No more button mashing/macro spam space.
- This mechanic does not really impede either side's game-play. It is mainly a QOL change.
- This mechanic is no longer 'rapidly tap space' a meaningless duty.
- You wouldn't die from lag spikes unless they were so severe that lasted 10 seconds in a clip.
- Adds depth to the game during the struggle phase.
- Punishes camping killers
- Natural buffs to other perks that are not in meta.
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I am against most of these being baseline.
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@Chaddad2169 said:
https://forum.deadbydaylight.com/en/discussion/comment/595558#Comment_595558
I didn't say anything about kicking gens or referred to that action. 🤔 I am confused by your reply sir.
"protecting the generators?" <- Do you know that Kicking gens is considered protecting them as far as emblems go?
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@Chaddad2169 said:
https://forum.deadbydaylight.com/en/discussion/comment/595545#Comment_595545
Ok then kids, I want you to rush gens so the killer gets two kills with NOED or you can cleanse the totems first and he gets two kills that way!!!
Seriously if you run that perk 8/10 times you'll get two or more kills. Why should a killer be rewarded for not protecting the generators? Why should survivors be punished for doing their objective. Why should Adrenaline be nerfed when the survivor has to survive to the end of the game to meet it's requirements?
Do you understand how little kicking a gen is worth in the game XD. Without PGTW the mechanic might as well literally not exist. Good bait though.
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@Chaddad2169 said:
https://forum.deadbydaylight.com/en/discussion/comment/593897#Comment_593897
He does work though, he survived until the end of the game so he got rewarded with Adrenaline.
Hey guys, Adrenaline shouldn't wake you up but we're still gonna keep bloodlust on the new unsafe pallet loops on Badham and NOED. Perfect balance idea guys, gotta love them killer mains 😁
I mean I have actually said we should be looking to make all maps designed like BadHam so we can remove blood-lust. As it was a band-aid fix. But you know those survivor mains looking to try and distract from the argument.
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@Chaddad2169 said:
https://forum.deadbydaylight.com/en/discussion/comment/592957#Comment_592957
There is a perk called 'No one escapes death". Shouldn't that make all survivors die instantly?
@Chaddad2169 hmm I think I know what to bring up at the next Buff/Nerf noed thread. That would get people looking for the freaking totems LOL.
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I would prefer it have a hook nullifies. If you were not downed when another survivor got hooked after you were unhooked you were not tunneled. Much simpler than wait for immunity timer to be up and slug. I like to reward good game-play and anti-tunneling killers. If you are gonna probably play like an ass and use it anyway I might as well tunnel and just remove your ability to use it. This way they have their 60 seconds and it rewards actual non-tunneling and camping.
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@yobuddd said:
I agree that bloodpoint incentives won’t change the gameplay directly. However, with the toggle option I suggested, SWFs would only go against killers that are open to the challenge. In this sense, the killer will likely be more skilled to balance out the advantages of SWF. This should make the game more exciting for the survivors as well, as it likely gets boring to stomp so many killers who aren’t prepared or skilled enough to handle them.
On the same token, killers who decide to go for normal blood points and play only against solos will see a dramatic improvement in their gameplay experience. A yellow-rank killer doesn’t have to worry about 1 or more red-tank survivors being dragged into his match as part of an SWF group.
Although, I would never ######### about getting double my bloodpoints. My problem with this is it still doesn't resolve the power balance between 4 solo randoms and a group of friends. Think of this in a realistic situation. You are stranded on the island with 3 random people. Yes, you would help them for your own survival. However, what if it was you and 3 friends with walkie talkies it would make surviving on the island 100x easier. My suggestion considers the fact that they have built in perks and freebies with coms and simply gives them a slight handicap. It would not be game changing like 'Their progress speed is slowed by 25%' it is just one less additional perk they have considering the bounty of other ones. Which if they ran 3 perks or fewer consistently this would not affect them. I run perkless huntress at R1 so I don't feel what I am suggesting is pushing swf groups away. @yobuddd you also have to consider doing what you are asking would cause broken lobby times. Since you are cutting the killers and survivors into groups.
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Yes, however, if they were to enable cross-play you would probably see more operation health type stuff appear on consoles to balance it out. However, the dexterity ability between a mouse and controller are far different.
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@Peanits said:
Huge disclaimer
Consider doesn't mean it will happen, it means consider. Please don't get upset if it doesn't end up happening, we can't promise that it will.
@Peanits it would be nice if you guys took the time to think of it from a technical standpoint. Then if between talks it was like 'Yeah, this just won't work because of x/y/z.' just come out and say it. The fact that you would take the time to have the talk is more than silence. That or possibly a 'Yes, this would be possible and the discussion has been thrown around. However, it isn't on high priority now.' is showing it is a possibility from a technical standpoint and that the mechanic is considered. With the roadmaps being done it isn't like saying this would ruin surprises.
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When I play killer I let no-mithers get up twice purposefully. However, I think the killer seeing the icon once they are in the dying state is overkill. The 'Oh you can get up by yourself" is a joke. However, since I would like to see more hard-mode players I would incentivize it doubles your bloodpoint gains for that match.
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@TeambossFloze said:
@Jdsgames I challenge you to play SWF with my team mates and see if you have the same opinion. I think your perk removal idea isn't a good one and don't like the sound of that one so much, it sounds generic and lazy but I think that this is just a common complaint from people who aren't very good at playing killer. Same as scrub survivors who complain about NOED - skill ceiling is higher than people realise - I just don't like how everyone is wanting to punish people who play together which is ultimately what you are all saying.
I am down: I live in the EST timezone can do it anytime after 8:00pm. I will let you pick the map and killer: Huntress/Wraith/Nurse. However, my 'nerf' suggestion is to balance out coms and the free perks you do get. If you didn't have that communication it is just a better reliable solo group and I am fine with it. However, it doesn't work like that for most games. @TeambossFloze I kinda look at coms similar to a wallhack for a killer. Although, the killer would see your aura. A swf team knows the location of the killer as if they are seeing his aura. Which since this only affects swf groups I don't find it that big of a deal. You get to play with non-randos you can rely on and you can utilize coms. I don't think a bloodpoint incentive makes the gameplay as a killer any better.
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That map is super safe, so many pallets. Gotta see the other variations but the pallet distribution might need to be looked at.
Honestly, Badham Rework has been some of the best map designs I have seen so far. I really don't see how it is super survivor safe. The only issue I found was with bad RNG placing 4 loops/vault combos in a line. Which I think would be a rarer occasion so it is fine.
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@Ember_Hunter said:
https://forum.deadbydaylight.com/en/discussion/comment/593556#Comment_593556
True, but you can spam Rancor, NoEd, Make Your Choice, and Devour Hope with Ghostface to keep on exposing them xD
Can you imagine if they kept making the circle over the hud with the timer if you had a timed expose vs a full expose. Then you would be like '######### ghostface is here' when he is proweling around a different part of the map. XD
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@ceridwen309 I liked the new change. Minus that a few times when it first happened I was like "######### this isn't Ghost-Face"
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Windows should block after three vaults regardless I can agree with. It wouldn't affect gameplay at all other than window spam hoppers.
Bloodlust no: Killers should all be base 115% except myers and nurse. Then rebalance around that.
Specifically:
Nurse - There is no fix for a broken killer. Her power is viable for all the wrong reasons. -
@michaelrandom27 said:
Yeah, I agree. Survivors shouldn't be able to move.
Yeah, sucks they are removing tree trunk collision jams from the survivor and them getting trapped in pallets. Always made the game better.
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Simply put: Dwight, Trapper, and the Entity. The characters that are the first on the roster and the Entity(nea) itself.
However, lore wise it appears that there are more survivors than just the roster we have to play. So it would seem that each one is a main character in their own right. Some having a more generalized role like Kate and others that make more frequent appearances. Dwight, Claudette, Jake, and Meg vs the Trapper in the opening cut-scene. However, with the more recent events such as the Hallowed Blight event and EGC. It appears the entity's power is growing as more trials are being played.
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I am down for cross-play. @Peanits how feasible is this? I know several games have platform cross-play issues since the companies are competitors. Would this be a realistic goal implementation if we had dedicated servers? The only case of Anti-Crossplay I would be on would be Pc/Consoles and Mobile. Mobile needs to just stay mobile. Have crossplay with different mobile setups.
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General Advice:
Snares - Laugh at Freddy and continue to loop him to high hell. Stay asleep and pop his traps like hag. Not like he can do anything about it across the map. Again as others have said the hitbox on them are wonky. Remember he has no real special power to stop you from leaving so take the hit and come back to the pallet later. Learn how most loops run. Jungle Gyms are the most hostile loops to any killer if they rotate the loop wrong you can easily frequently make that jungle gym a 3/4+ loop rotations over and over. Rely on decent vault and building locations. If he starts to put a snare leave the area go to the next. Remember these traps get reused by hag so if he is trying to trap a building up during a chase leave it. When he uses 8 traps go back to the original building. Taking a hit and dropping a pallet when only necessary.
Pallets - Give a stern look at Freddy knowing he has the upper hand. Those alarm clocks use them frequently. Staying asleep during this add-on is the worst idea. As you go through look at a specific area or two with sets of pallets. Know them well these are the ones you know are real and can loop a Freddy in dream state. If you know you have dropped a pallet in a specific area: Killer Shack and when you fall asleep and see one there break it immediately don't let your team fall for a trap. Again what is he going to do a mile away? Do not attempt to throw a pallet down you think is a dream pallet. This will only screw you up by dropping real pallets leaving less counter-play. Again as stated above learn loop structures because he still is M1 at heart.
Projection: Back off generally they like to tease you. However, don't take the chance it isn't worth the free hit. Also remember if you are going to heal do it at a completed generator or complete the generator then heal. This makes it so he can't teleport to you directly and why would he go searching around areas of completed generators. Also realise with auto-gen teleportation most freddy's will want to run Pop Goes the Weasel it may be ideal to pound out gens as a team rather than spread apart. However, I haven't tested this myself.
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@GrootDude said:
@Jdsgames tracking perks aren’t even the main problem, the lady can teleport at fast speeds, she’ll find you, she always does.
Yeah, that is true especially when you have tighter maps with smaller gen setups. Even if you were able to decent stealth down to a few remaining gens. She just has to gen-patrol like any other killer. Except she can probably check 2 at a time while blinking.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/593830#Comment_593830
You could have accomplished the same thing with Wraith. What I see here is survivors that are not good enough, maybe they didn't understand nurse counterplay, they could have been trying to get to rank 1 for the first time. They could have been casually playing and not caring if they survived or not while you were tryharding to win. Wait until you meet the rank 1 SWF team that knows what they are doing and you'll be begging the entity for mercy
I hate to tell you I play huntress and wraith at R1 I simply didn't play as much this season. If I can play Nurse a killer whom I play on rarity at purple ranks with basic experience and still dominate. Sorry to tell you the killer is not only not hard to pickup but easy to 4k with. @Sluzzy
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/594340#Comment_594340
I use to say “just use stealth” but I started playing her more. Survivors tried to use stealth but in the end I still got the 3/4K.
Can't stealth against 1001 tracking perks. LOL @GrootDude
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/593912#Comment_593912
OOf, u got me :P
You should have known with the skills that it takes to play nurse that you needed to play stealthy, break LOS, and obviously just use your brain. I generally use to believe this was true. Especially the part that use to be said that she takes skill. Until I started playing the killer for like a month.
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@TeambossFloze said:
You cannot safe proof every game just for newer players coming in, every game has a skill ceiling, some are lower than others and I think to get moderately good at this game takes a bit of effort. I have many friends who won't play DBD either, in fact I have about 3-4 who do and sometimes we like to play together, me and my friend are actually pretty good and the others are incredibly bad - we play SWF and I agree it does have its benefits but I cant talk my mate into safety after being chased? We can communicate a lot of things but ultimately if you are up against good players its irrelevant as they will do these things without needing to communicate. Ultimately my point is - it' isn't gonna change so I think the whole debate is pointless.
@TeambossFloze although, I do agree that Solo survivors can do some of the similar things that a SWF can. The comparison between a 4-man swf and a 4-man solo team is quite different especially since the swf generally have coms. There is 1000x more coordination in a swf team than a solo team off that alone. You have to find the person injured as solo when in a swf it is a direct line.
SWF essentially gets built in Kindred, Empathy, Bond, Alert, Dark Sense, OBO (Since when one sees the killer the others do too), Knowledge of pallets being used instead of being like 'Oh #########... I thought there was one here.' Almost instant knowledge of the location of the basement, Totem Counter and hex location tracker "Oh I got 2 totems and the hex is at the killer shack", "He is in a chase with me stay on gens... Oh he just left me." Generally speak as well when you swf you are not dealing with randos. These people you can rely on to do something during the match where as a rando might be a homegrown potato. You can coordinate adrenaline plays, saves, etc.
I have suggested that if you are in a swf you simply should be allowed 3 perks max. If you bring in 4 perks one of them is randomly disabled per survivor. This does change the balance as maybe it removes an exhaustion perk from 2 of the survivors. It would end chases easier.
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Generally speaking they were team slugged or already on third hook for the dcs. Although, it really doesn't matter I just find humor in how people can defend it. I was simply pointing out this isn't some legacy feat that requires soo many years of mastery to perform well with the killer. However, 100% Kinda wish most Red Rank survivors were like that. I get potato teams constantly. @Heru_Ra_Ha
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@ASurvkillivorer said:
The way to fix Nurse is to make her base kit have four blinks. Charge speed tripled and max distance and blink speed doubled. Remove stun time by 50%. Then she is balanced.
I would love to see this tbh. Ziiiiiiiiiiiiiiiiiiiiiip right across the map. "I want a short blink" taps goes to the other side of the map XD. God tier nurses would have macros set for ms distance timings to just snipe you XD
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/593896#Comment_593896
I’m also double pipping in most of my games <3 although I’m not Nurse. :P
@GrootDude since the argument is nurse takes skill to win her games. I simply must say you are facing unskilled survivors. That or maybe my survivors were not using their brains 0_0.
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I guess I am a god tier nurse wizard. Looking at the games above. Notice rank is increasing not staying the same <3 Double Pipping most games.
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@ScottJund said:
nice NOED :)
Never makes it that far only other useful piece I got on her. She is what lvl 21 LOL. @ScottJund it is just icing on the cake. Also it is a perk any killer can use it just simply puts it out there. They didn't even make it to insta-down nurse end game yet.
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Yes, because this takes skill. @Sluzzy just a fluke I guess?
Yes, that unbreakable play was game changing against nurse.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/593038#Comment_593038
I disagree. Four survivors at scale 10 I believe can still beat a scale 10 nurse. Nobody wants that tournament to happen because the devs would have to nerf gen repair times or actually buff the nurse.
I believe in a thing called balance. When I am not a nurse main myself playing nurse easily swiftly getting 4ks while other killers I can tell it is much harder to do so. Playing survivor and seeing nurse even when close to one gen left start slugging to get the 4k try to play slugging killers without and slugging perks as effectively as nurse can. It simply isn't the same. If that is so hard for you to realize I can clearly tell that you do not play high rank survivor or killer. I can 4k as Huntress and Wraith, however, I have to work for it unlike playing nurse where even walls are no longer a problem. Can you imagine if huntress hatchets just kept going through walls?
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/592766#Comment_592766
You want survivors to be even stronger than killers. You want to bring the skill ceiling of a killer down to the same level as the rest which is already smaller than survivors. I'll make it easier to understand. On a scale of 1 to 10, 10 being the highest potential. You want a scale 10 nurse to lose to all levels of skill for survivors.
No point in playing killer if you know your skill is meaningless.
Honestly @Sluzzy you have no reasonable idea of balance. Do you want killers that are so powerful playing the other side is meaningless not even dependent on your skill. Think of it like a scale of 1 to 10 where 10 being the skill cap of survivors. Do you really want to completely diminish the skill cap of the survivor to the point it is meaningless to play? Yes, I can really turn your entire argument backwards. You simply don't want balance and you obviously are looking to hide how broken Nurse really is.
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They most likely will be fixing that in a later patch. It was made a base perk to not having bill. You can't have bill perks without bill so they did the next best thing. Now it will probably be reverted to normal.
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There is a perk called "Wake Up" shouldn't that be the perk that wakes you up LOL
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/592817#Comment_592817
I agree a totem counter is OP. I also agree comms is OP, but the problem there is you can't really do anything to stop it AND on platforms such as Xbox the devs literally can't even disable it because it's a platform feature. AFAIK the only game that's ever actually disabled the ability to use party chat while playing online was one of the COD games, Black Ops 2 I think but I don't play COD so IDK. Unfortunately it's just something that we need to live with as it's outside the control of the devs.
I have always looked at this part of the issue as Comms give essentially Kindred, Bond, Empathy, OBO, and various other perks. Since they go in with more perk advantages being coms. One of their perks of each survivor should randomly be disabled for the trial. They chose their SWF advantage they took an in-game disadvantage in its place. It doesn't hinder the team to the point of being overall punishing. The game just makes up for knowing swf potential. @thesuicidefox
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@LordGlint said:
@Jdsgames Im abit embarrassed I didnt think of that idea... Thats not a bad compromise, although Im one who would be ok for just giving a totem counter AND color coding for free.
I agree in some situations, however, I look at it these perks have no reason to exist. So they are not used frequently in the 'meta' which 'meta' shouldn't exist. Meta essentially means the strongest perks. Perks should not be the strongest they should be unique and work together all giving slight buffs for an overall improvement. Not game changers or free immunity. @LordGlint I do generally like game design and balance so I have a bias towards making broken mechanics fixed or useless mechanics functional.
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@PrincessPoop said:
https://forum.deadbydaylight.com/en/discussion/comment/592800#Comment_592800
I don’t only play one side. Also I never even said I would be against adding this for killers, just that this would a bigger buff than if survs got a totem counter.
I have the best solution for this Totem Counter gets added to Small Game Perk Distingish gets added to Thrill of the Hunt <3 @PrincessPoop both require a perk that is already in the game so these weaker perks get a buff. Both teams get what they want.
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@PrincessPoop said:
https://forum.deadbydaylight.com/en/discussion/comment/592332#Comment_592332
Are you kidding me? Do you seriously think a totem counter for survivors is more valuable info than a killer knowing which hex applies to which perk? That’s insane lol
Honestly, as I think stated earlier you can sit and camp your devour totem yes, However, they will just work on gens. You can camp your ruin they can just gen-tap. The fact of the matter is you can see the priority of totems. However, a totem counter is essentially a direct counter for NOED. Which is the only perk that gives totems a reason to be done. Having this counter means the survivors would know if it is clear to just straight gen jockey or not. Both give different information and can be useless/useful in certain cases. So yes, they are comparable. @PrincessPoop







