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JoaoVanBlizzard

JoaoVanBlizzard

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JoaoVanBlizzard
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  • Thanks for the feedback guys, I just wanted to know your opinion, in fact I don't care so much that this idea was added to the game, and I agree with those who say that it could harm newbies taking into account that the game gave considerable buffs to killers, I just wanted to give you an idea, I have no intention of harming any players here

    About Feng min's "technical" perk, I think they need to review the punishment for missing skillcheck, in practice this perk is useless in the current META, as killers have resources that can easily find a survivor in generator even if they don't miss skillchecks

  • @Chocolate_Cosmos said:

    I hope so.

    At least Twins would seriously deserve some new store outfit.

    it would be nice to have an outfit for victor too xD

  • This is a complicated subject, because DBD is far from being a perfect game, I try to give ideas myself, other people try too, but a crowd always collapses putting a defect in our ideas, and why is that? because the game has a lot of holes to plug, a lot of things, so even good ideas end up seeming harmful to most of the community that plays the game

    About the add ons, I don't know how the devs think, as well as the perks, I think the biggest problem is that the game is not being played the way it was designed, I believe the idea was to be able to play with friends without them being communicate, but they use communication, and then there are strategies to use flashlights, sabotage hooks in an organized way because they create a game plan

    for DBD to become balanced they would have to recreate the main base of the game and organize things better, which would be a big and risky job of losing the fan base

    DBD is the only asymmetrical game that can have so many people playing, so devs take time to make decisions for fear that those numbers will drop, which is quite understandable

  • I think the killers are very uniform, currently, not counting the powers, they only differ in 3 things:

    - terror radius

    -Speed

    -height

    I think they should have more distinctions, like, the time they gain blood lust, the time they are in stun, basic attack range, to give the killers more varied balances

  • They're like those fighting game characters that almost no one likes to play, but they're very strong. I think they disappointed the crowd because many expected a licensed character in this dlc

    but they are strategically strong characters in my opinion

  • @Slowpeach said:

    Absolutely not. The game has an imbalance towards killers at lower skill levels as it is and they are the players most likely to miss skill checks. The whole 'mark the generator yellow' deal needs to be changed for each perk to have a different colour assigned to it, or the colour based on which slot it is in your build.

    Technician and Corrective absolutely could be buffed but not like this. Technician should reduce the 'missing' penalty not increase it further in addition to not exploding. Corrective should also increase the benefit from good skill checks (from both you and anyone else on the generator) but in general generator speed should be capped to a certain level so that stacking perks isn't busted and people can choose which gen speed perk they want to use that fits their playstyle as well as perk freedom to add more gen speed perks without worrying about gen speeds being too quick.

    I had already thought about beginners, so I mentioned the technical perk, and the Corrective action perk, just use these perks,


    I didn't post this topic to hear people disagree with the idea, but to give ideas, so with all due respect, I didn't need to comment

  • @Maelstrom808 said:

    I'd just have it return the item to you at the end of the trial. That way you and the killer get value out of your respective builds.

    but that's the idea, isn't it?

  • @LeeONE said:

    Seriously, nobody is running it, and when I tried playing with it for around week, most of the times it's just not enough, I need those extra 4 seconds.

    It only works on indoor maps and with smash hit, because without I can't make enough distance, why it was nerfed in a first place?

    Maybe that's just my experience, what do you think?

    I also think, even more after the DS nerf this perk could become useful using it together

  • @TheArbiter said:

    I'm tired of waiting in a lobby forever because of people dodging due to seeing a really high prestige and associating that with skill

    I agree, there is no reason to show this to other players, in my opinion killers shouldn't see survs or their items until the match starts

  • @Fnatic47 said:

    https://forum.deadbydaylight.com/en/discussion/346117/i-think-the-generator-system-needs-to-be-fairer

    I just literally have no more Fade on @BHVR to honest... Dbd is not fun anymore and they still don t give a s*** about if the game is really balanced or not... They still doing s*** after s*** in the game... Gens still faster to do... When i play survivor i feel myself op has f***, Killers constantly tunneling me and camping and i don t blame them at all... Playing Killer right now is like going to school getting bullying by 4 people constantly ... Now they add the s*** endurance to survivor and i mean "constantly"... Devs nerfed the good slow down perks.. So the new Killers meta is tunnel and camping what make alot of fun to the survivor side right 😏. And i love how devs are so ironic when they say "we are listening" when they are ruining everybodys good experience... Well done BHVR....

    I understand what you mean, I also have this problem, it seems that I play both surv and killer badly, but I try not to get discouraged so much, so I try to give ideas to see what people think I can improve on game.

    The problem is that the devs try to fix the game, however, they consider the SWF when making adjustments, the problem is that this adjustment does not consider swf that play in call (on discord for example) as there is no native chat in the game, they adjust the game as if each one plays without communicating with the others, maybe they should consider that in the adjustments

  • @Tsela said:

    sooooo basically nerf every single Killer regression perks? Because that's what you progressively do.

    okay, I'm game, so let's add the same thing for survivor side:

    4 alive, repair speed is only 50%

    3 alive, repair speed is 75%

    2 alive, normal repair speed

    1 alive, no changes, since there is the possibility to escape through the hatch, or if the killer closes it, the gates get powered up anyway.

    if you're referring to repair speed with perks and toolbox, I think it's fair, the killer also needs to have advantages, even because I need a killer to be able to play the game =D

  • @pocajohnny said:

    I support this idea. Anything they could "add" to the start of game experience for Killer and an alternate objective for Survivors will always sound good in my book. Why are generators STILL the only thing Survivors have to do to escape....?

    In fact I've already thought of ideas like this, but I need to have people who support them for the devs to put into practice, an idea I thought was:

    And if the survs started the game without knowing how to make generators and each one needed to find a kind of "wisdom glyph" to learn to repair gens after communing with them, it would make the game more fun and not have a gen rush as soon as the game begins

    Of course this idea needs some tweaks, maybe reduce the time of the generators, show the aura of the glyph when it's close to it, I think this could be part of the game's story, since not all survivors are actually mechanics

  • @jajay119 said:

    Rather than increase gen repair speed per survivor lost, I would suggest a change to the tool kits so they don't increase repair speed but make it so the gen cannot regress past the point at which the tool kit ran out.


    This would be an interesting topic to comment on in another topic, it would give the toolboxes a new use,But I wanted the game to start having features that don't rely on items or perks to solve game problems, like the slow gen and gen rush perks, I also don't like things like, having to have a flashlight to remove the Hag traps for example, but as I said before, it's a separate subject, one of these times I can make a topic with ideas about the itens of survivors

  • @whampyri said:

    https://forum.deadbydaylight.com/en/discussion/comment/3183312#Comment_3183312

    Ig one escapes by door thats a loss and all they have to do is touch a gen to stop regression only for a moment

    I agree, but this only works with swf that has information for it, there are several things to consider and adjust in DbD, but there's no way I can cover everything in a single topic, I need to make other topics about it,

    Example: just as survs have problems when a surv dies, the killer also his complicated situations, for example: when all the generators are completed and the 4 survs are still alive, it is difficult to control the exit gates, there are perks that help in it, like Noed, blood warden, no way out, but they are relatively situational,

    however, the ideas I put are to give players a more fun experience, and not necessarily to win matches, the generators need to be completed for 90 seconds even if survs have died, the difference is that they wouldn't need to redo the generators countless times from scratch

  • @Raptorrotas said:

    Great idea! We totally should also have survivors regress to being injured once 3 gens are done, making them permanently broken.

    We totally shouldnt do this idea. You already havee a no regress point for your objectives, when a gen is done. Regression is bad enough as is.

    I'd think it's fair, like if a killer put a surv in dying state, it should be broken (until it was hooked) when it stands up by itself or is saved in the flashlight because when a survivor gets up and heals, the killer needs to do all the work to take it down again would be a valid idea, but that is another matter to be studied and considered.

  • What do you consider to win or lose in DBD? Do you have that mentality that the survivors win when the killer can't kill them all?

    This raises an interesting question, DBD doesn't treat survs as a team, if a surv dies, it's over for him, he doesn't gain anything from it, it doesn't matter if the other 3 escaped, if one of them dies the game is over him, the killer stays alive until the end of the game, regardless of how many they kill

    There are games like Identity V (which follows a theme similar to DBD, and the devs are currently making the new DBD mobile) that do have a team system, like, the killer wins if he kills more survs than they do escape, in this game I don't mind being camped or tunneled, because if the other survs manage to escape, all survs are bonuses in the same way, the same goes for the hunter (killer)

    and rarely in that game do i feel unable to fight back a match when i'm playing surv, in DBD , sometimes when a surv dies with like 3 gens to complete, the match seems lost, because they can regress the gens infinitely, which makes things even worse

    I know you have the swf problem, but that's another matter

  • @Kaitsja said:

    One idea I thought of is that when I had 4 survivors alive the generators would take longer to complete and get faster as the survivors died.

    I'd like to focus on this part. This sounds great in theory, but the reason the gens become harder to complete the less survivors there are is because of task priority.

    If there are four survivors, it means one can be in chase, one can be on hook, one can be getting the unhook, and that leaves one on a generator. Remove one, that means one in chase, one on hook, one on rescuing, none on gens.

    Your other idea is good, though.

    In fact, I considered this, in addition to the fact that the killer may have perks that regress generators faster, and because killers can see the aura of the generators, a Nurse or a Blight for example by going to whatever generator she wants in shortly

  • @PaintedDeath said:

    I've seen a suggestion for a rework of tool boxes, that tool boxes don't increase repair speed, but rather apply unregressionable progress to the gens. Not a half bad idea, though how it would be implemented and it's effects on gameplay are still up in the air for being a good idea or not.

    I've thought of ideas like that, one day I want to make a post about it, I personally think that all survs items are too strong (remember what the key was like before the hatch nerf?) the medical kits, the flashlights can also be a problem, but here we are mentioning the balancing of generators, but it is a subject that can be commented on in a future post that I make.

  • @SoylentPixie said:

    An interesting idea. Personally, I would prefer a mechanic like this to activate only when there were 2 survivors left as 3 can still be a force to be reckoned with. There would definitely have to be some sort of double edged sword to this though, not to mention BHVR would have to figure out how it interacted with perks so that it didn't completely cuck the killers regression perks. Something that could be worth looking into, but would need some very fine detail work done to make it fair.

    Maybe, but there's a lot of killer tunneling right at the beginning of the game, survs that quit, and there's no way for the other survs to control it, What I realize is that the main difficulty for killers is to control four survs in the game, when the number drops for 3 killers can control the game better, unless there is a surv that plays very well, but then it's up to the player and not the game mechanics

  • @WeakestNurseMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3182331#Comment_3182331

    As the number 1 SWF hater in the world, I think this is a flimsy argument, literally every suggestion you could ever make can be countered with "But what about the other side!"

    Maybe you didn't read everything I wrote, but I made that very clear when I said: "-I'm also aware that some adjustments should be made to favor killers at the beginning of the game, so they don't suffer gen rush at the beginning of the game!"

    I'm considering that the killer may have something that favors him in the beginning, like the generators are 15% slower in the first 2 (or until a surv is killed) minutes as a base kit to maintain a balance

    On the SWF issue, your concern is understandable, but most of the matches I see against SWF, if the team is good, they complete generators with 3 or 4 alive, for them this proposal is indifferent, but it would be more motivating for people who play solo

  • @Akumakaji said:

    Huh ... when I first clicked on this thread I didn't know what to expect, but this isn't half bad actually.

    Maybe we could compensate by making the generator lights seen from afar actually correspond to how repaired they are? Because a system like this will put a lot of stress into the killer role, which is already stess packed to the brim. But I always felt that DBD was lacking a catch up mechanic, ie when one side was utterly dominating the other basically had no way of catching up and turning the tables, unless they are playing Myers and suddenly everyone is bleeding on the floor :D

    People always counter with "oh, so you should be rewarded for losing?" and "Awesome idea, punish me for playing good /s" and while this is valid, I still think that a catch up mechanic or safety net wouldn't be a bad thing.

    yes, I am aware that it is a system that requires a certain study to work, I even have the idea in my head, but it is too extensive to explain, on the issue of looking like a reward for those who are losing, I would say that this it's not a reward, but a balance, increasing the challenge of those who are winning and giving some chances to those who are losing to be able to turn the game around

  • @MommyHunktress said:

    survivors dont say gg anymore? like if i destroy the team with my whole aura build fair and square then they just leave. mostly that is, but when I camp or tunnel they always have something to say, and I try to only do that if I cant handle the pressure that the survivors are applying, because like I said my build is just aura perks nothing for gens. Or if they absolutely destroy me they just bm and maybe say gg. Another thing is if I just give up, its always an insult, I try to only give up if its a horrendous map for my killer or else I just stick to it. But rarely when I have a good game where I do really well and play fair and square do survivors say anything back.

    They dont need to but a bit of sportsmanship is always nice at the end game

    I think it's normal, they give "GG" yes, but I'm having a hard time feeling pleasant in the matches because the matches are very boring, just killer with "Call of Brine" and "Overcharge", then the matches get discouraging,

    I understand that the idea is to avoid gen rush, but it leaves something tiring, there are many games that I just want to leave soon and go to another one... or play another game, so sometimes I ignore the killers, the game can be fun for them, but I lately out of every 15 matches, one I manage to get out alive

    But I see a lot of people saying "GG" to killers, I don't say "GG" anymore because I'm dead, hehehe

  • @SilentShepherd said:

    You think you are "being nice" by allowing one person to escape. What you are doing is making the OTHER people who you didn't allow to escape, watch what you are doing and feel like crap.

    Just had another game where the Killer played favorites. Slugged 3rd person, refused to hook, and then the downed survivor used aura to snitch on me (can you please remove this stupid aura from downed teammates) Killer found me on a generator, killed me. Then allowed the other guy to escape.

    You made me feel like #########, I feel terrible. Why do I have to die and the other person is allwoed to escape? Why break the rules of the game and not hook someone when you're supposed to and play favorites like this?

    Stop ruining people's experience. I am trying to enjoy this game and the right thing to do is to kill everyone.

    For people to realize this, killers complain that the game is survivor sided, but if the game was really survivor sided why do they need to let one of them escape, and most complaining is for not getting 4 kills, then the game is not so survivor sided as they say, like, "ah the game's ta izi, I'll leave an escape to show that I'm good!" , then they face a strong SWF, they come in complaining, can you understand?

  • This streamer mode should be standard at the beginning of the game, just like we don't know the killer's name before the game ends, I also think that killers shouldn't be able to see the items we're carrying, the same way I can't know if I'm facing a Myers from Tombstone until I get killed by him

  • This mode was created for killer players not to choose specific players, the problem you mentioned has always existed, it is not removing this mode that will solve it

  • Well... if the killers are tunneling so easily, it's a sign that the anti-tunnels are not doing their job right and need to be adjusted by the devs, or you need to train a strategy to not suffer so much tunnel

    Now if the killers are tunneling for rancidity of Hiperfocus, it's not the perk's fault, like, the killer campa or tunnel because a perk is strong, it's a sign that the camp and tunnel need a bigger nerf, the hyperfocus will certainly have some adjustment, but it is necessary to take the boredom out of genes that never end

  • I understand you, I also don't like the idea that, for example, the DS was nerfed several times even though it's a perk that is only used once, while the flashlight can be used several times, but because they need to be skillful they don't mess with the flashlight, thing I think is unfair

    however, you can take advantage of the prestige system and put lightborn in your build, it's the only way for now, at least the killers still have a solution, me playing surv, I wish there was an anti catch perk, which doesn't exist, a perk to know where there are traps on the floor, like the old small game, I'm just tired of the devs only creating gen perks rush, I like to modify my builds for new uses

    But the subject here is the flashlight, I think there should be a cooldown between blindness, like if he was blinded, it would take him xx time to be blinded again, a short term idea, but that's what I thought now

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3170712#Comment_3170712

    In those situations, yes, it benefits the game to have the ability to unilaterally agree to end the match. That's just not what you framed in your OP - you made it sound more like it was a way survivors could get around BMing killers and killers could get around BMing survivors (but only in the endgame, and not the actual scenarios where the killer is being held hostage.)

    A way to bail from a match that had a DC or a hacker would be a great addition to the game, but at the same time, you'd need ways to prevent it from being used inappropriately (like a SWF deciding to surrender as soon as they start losing, which denies the killer points and challenges.)

    That's right, I apologize for not having explained it right, sometimes I have ideas that would be good, but because I don't know how to explain it generates all this misunderstanding, I have a little disability that unfortunately makes me explain things the way they seem negatives

    in no way do I want to harm Killer's game or any other player, but the mechanics that DBD uses makes the game often unplayable, which generates these disconnects that people are complaining so much about, or people who kill themselves on the hook,There are also killers who leave the surv on the ground until they die and don't put them on the hook, or even the survivors who open the exit gate and the killer needs to wait for them to escape.

    there will always be people with bad intentions, but this has always existed, we need to think of this idea as a solution, after all, when someone comes in to play DBD the idea is to play, if you noticed that the players gave up with malicious intentions, you should be able to report it , it even has a function for that, but apparently it doesn't work well in practice yet

  • @Spirit_IsTheBest said:

    All Blast Mine needs is to either be reverted pre-nerf or an activation buff like you stated, Wiretap is 10 times better, it has a shorter activation timer and a better effect, seeing the killer's aura is very strong, and for 80 seconds too.

    66% is too much now, if it was maybe 44% like you also stated then yeah it would be better, and also increase the time the Trap from Blast Mine remains on the generator from 45 seconds to 60 seconds.

    But I liked the idea of ​​Nerf, it didn't make sense for you to put a mine on one side of the map and be on the other, it turned into a perk to troll the killers, and I think a perk created just for the purpose of annoying someone is ridiculous.

    reducing the time to 44% is fair because of the nerf in generator loads that went to 90 , even so, the perk is only useful with suppressed alliance or Haddie Kaur's blind perk

    Increasing the duration would also be a good thing as long as the nerf is kept

    I think the generator should start regressing when the mine exploded, preventing the killer from kicking the generator again avoiding effects caused by perks like pop and call of brine for example

  • @Laluzi said:

    The issue with voting to end the match is that this is an asymmetrical game and survivors will always out-vote the killer when it comes to their interests. Sure, in this situation where the killer is more or less taking the game hostage, survivors can vote to get it over with. But on the other side of the coin, where a bully SWF is refusing to complete generators so they can dunk on the killer? The killer can't pass a vote through them.

    The only time this could properly function and players won't vote as blocs is if there was a cheater in the match. Overall, I think there are better ways to deal with stalled matches.

    but this is a theoretical opinion on your part, but think like this: you're playing surv and someone disconnects right at the beginning of the game, or there's a hacker in the game, it wouldn't be a good idea for the guys to be able to vote to end the game without harming the game?

    DBD is not a perfect game the way it is, otherwise I wouldn't be wasting time creating ideas and trying to make you understand them, we know there are a lot of people disconnecting and people just want to increase the penalty, that doesn't solve the problem, it just affects players that the internet goes down, the voting system exists in several games, and it works well, in DBD it could work too, as long as the voting system only works under specific conditions

  • I think I didn't explain the idea correctly, its purpose is to have a vote, in case there is a hacker in the game, or someone who disconnects, or that the game is already won for the killer, like, there are moments when there is nothing to do not to wait for the next game, sometimes the Killer is much stronger than the surv, since this MMr is a little troll, that's the purpose of my idea, when I enter I want to play, but there are a lot of games that won't work nothing, but we don't want to give DC

  • @UnknownKiller said:

    It should start from 15 mins and if u dc in 3 days you get next tier of DC

    I think it's good as it is, the problem is that if the guys are giving DC it's because the matches are generating a bad experience for the players, and that's what the devs need to fix

    Increasing the penalty time doesn't stop people from logging out, it will just encourage you to play less, have you played identity V ? the penalty of that game is much smaller, and rarely someone disconnects because the matches are fair and pleasant and that's what DBD needs to have

    What I think it could have temporarily was a voting system among the surv, if someone disconnected, guys could vote for the game to end and give the Killer victory, or in this case that you suggest, there could be a vote for the person who disconnected to have a more severe ban

    But I still think that ban is not a solution, but to improve the game experience so that it is not so boring,

  • I like the idea of ​​having a system that benefits solo players, the problem is that this game always favors the strongest part of the game: SWF and S-tier Killers, I think communication with predefined text like it has on mobile according to actions the surv would already help a lot, but I liked your idea, you have my vote

  • @Whoudini said:

    https://forum.deadbydaylight.com/en/discussion/comment/3169037#Comment_3169037

    Its not, if I want to tunnel I will simply just proxy in the area anyway. Even if you completely removed any kind of unhook indicator, its not going to matter since someone who is adamant about tunnelling is just going to proxy in the area and watch for a surv going in for the save.

    I know that and I'm aware, but that's not the idea, the problem is the high mobility killers like Nurse, Spirit and Blight, they can quickly return to the hook even though they're in the middle of the map, my idea was thinking about that type from killer

    for killers like clowns, Ghostface, Myers, it won't make a difference, because they need to be close to tunnel, like, they need to see the rescue happening

    as I wrote in the text that you didn't read, you can see that you take the base with the name of the post (my fault, I need to learn to elaborate this better), I don't want them to remove it, the idea was just to give a delay of 5 seconds and issue the alert and update the killer's hud, it will know that the surv was saved anyway I just wanted to make things less advantageous for tier S killers

    I also don't care if this idea is not approved by the devs, while we are discussing something simple, they are there creating more gen rush perks, things that in my opinion, survs don't need, the purpose of my post was to know the relevance I had in this notification, when I play killer I hate him, I like to play with all my strength, and these notifications make me want to go back on the hook and stay as a tunneler, of course it's not my fault, it's the guy who saved it, at least the BT base kit makes the game fairer on this occasion, because now I can prefer to take the guy down who saved and not what was saved

    I apologize for the misunderstanding, it was not my intention, I just wanted to expose my idea, without defending one side and harming the other.

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/344761/it-should-take-longer-for-the-killer-to-know-that-a-surv-has-been-unhooked-5-seconds-for-example

    I actually kind of like the idea. It gives the hooked survivor a little bit of a chance to be less tunnelable.

    at least you read my idea and understood my proposal, the guys didn't read the idea and kept thinking that I wanted to remove this feature from the Killers, they just looked at the title and already complained about the idea

    I never said that the function should be removed, I just think that alerting as soon as someone is saved from the hook rewards the person who saved it a little, for example, for a clown it won't make any difference if he receives a notification 5 seconds late because even he gets to the hook there won't be anyone else there if he's in the middle of the map,

    However, an exposed nurse can easily go back on the hook and take down the person who saved the hooked one, I myself get scared to save a surv against a make your choice or devour hope nurse because of this immediate notification, I believe Nurse, Spirit and Blight would be the killers that would be most harmed with this little nerf on the hooks, the other killers would only go back to the hook if they were already close to the hook, like, it wouldn't be a wi fi camp like even tier S killers have

  • @darkshadows8326 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3167971#Comment_3167971

    And the consequences of running those perks means you hinder yourself even more than not running, also Tenacity isn't an anti-slugging perk because it has no anti-slug effect and just like unbreakable can only be used in certain situations. Smart people use perks that have many chances to be used, they don't run a build that works only for slugging because the value off of it isn't worth the waste of perk slots. You think that everyone plays SWF but no, only a small percentage have communication with their teammates even in a SWF. Allowing the punishment of solo queue players by forcing them to stay in the match for 4 minutes doing nothing, however you say that they should just spend the 4 minutes dragging themselves around the map and still bleed-out, isn't fair to people who play the game and just want to move onto the next match.

    I think unbreakble very situational, I often use it and the killer doesn't leave me on the floor, when I'm without it, the killer leaves everyone on the floor. the funny thing is that there are killers who complain about this perk because we use it to protect ourselves from a move they make without needing any perk

  • @Whoudini said:

    https://forum.deadbydaylight.com/en/discussion/344761/the-killer-should-take-longer-to-know-that-a-surv-has-been-unhooked

    Honestly, this would just make the game more annoying for killer, people don't just use this for tunnelling, they use this to make decisions. So I feel like if people want to tunnel they will just sit near the hook anyway and see when someone is going in, no notification is required.

    for me this is a boring tunneller's excuse

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3168654#Comment_3168654

    The problem with that logic is that if this idea were hypothetically implemented, proxy camping killers would be more likely to hard camp. That might be good for reassurance value. But it does not really address the problem regardless and the last thing you need is to create an incentive for the killer to stay near hook just to see when the unhook happens. Surely, if the entire goal is to prevent the killer being near during an unhook, the last thing you would want is for the killer to feel they shouldn't leave the hook. It would just have the opposite reaction that you assume it would.

    This is coming from a face camp God, by the way. Why do you think I would be worried about a bit of HUD manipulation? It literally wouldn't affect me in any way whatsoever. It is low-key just an idea that was not really thought about from both perspectives. It does not work. It wouldn't help.

    are you creative to give negative answers, and if the devs decided to put this system as they did with the BT basekit? I bet many killers rejected the idea, in your minds anything you put in the game is bad, for you the game should be the same as 2016

  • @Carth said:

    Survivors are not entitled to a free x second period of time to heal/work on a gen/do whatever they want on an unhook. This change would have the opposite effect of the original intent if anything because more people would want to proxy/keep an eye on the hook since the notification and HUD would lie(and also be extremely confusing oh hey I won! Oh wait the guy actually unhooked himself with deliverance 4 seconds ago)

    The killer has a perk to know this, just use it, the perks are not an ornament, you know?

  • I could understand that none of you read the idea, when you read and understand, comment again

  • I don't know, an idea that I thought is that I could have an experience, that one day of the month, the SWF option was disabled and also Nurser, Blight and Spirit could not be chosen either, and the devs on that day would collect the number of players who played the game that day

    It's a complicated subject because people complain about all ideas, but one thing is a fact, the game shouldn't be like this: Survivors should have a voice chat in the game, even playing solo, and all killers had the strength to face any type of surv, the devs' focus should be this

  • @Slan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3167884#Comment_3167884

    Wow you treat killers as devils who try to ruin your game when they have the chance. Now ask yourself the reason for camping, tunneling and slugging. You cannot blame someone for wanting to win, and sometimes these strategies provide an advantage to the killer. Survivors also try to use what are considered to be "unethical" like the things mentioned before, such as genrushing or bullying the killer. Every side here has their issues.

    https://forum.deadbydaylight.com/en/discussion/comment/3167525#Comment_3167525

    You have not said a thing about Tenacity, and the fact that your mate can come by at any time and heal you, even when they are in chase, makes this pointless. Tenacity also allows you to go to your mate.

    As I said, you know the consequences of not running these perks and if you are slugged, technically it is your fault for not preparing yourself.

    But not every survivor does gen rush because he wants to bother the killer, I myself only use gen rush tools when I want to accomplish pass missions or if I only find killer try hard in the lobby full of slowgen tools, In the same way that the killer also uses tools for them to have a chance to play a fairer game, I understand both sides, a lot of people play with the intention of having fun, while there is a portion of players who play to annoy each other;

    The fact is, killers complain about us using perks to nullify their resources, but have you ever stopped to think that you don't need any perks or add-ons to start a camping, tunnel or slug? and even worse, the camping and slug you don't even need to touch the keyboard, just stand there waiting for the surv to die

    The other day I commented that I wish there was an anti-catch perk so survs don't get grab while saving someone, or not get caught by a stealth killer (since the spine chill was nerfed) Then the main Killer complains that it's hard to give grab, but I see a lot of killer grabbing a hook very often, so it's not that hard

    I also find it difficult to get off the hook alone with 4% and there is a killer perk that reduces this chance in half (the monster sanctuary) there are more than 200 perks in the game, there is no way to use them all in a single match, so I don't I see problem in some types of corrective perks exist

  • @darkshadows8326 said:

    I suggest adding a mechanic that when there is 2 survivors left in a trial and the killer downs one survivor but doesn't hook, instead attempts to stall out the game for another 4 minutes just to locate the other survivor, that after 10 seconds of being left in the downed position the survivors bleed-out timer increases to 500% normal speed. Hatch escape acts as if that player was never in the trial, if killer camps the hatch the survivor can just do gens or go to the gate if during end game. Punishing one person because of the greed of the killer and the lack of action of the other survivor shouldn't be allowed anymore, killer will still get the kill from the bleed-out.

    I understand, not all games we want to take unbreakable hoping that the Killer wants to leave us on the ground, I realize that killer players like to be able to camp, tunnel and especially leave it in slug, forcing us to use perks that we don't want to use for that we wanted a more varied game, or we need a build to complete a pass mission

    I would have several ideas, some exist in other games, such as the option to bleed when slugging for more than 90 seconds, or unbreakable as a basic kit when you only have 2 live survs, or a voting system, among the survs, if everyone accepted, the game ended and the killer won, I don't care about losing as long as I don't have a boring game experience.

    I believe the devs will still create a system that gets around this, I realize that every time the devs solve one problem the killers create another one, when the tunnel was nerfed they started to camp, now they are wanting to let the survs slug , so there have to be solutions against these anti-sports tactics that killers create in the game, but they are deficiencies that the game has, they just take advantage of it, which is normal, after all, if it's in the game they will use it

  • Yes, I also have difficulty finding the perks, it would be nice if there was a search system that we could type the name of the perk that we want to find, or just putting the first letter of its name and all the perk that starts would appear up with that letter

  • @Digotoid said:

    I'd like to suggest a few options on potential changes to this perk, so it doesn't feel extremely oppressive (and especially worse to go against in solo queue) on just Legion and Plague.

    On its own, Thanatophobia is a niche slowdown perk, but it gives M1 and other killers with barely/no mobility a way to slow down the game just a bit. However, this perk feels extremely oppressive on Legion and Plague, because of how easily they can injure survivors. For this reason, long-time players will naturally abandon healing and instead deal with a fat penalty to repairing gens - which is no doubt the most boring part of the game.

    Legion in particular is probably the worst Thana user to go against. Hitting a survivor in Frenzy and leaving to frenzy other survivors takes minimum amount of skill and it's ridiculous Legion can get 20% penalty to gen speeds so easily if people don't spread out when Legion goes into frenzy, which is unfortunately often the case for non high-level survivors. Update 6.1.0 turned Legion with Thana into a mending simulator, a lot of players posted thoughts online about disconnecting against this by dealing with a DC penalty rather than sitting through a 20-30 minute match.

    I suggest 2 possible changes to the perk:

    1) Hex: Thanatophobia.

    This is by far the easiest solution I've seen spread around here and there. Everything about the perk stays the same. Once perk's effects apply, it will be revealed to all survivors, just like Hex: Blood Favor. All survivors need to do once the perk is revealed, is to find the hex early and remove it permanently.

    Or more technically difficult route:

    2) Thanatophobia effect appliance rework.

    This is specifically related to Legion's and Plague's killer power functions. Perk's effects apply only on Basic Attacks. Legion's frenzy hit should count as a Special Attack. Plague's 'sickness damage' score event should not count towards Thana and instead be its own damage interaction.

    I understand you, this is a complicated subject, but the problem is that the community doesn't help each other and ends up making it difficult for good ideas to be approved, I have several ideas myself, but people respond more to criticize than to support each other's ideas , as if they were competing which idea is better than whom, you know?

    In my opinion, generator delay perks, like Overchage, thanato, pentimento, should only work when there are no survs on hooks, to prevent the killer from camping, and with the generators slow at the same time,

    this is a complex issue because there is a lot of opposition from the crowd, but Thanato was good the way it was before the buffs, you could combine it with other generator delay perks

    Thanato is not a problem for me, I think it's fair for killers to have something that slows down generators while chasing expert survivors,I think the "Call of brine" and "Overcharge" perks are more annoying, because they regress the generators to zero, and it's very annoying to have to remake a generator that was almost ready, an idea that I think I should have is that if a generator exceeds 25% of its progress, it does not regress below that.

  • @ThiccBudhha said:

    But if everyone agreed to vote to leave, surely they would just give the killer the 4k they are desperate for? If not, what IS the hold up? If you mean he is just bleeding out the last 2, it sucks, but it is also not worth adding a vote to end match feature. At worst you need to wait 4 minutes, which is annoying, but you will not even get halfway through a YouTube video with those odds. Ha ha ha...

    Yes, the killer would win the 4k , but all survs would have to agree to abandon the match, in fact this feature exists in identity V and avoids having matches where the killer tries to keep a surv stuck in it, few people use this feature there , even because the killer doesn't keep us on the ground,

  • @Ghoste said:

    I agree. If the Killer hasn't won by the ~25 minute mark, the match should just end. It would prevent Survivors from stealthing forever and Killers from extending the match unnecessarily.

    Exactly, finally a person who understood my proposal, the others seem to think that I want the game to end up being long, but that's not it, I just want to be able to end a game because I have nothing else to do, this game depending on the team you play, or if someone disconnects at the beginning of the match, there's nothing else to do but go to the next match

    however, I don't want the game to have a time limit on the game, it just has to have a time limit to release the option to withdraw, but the game would only end if all survs agreed to vote in favor of withdrawing from the game and give the victory to the killer

  • @Gary_Coleman said:

    An option to vote to end the game would be awful. If people voted to end a game I was enjoying then I would go into vote to end every game for the next 3 years mode. Actually, now that I think of it, that is an awesome idea. I would vote to end every game right when it starts. Let's make this happen.

    You don't understand, it's not to vote at the beginning of the match, but after a certain time (10 minutes for example) but when the match is already lost for some of the sides, in addition the vote has to be for everyone and not just your

  • @Wowie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3165381#Comment_3165381

    I consistently escape with off-meta perks lol

    I also regularly 3k/4k

    you are bad!

    I envy you, in my games only killers get along =/

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