Kind_Lemon
Kind_Lemon
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- Kind_Lemon
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The thing that most bothers me is that survivors can hop on a generator and then get chased with windows and pallets all ready to use, no prep required. It should require interactions and pre-planning (in addition to positioning) to allow survivors to have pallets to use and windows to vault. My radical thoughts consist mostly of ropes tying pallets down to obstacles that take a measly 2 seconds to untie and allow for full pallet use. You could either do gens, or prepare to be chased.
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I have played against maybe two (probably just one) Nurse since the rework to her everything.
They should have just modified Nurse basekit (not with a blink charge regeneration like what we have) and NOT modified her addons. I used to be fond of playing Nurse with add-ons like Jenner's Last Breath and Anxious Gasp (which when combined provided the fastest movement speed in the game, I believe) or several other add-ons when I was feeling like having some additional fun, but now I stay away from her add-ons, which either aren't fun to use (torn bookmark, spasmodic breath, matchbox, etc.) or go against the game design I hope to see for this game ("Bad Man's" Last Breath, dull bracelet, fragile wheeze, etc.) or both (eg. Spasmodic breath among others mentioned).
If anything, I would want Jenner's Last Breath and Dull Bracelet to be reverted. I'm conflicted about Anxious Gasp, but I think I still prefer the old version's effects more. Perhaps change the names and effects around with other add-ons to keep both versions?
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I have been having a terrible time with The Nurse on dedicated servers, especially after her changes (which make it harder to cope with the effects of dedicated servers).
With every other killer, I am fine most of the time. With The Nurse, I rubber band incredibly after every blink, and when I swing after a blink in an attempt to hit a survivor, I often end up behind a survivor and then suddenly behind a tree 1 meter to my left or right, and I hit that instead. Even when not attacking in the chain blink window, there is always a slight stutter as I move backward slightly from my blink destination (sometimes it's a move to the left or right).
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F for Jenner's Last Breath and Anxious Gasp combo. I am anxious to see what playing her on the PTB feels like.
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I'm clarifying my position: I don't think that everything is "bad", I just wish it was different. I'm particularly sad about the loss of the speed addons (particularly Jenner's Last Breath). Those were my most favorite addons in all of DbD, and they it has been proposed for them to be eradicated.
I have mixed feelings, and so I'm looking forward to seeing what happens in the PTB and how much will be changed from the PTB.
Also, why "should" every killer have that addon distribution? It limits creativity when designing and often forces poor or badly thought out addons into the game when they do not need to be introduced.
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@Mushwin said:
(Ignore the Keep it One, i did an Oopsie...so it's yes, no, change it, potato)
Ah, I voted for keep it the way it is.
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I used to like Lery's until the devs made the window RNG changes. Now I dislike Lery's. I don't have too much experience with Hawkins, so I'm going to have to say The Game is the most disliked. I have so little map awareness and player placement awareness on that map. It's terrible, especially if I want to be chased or if I want an off-the-beat killer build.
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My answer is a mixture of 1, 3, and 5. But mostly because DbD is starting to lean more toward all of those marketing strategies that prey on consumers, exploits in the human condition, and my poor time-spending decisions.
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I was going to say hands down Huntress because she makes me feel like I don't know the game (I always seem to end up in atrocious placement against her ever since the stupid lullaby change not to mention that I can't remember ever being able to dodge a hatchet against with any thanks to my skill), but then I saw Freddy, remembered Pop Goes the Weasel and then changed my answer in a heartbeat. I HATE new Freddy.
My list of reasons:
I dislike the lunge animation
He gets to gens faster using his teleport with less heads up than a terror radius would normally give a survivor.
There's no countering his teleportation to a gen to kick it with Pop Goes the Weasel (requires gen rush)
There's nothing active Freddy has to do to begin the cycle of survivors falling asleep.
Failing a skill check is more penalizing (time-wise) than falling asleep and powering up Freddy (which is already penalizing).
I dislike his generator and pallet kicking animations.
His slow downs are like Clown's but with less brainpower and more powerful.
He doesn't seem that well thought out; he's more of a response to a weaker version of himself than a notion in and of himself (no offense, devs)
And now, this is a question: How does OoO work with the oblivious status effect he gives?
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I get no information when The Spirit bumps into me when I'm walking or crouching (or running if we're both running in the same direction) until I'm hit. I think that needs to go. I'm honestly okay with Prayer Beads as they are (I would like the rarity to be Ultra Rare, however).
I would prefer for The Spirit to travel in a world where survivors leave husks (in the position when The Spirit began phase walking) that have collision and for the real survivors to have no collision with The Spirit in phase walk (much like pre-Megabuff Freddy).
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I had a match where I was going to perform a hook grab as The Nurse, but then didn't. My hand went up to grab, and then nothing happened, and I went into fatigue.
Something completely unrelated: it appeared as if a tier one Meyers hit me from 2 meters away (we were both moving away from one another as he swung). Please either shorten the cones or shorten the duration of the lunge. The band-aid fix of just covering up the inaccuracies by trying to move the killer and survivor closer together once the hit registers looks sloppy on killers like Hag or Huntress, especially at the tip of their lunges.
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Hex: Ruin causes an issue with players who either have poor graphics quality and or low frame-rate on his or her computer. In this way, equipment does matter, which is extremely unfortunate for people like me.
Otherwise, it is a perk that can be easily overcome through practice. However, I understand your frustration.
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@Boss said:
That 3rd Add-on seems cool.
But cool enough to replace what Jenner's Last Breath does currently? I think not. The developers would have been benefited to have messed with Kavanagh's Last Breath instead.
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Just throwing this question out there: Why did you change Jenner's Last Breath? It's a terrific feeling to combo it with Anxious Gasp. Even on its own, it gives this feeling of power.
The other ones, meh. Her speed add-ons are my favorite.
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Hell naw; they eviscerated my baby, Jenner's Last Breath. What did it ever do to you, devs? Go pick on Kavanagh's Last Breath or something.
I'm a sweet, puffy cereal-type person.
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I want him to speed up in action speed and movement speed every time he hits a different survivor (also terror radius increase with it) until that Feral Frenzy is over.
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Yamaoka, Ormond, and Temple are worst maps aesthetic-wise and cruelest on computers with lesser graphics. This new map does not even compare. There are some pretty fun spots interspersed with not-so-fun ones.
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For clown: faster base reload, change the reload tier add-ons to something else, and there ya go!
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It's a terrific perk to use on indoor maps and maps that have many LOS blockers. I'd suggest once you think a killer sees your aura, go a different direction and trick the killer into thinking you went a different way (preferably trick the killer into going where there are no gens or teammates). It's worked wonders for me on Lery's against The Nurse and The Hillbilly.
Suggested perks to accompany:
Sprint Burst, Lightweight, and Urban Evasion all help you get away unseen from the last location you revealed to the killer. Sole Survivor (if you want) only helps in stealth builds that you plan to make last the entire game and do the long con. This latter, long-stewing type of stealth build was gutted by the EGC which is why I have a particular hate of that "solution" to keeping the end game exciting.
Iron Will helps with getting away once caught. No Mither prevents blood pools from being left behind.
Other things to bring: Medkit (either insta-heal or extra charges)? Key with Blood Amber? Anything else you might fancy (like a Hatch-tracking map, which I do not suggest given the horrible state of the hatch game rn).
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#changebackdevourhopetier1
But also, yes.
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BHVR will not ban you. There is always a chance that Easy Anti-Cheat will.
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I've noticed the exact same thing, and I do not believe it results from latency. From what it does result, I do not know.
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I take every lobby I get, even if all 4 survivors have toolboxes. I find minimal difference when compared to my other games. There's nearly always a chance for snowball potential, and the most important thing is knowing how and when to capitalize. The NEXT most important thing is to not be 360'd. Repeatedly.
I don't think generator speed is an issue in the slightest. Bring in Insidious and NOED instead of Ruin and try ambushing survivors that have walked into unsafe areas. It's sure to grant at least 1 kill if you don't get greedy.
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@Mochan said:
I don't mind the killer speed but the problem is it's very hard to hide from the killer and lose them in today's game.
Yes; it's nigh impossible to lose a killer once he/she/it 's on your trail, which should not be the case.
Games currently often feel like a war of attrition, where each side is trying to make it impossible for the other side to win, which forces the developers to tighten up all the give they have put into the game for differing playstyles (like stealth). This makes these other playstyles ineffective or (on the other hand) annoying for other players to play against. "Tunneling" has become more rewarding as the game has developed as catch up mechanics for killers who chose to do so were implemented, and it has become more frustrating for survivors who can see how big the gap is between a game where you were tunneled and a game where you weren't.
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I thought this was going to be a post about how Ruin unfairly targets survivors with low framerates. This was not that post. Those other perks are not skill based unless you have a definition that most people don't have. Rewarding good plays is not "skill". What you are saying is like declaring that a perk that helps in breaking the pallet instead of running around it is skill based (i.e. Brutal strength).
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The arrows imply "behind" an object. If there is no room there in-game, it is suggested to add room. This part of the groaning storehouse is worthless in terms of gameplay. I thought I'd add this here as a comment on your post before making my own post in the future.
The brown structure is a ramp of sorts because levels always make things more interesting.
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@Luigifan64 said:
Yes to this
May I give you a yes back? :D
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idk if this is the right place to post this, but w/e.
I have just received this spam warning and block that I feel is unwarranted.
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It's quite a glaring issue that affects how easily killers can find survivors from a distance, but apparently not many people acknowledge it as an issue.
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@Peanits said:
Odds are, people would take a look at this and always vote for the maps with the highest survival rates while never voting for the ones that actually benefit them:
https://us.v-cdn.net/6030815/uploads/611/0XKXFQYC0Y6U.jpg
(The farm maps are a little lower now that the walls are solid, this data is a little out of date.)
Overall, you would receive less variety because there would be a meta of maps to vote against. You could always bring an offering if you want a map that favours you more.
I would think people would vote for maps that supported the perks, offerings, and play-styles being used rather than just pure survival. I personally do not like playing on the game as killer even though it's the lowest survival rate map for survivors.
eg. I know I would vote for Treatment Theatre over Rotten Fields if I had OoO. I would use my more hook offerings if I knew we were going to Rotten Fields or a swamp map.
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@Seanzu said:
Use an offering for a map you like?
I would use offerings every game, then, but since the only offerings that spawn now are rare offerings, I can't do that. Not to mention that I don't really want to go to a particular realm, rather it's that I don't want to play with certain map-specific features (eg. corn, reeds, or bamboo with Nurse or open maps with mirror Myers).
I would be in favor of lobbies reflecting the realm that the game is most likely to chose for that trial just to allow players to burn offerings if they didn't agree with the map. A more complex solution is needed to deal with lobby dodgers.
Also, why do I get so many Ormond and Yamaoka offerings in my bloodwebs? They are obnoxious, and even though I avoid them on all my killers, I still have the same amount of them as of the rest of the realms. Is the bloodweb predisposed to the maps I dislike? (To be fair, I do also get quite a few Strode Keys, which is a map I do like).
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Balance-wise (in the overall sense NOT the specific), this game is in a decent place. I have many issues regarding other areas of the game including but not limited to lunge animations and successful hit animations, survivor items, nearly all survivor and killer add-ons except for the majority of The Nurse's and some of The Shape's, lack of situational dying state music, and not enough fixed camera angles.
But being all negative is never any good, so, Well Done, BHVR for the good you've done so far.
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Solo survivors who are trying to be stealthy or trying to get very specific gens done for strategic purposes should be able to make progress on the gen on which they have their eyes. It's already hard enough to try and avoid a patrolling killer and prevent all the partially completed generators from regressing if the survivors are not on comms and are adopting a somewhat stealthier play-style.
That strategy should not be impossible for a survivor to accomplish, and having faster, constant regression in addition to a preliminary penalty makes it so.
I disagree that this is the way to fix some of the lack of interaction between survivors completing generators while a killer is preoccupied.
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Tunneling is considered "bad" because of two main reasons:
1) Survivors have very few ways to lose a killer hot on their trail, and that forces survivors to be in chase if tunneled, whether they want to be or not. Most survivor chase mechanics in the game serve to elongate chases (pallets, windows), and there are nearly none to lose a killer. It's not necessarily that survivors want to avoid their fate of death if a killer wants a particular survivor dead. Some survivors would rather have locker roulette until found or have a hide and seek game with an inevitable end of demise.
2) Survivors expect to have the killer go through the process of finding them and chasing them down anew after every hook, and the way hook states function encourages this kind of entitled mindset, fostered by the development team. If survivors didn't expect to be rescued from the hook and be let free to do objectives or whatever else, this complaint wouldn't arise.
Radical, throw-against-the-wall-to-see-if-they'll-stick Solutions?:
Having the first hook state last for 3/4 of the hook timer and the second hook state last for the remainder.
Hook timer doesn't deplete until hooked for the second time (or until survivor attempts an escape)
Hook timer doesn't exist, and there's a random number generator modified by in-game circumstances that randomly selects every 5 seconds if the survivor moves onto the next hook state. Potentially infinite number of hooks required by the killer until a survivor is sacrificed.
Hooked survivors can be unhooked from the place they were hooked, but appear back at a survivor spawn location when unhooked at last.
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1.) Billy because I always find myself in situations where I find a chainsaw up my butt and I can't dodge at all...
6.) Trapper because most Trappers aren't sneaky with traps and just place them in obvious places repeatedly, leaving me with little agency.
5.) Pig because of her newfound super speedy crouch + un-crouch times and her unchanged, annoying breathing.
3/4.) Nurse because I always get hit and she's facing the opposite direction in which I've been downed or injured.
3/4.) Ghostface because of buggy reveal mechanics and not enough atmospheric sound cues.
2.) Freddy because his lunge animation looks terrible, and his speed makes no sense for those tiny legs.
7.) Corrupt Plague because there's no avoiding that red stream of skill-less-ness
I'm cool with all the others except possibly Doctor. Most of my issues with killers could be easily fixed with fixed visuals or better sounds. I really wouldn't mind dying nearly every game to Billy if that chainsaw hit was more cinematic.
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I'm hoping for the kick mechanic to not only cancel an unhooking but also to allow me to plant my foot in Rin Yamaoka's face when she gets to close on her needless patrolling spree. I could however settle with kicking Pig, Ghostface, and Freddy if Rin doesn't feel like being kicked.
In short, I hope a kick works like Head On. It prevents someone from interacting with me and it can stun a killer if too close.
Even though I'm advocating for something pretty radical (probs won't happen in-game all that often), I don't think kicking should be allowed past the first hook stage. At that point, a hooked survivor is completely in the hands of everyone else's benevolence.
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@Entità said:
https://forum.deadbydaylight.com/en/discussion/comment/608694#Comment_608694
The distinction between duration and visibility of scratch marks or pools of blood is not so clear: while the seconds pass, these marks fade slowly, until they disappear completely. Lightweight, Predator, Bloodhound influence the brightness / duration of these tracks, and your Moonlight Offerings would affect the functioning of these perks. It is certainly not forbidden, but it requires a greater balancing effort.
To tell the truth, my humble doubt concerns the promiscuous usability of your Moonlight Offerings by both the killer and the survivors: in my system, centered on hatch visibility, each offering can be, according to the circumstances, advantageous for the one or for the other faction, and this does not raise balancing problems. In your system, linked to scratch marks and pools of blood, it is clear that the survivors would burn only the offerings that reduce their tracks, while the killer would try to increase them, burning the others: this would raise serious problems, if the killer tried, with one offering, to counter four of the survivors. Your idea would bring the Moonlight Offerings closer to the Oak Offerings and the Coin Offerings, deliberately unbalanced to favor the faction that has more need for hooks (killer) or chests (survivors), respectively. Instead, the Moonlight Offerings, in their original conception and my reform, remain close to the Mist Offerings: that is, they are all fully accessible both to the killer and to the survivors, because they can all abstractly benefit both of them (a Murky Reagent can help survivors with Spine Chill and Urban Evasion, but also a Pig, a Myers, a Ghostface, a Wraith; on the other hand, my New Moon Bouquet can be useful to either the killer or the last survivor, based on their position on the arena when the hatch opens, on the time spent by the survivor to look for the hatch before its opening, on the possible presence of keys or maps...).
@Ember_Hunter @Xaggy Yes, I received a BHVR Read alert.
I wasn't sure exactly how to balance the offerings to be worthwhile for both sides, so I threw something out there that wasn't all that great. I've amended what I would like to see the offerings modify and have included them below (along with the mist offerings).
To your point about stacking, Moonlight offerings and Dark Mist offerings stack only in certain ways. Even now, if 4 survivors bring in a Murky Reagent, it will only be as thick as 1 Murky Reagent. The same was true if 4 Survivors Brought in New Moon Bouquets; the result would be the darkness of 1 New Moon Bouquet regardless of whatever other moonlight offerings were burned.
The power granted by the offerings can only be as strong as the most powerful of the offerings and no more.
Suggested Modified Offerings:
Crescent
- Slightly Darker Scratch Marks and shorter duration
- Slightly Less Visible Blood
- Aura reading range decreased by 15%
- Survivor FOV is decreased by 5 degrees
Quarter
- Slightly Brighter Scratch Marks and longer duration
- Slightly Brighter Blood
- Aura reading range increased by 15%
- Survivor FOV is increased by 5 degrees
Full
- Moderately Brighter Scratch Marks and longer duration
- Moderately Brighter Blood
- Aura reading range increased by 30%
- Survivor FOV is increased by 10 degrees
New
- Considerably Darker Scratch Marks and shorter duration
- Slightly Less Visible Blood
- Aura reading range decreased by 45%
- Survivor FOV is decreased by 15 degrees
Clear Reagent
- Slightly lessens the dark mist
- Slightly increases the volume and range at which all sounds can be heard
Faint Reagent
- Slightly thickens the dark mist
- Slightly decreases the volume and range at which all sounds can be heard
Hazy Reagent
- Moderately thickens the dark mist
- Moderately decreases the volume and range at which all sounds can be heard
Murky Reagent
- Considerably thickens the dark mist
- Considerably decreases the volume and range at which all sounds can be heard
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I think TINH does affect Overcharge. As for DS, while I agree that TINH should affect all skill checks (like DS) when not healthy, ya aren’t in the injured state if you’re on the killer’s shoulder. That’s the reason DS isn’t affected.
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@Entità said:
@Kind_Lemon And how would you make your offerings interact with perks, such as Lightweight and Dance With Me?
@Hoodedfengm1n Ah, ok. :)
@Entità I’m unsure of the nature of your question. If you are talking about “visibility”, that refers to the brightness of the scratch marks and blood, not the duration. So, there’s no direct correlation between moonlight offerings and scratch mark perks. Does that answer the question?
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I agree with balance philosophy, but I disagree about grind philosophy. I will edit this post when I have more time.
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@sanki said:
https://forum.deadbydaylight.com/en/discussion/comment/594505#Comment_594505
Well, bro, this perk is not acting like streetwise, thought the description of the perk didn't mention that vigil is not stackable, but is working in that way. if U don't believe me, why don't go to the game Wiki of DBD to check it out ?
Aha, I didn't see the Trivia bit at the bottom. I should have anticipated that it worked like all other positive effects. So, I guess 22.22 seconds of Exhaustion is as short as it gets, then.
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I happily dissent, and I am in particular disagreement over the necessity of your 4th point. MORE killers should have add-ons with downsides. That way, the developers can do more crazy stuff with add-ons and not have to worry about making a killer OP. A killer would just be different, not better or worse with add-ons (there are, of course, exceptions to the rule).
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TBH I think counterrotating skill checks should make it into the game somehow.
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(Survivor) I Win
If you manage to poke the killer unnoticed, you win the game.
"Imma do it! Imma touch ya!" - A survivor who didn't last long
(Killer) Finger of Death
When a survivor points at a killer, the survivor will begin to shake violently before exploding.
"Didn't your mother tell you it was rude to point?"
(Survivor)
Towel
+1 Towel...for all those salty tears. No actual towels included.
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I'm not a fan. The sound is too muffled, and the tense feeling it is supposed to imbue doesn't really happen unless it's with GhostFace. I just find the effect unnecessary.
Hex: NOED and Hex: DH already gave that "Oh S*" feeling. Adding this new effect makes the UI and soundscape feel overly cluttered, detaching the player from the horror atmosphere being crafted.
It's gaudy, and it's only purpose is to serve as a notification for GhostFace's exposure (the effect should be called Vulnerable instead of Exposed for nearly every reason ever btw), which does not have any other significant notification.
#pleaseremoveit
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It would be cool if these offerings additionally (or instead of hatch mechanics) affected direct survivor tracking mechanics such as blood and scratch marks, which are often not given enough thought.
Crescent Moon Bouquet: Moderately decreases the visibility of Survivor disturbances and blood. Slightly increases all Survivor sounds.
Quarter Moon Bouquet: Moderately increases the visibility of Survivor disturbances and blood. Slightly decreases all Survivor sounds.
Full Moon Bouquet: Tremendously increases the visibility of Survivor disturbances and blood. Slightly decreases all Survivor sounds.
New Moon Bouquet: Tremendously decreases the visibility of Survivor disturbances and blood. Slightly increases all Survivor sounds.
The survivor sound modification was added as an afterthought and might not need to be included, but without it, I realized that the offerings were very one-sided. Although, to be fair, the original offerings gave preferential treatment to one side or the other.
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My question was really: Why were scratch marks chosen over footsteps or some directional indicator. Was it just easier to code? Was it too unfair? Why do scratch marks spawn the way they do? Why was there no limit to how far away a scratch mark can spawn from a survivor until around 2.0? etc.
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@se05239 said:
If survivors stopped rewarding killers who camp by throwing themselves at hooks to save each-other, or killing themselves right away on the hook straight away when they notice they're being camped.. there wouldn't be any campers.
Just saying.
@se05239 Precisely, but everything in the game from altruism points, hook timers, and the behavior of re-hooking survivors to generator efficiency and additionally everything about humans in nature from caring about others to survivors not recognizing the game as a horror game in those scenarios encourages survivors to unhook others even to their self-destruction. Rather than blaming one side for not having the benefit of communications for the purpose of efficiency, you should point people who argue for punishment of killers to the fact that the game needs to be balanced around survivors not being unhooked at the same time as accounting for survivors being unhooked and healed.
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@lostkq said:
https://forum.deadbydaylight.com/en/discussion/comment/544946#Comment_544946
Actually says it doesnt stack more than 1ce in the perk itself so this comment really isnt relevent to the convo.
You look over your friends even in dire situations.
You and your Allies within 8 metres of range recover from Exhaustion, Hemorrhage, Mangled, Hindered and Blindness Status Effects 10/15/20 % faster.
Once out of range, this effect persists for 15 seconds.
"I'm gonna be here when you wake up. You're gonna make it." — Quentin Smith
@lostkq , @sanki it has the same description as Streetwise in terms of ally effects, and Streetwise stacks as far as I'm aware.
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@LapisInfernalis said:
1. OoO with Sole Survivor is no problem at all if you are the last, but I assume that your Sole Survivor was of lower Tier than OoO so the killer could have actually seen you. Else this would have made it easier.
Your idea to open both exits a bit is interesting, but too complicated. I tried it once and noticed immediately that there is not enough time for this. My other strategy was too luck based (waiting until the last 30s). Sometimes you have to think and act quick.
And yes I thought it would make more sense not to look for the hatch (unless I know where it is of cause), because the killer would too. And when I tried, he found me first or closed in front of me. So I stay away from it. And well... I survived the EGC more often.
well, no to the OoO and Sole Survivor thing. It was Ghostface. My Sole Survivor covered my OoO, but if I looked at Ghostface, he would get his reveal indicators that would pinpoint my location, which is a bad thing. That's why I was annoyed. I may not have conveyed that correctly.
Thank you for thinking my attempt at escape was interesting. I thought so too, and my point is that the Endgame takes away that kind of interesting play just because of the overbearing timer that is the one game-changing thing about the EGC collapse.
Personally, I thought looking for the hatch in those scenarios where I had an eye on the killer would allow me to see if Ghostface found the hatch first, therefore telling me that my search was in vain and that I should wait by a door until he closes it. Ghostface closed it immediately, giving me little time to act on the information I had.
Thank you for your kind reply to my comment. I appreciate it.

