Kind_Lemon
Kind_Lemon
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- Kind_Lemon
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@se05239 said:
https://forum.deadbydaylight.com/en/discussion/comment/399432#Comment_399432
@Kind_Lemon Less stuff in the web that also deals more points overall is just a win-win situation.
Ardent Raven Wreaths in my suggestion is what the Hollow Shell is currently. If you want a increased BP cap, you could suggest to the developers that every devotion level you have increases the maxiumum with 250k or something.
Sorry, I was unclear. I was talking about the 8k bp max in any category not the player’s total bp count. Eg. Ardents increase cap to 10k possible per respective category.
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Dropping a hook in someone’s face is really pointless, time-consuming, and more work than the satisfaction it yields.
Killers should be able to carry survivors further with the exception of the basement and hooks should stay sabotaged for longer. The more hooks have been sabotaged, the longer sabotaging other hooks takes (and sabo progress regresses slowly).
See:
https://forum.deadbydaylight.com/en/discussion/comment/393877#Comment_393877
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While I think your suggestion is a perfectly appropriate way to deal with the situation, I propose something that would bridge the gap between live and hypothetical:
Remove the Common Wreaths in the meantime. Turn them into their corresponding uncommon offerings.
P.S. I would personally like to see the Ardent Wreaths affect more than one category and increase the in-game bp cap and/or point generation.
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@Acromio said:
Survivors DC against Legion for the same reason they did against release Nurse and Freddy: they can't be bothered to adapt to new game mechanics.
/thread
@AcromioThe idea that removing existing game mechanics and not adding back anything of worth is somehow representative of “new game mechanics” is silly. Just like how the removal of sabotage highlighted the issue of genrushing, so does the removal of healing. When the game is made to be all about gens, it’s unfun, and does not reflect the laziness of players in any way.
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Legion not only has a smaller terror radius, allowing her/him to sneak up on survivors, but she/he is smaller, has a speed boost power, is hard to lose (given that it's not a baby Legion), and has a sonar for hidden survivors, all of which make stealth difficult and not that lucrative against him. He can give little warning to his presence, and even if survivors locate him with enough distance to escape, he can secure a hit making everything worthless. I've heard that he makes the game a "singleplayer game" when everybody else wants and is trying to play a multiplayer one. Healing is almost pointless unless a save is planned. Why would a survivor have fun against this? It's just genrush and leave.
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@ThirdSealOPplzNerf said:
https://forum.deadbydaylight.com/en/discussion/comment/392252#Comment_392252
Keep in mind that the killer plays with only 3 perks the entire game until gates are but still can never activate if surviors aren't lazy and do totems. It has a counter and playing with 3 perks isn't an easy thing. It does not boost bad killers and endgame is already 1000% survivor sided the killer basically has nothing in game to help them in endgame.
@ThirdSealOPplzNerf Not having every perk active all the time is extremely common and certainly not as “not easy” as you make it out to be.
A killer isn’t getting any ingame benefit out of BBQ if all survivors are within the radius or have hidden in lockers. Playing with Spies rn is like playing without a perk. A killer isn’t getting any benefit out of Bloodwarden or Remember Me if he/she kills all survivors before the gates are powered. The same is true for NOED.
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@Bravo0413 said:
https://forum.deadbydaylight.com/en/discussion/comment/392453#Comment_392453
There is no "issue" I just like this change it feels better
oops, my bad. I thought you were @powerbats
I dislike this change; it feels worse. I also think it was a bad design choice in terms of gameplay, making game mechanic interactions less frustrating, and time efficiency.
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I'm looking to see if the developers ever decide that it would be a good idea to scale the number of traps are placed around the map based on how big the map is. That would be a proper The Trapper buff.
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@Robb_Stark said:
https://forum.deadbydaylight.com/en/discussion/comment/389494#Comment_389494
1556h.
Sabotaging all Hooks would take ages (especially if the old Toolbox consumption rate penalty were brought back). If you are sabotaging you can't Gen rush now can you ? By the time you sabotage the last Hook, most of the previously sabotaged ones will only remain broken for like 1-2 minutes.This of course if you 99 all the Hooks. If you don't, you won't even be able to take down half of them before some will have already respawned. In addition, this "1-2 Minute Whole Map Safe Haven strategy" might not even work as you can always get interrupted.
The entire map should never be a “safe haven”. Nothing should really be a “safe haven” if the killer is nearby. A killer should always be able to potentially make it to a hook after downing a survivor—it’s just a matter of how long that takes. A survivor should not be basement bound the instant he/she is picked up.
You still seem stuck on the idea of longer hook respawn timers without changing any other mechanic, so here’s an additional idea in line with yours: A survivor wiggles at normal speed when within 20 meters of any hook. A survivor wiggles at 50% speed when not within that radius. However, a survivor wiggles at 160% speed if the killer passes within 20 meters of a non-sabotaged hook and then exits that radius to go to a different hook. It would then be more balance to have longer hook respawn timers without killers needing to slug.
Note: I have not actually calculated distances, speeds, and times, so take my rough numbers not as final.
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@NeaJovovich said:
I think if you run Sabo as a perk, you should get the ability to permanently remove 2 hooks.
In the worst case scenario of a SWF bring sabo, the most hooks gone is 8 out of the 16+ that spawn on each map.
Coal tower’s minumum spawn is 6 tho...
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@not_Queef said:
A better change would be to give a 5 second cooldown on the audible notification, but no cooldown on the visual one.
So you could still track the survivor's movement without the constant noises.
Excellent thinking. if only you were a developer...
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@Panduh said:
https://forum.deadbydaylight.com/en/discussion/comment/390270#Comment_390270
Apologies, was busy, but absolutely.
https://docs.google.com/document/d/16TLOmqJTWkRyRB7SWiJtzCKEq2-MVLL68qHTeUeWlMU/edit?usp=sharing
Hopefully this will make it more accessible and easier to directly discuss on, any other suggestions welcome. Added a more simple Autodidact suggestion as well.
Thank you; This is a much easier format by which to give feedback.
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@Bravo0413 said:
No... I like this change...
@Bravo0413If your mouse clicking is the issue, then why not work toward getting a separate button to pick up items than m1? That way, we could solve your issue without making repeated chest searching miserable for the rest of us.
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The occasional Hope user here: It's a good perk in those 120 seconds, which always feels too short, but way outclassed by everything else. If anything, I would like to see the perk timer start to count down once an exit gate is opened.
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Can you make this a google doc so that individuals can comment directly on the document?
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@Kagrenac said:
Spies was changed because of this
*survivor alerts crows*
*0.005 seconds later another survivor alerts crows*
*BAH BAH BAH BAH BAH* over and over. It was a lot of audible clutter
By “audible clutter”, I assume you refer to the perks’s ability to show you the trajectory of a survivor’s flight. If that part of the perk was unimportant to you, and if you simply used the perk as an inferior Whispers, you were not using Spies to its full potential. Currently, Spies goes on cooldown even if the killer does not receive a notification, making it all the more useless in the scenarios it was more useful than Whispers.
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@ShaneQ said:
Sabo is fine, just 99 the hooks and run empathy, anytime I use saboteur I generally get a couple of saves per game. Its a decent perk.
@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/382373#Comment_382373
This.
While sabo is quite weak currently, it isn't a perk that can ever be made strong. Long ago when Sabo was strong it was heavily abused.
I don’t want to be getting “saves”—that’s why the mechanic is bad. All I want is to bring the killer away from defending objectives for a long time (as in go to a farther hook than right next to the gen). The killer, however, can only take 16 seconds before the survivor is freed, which is an issue. The killer can’t have much longer or else every survivor goes into the basement (because killers can see basement hook auras from anywhere). I could care less about additional modifiers on Saboteur. I’m seeking to make Saboteur a strategic perk—one that requires game sense and long term planning not easily undone.
Starting with small steps is just fine (eg. Increase wiggle time and respawn timer in coordination with each other. Or keep hooks sabotaged if there is another hook within X meters—let’s say 20 for an idea. Or give killers the ability to go to a hook and manually respawn the hook if the killer notices that it’s broken). Any number of things could work, and it’s distressing to see any idea of change being brushed off like a bug.
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@DocOctober said:
https://forum.deadbydaylight.com/en/discussion/comment/388025#Comment_388025
I wouldn't say they are interesting, but a hassle to quickly calculate.
You get a +1 LoL from me
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I love the idea of Nurse and Leatherface, but I’m more partial to Nurse and deep wounds or Nurse and Trapper.
My non-Nurse combo would be Wraith and Pig. It’s redundant, but I love the tragedy of The Wraith, and with RBTs, his story becomes that much sadder.
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Candidate, I give your platform my full support. It’s also fun to have perks with special synergies when put on specific killers’ loadouts.
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The devs indirectly nerfed looting builds by making the process of getting items out of chests take so much longer.
If I’m in the basement looting a chest, I don’t want that item to stay down there even if I don’t need it right away. I’d bring it up to a more convenient location for someone to find later on in the match.
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Never saw this post. I like it.
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I second the idea.
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I would like to be able to show my support by just giving you a vote up, but that doesn’t do much to help more people see and think about your post. Therefore, have a comment from me.
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@ChesterTheMolester said:
No, there should be a perk that increases Fog but makes it easier for Killers to see through.
It'd be a nice perk for Wraith, Hag and Trapper.Again, why does this need to be its own perk? Is there something wrong with Shadowborn also having these modifiers?
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Sure, but I would rather see the attempt to self unhook take longer ro complete than the action be completely removed.
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Or Sole Survivor could reduce visibility of Scratch marks by 1 second per survivor dead if you want something new on which to chew.
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Making sabotage more useful and adding more killer interactions with hooks (eg. A killer can regress hook progress like with gens or interact with a sabo’d hook to decrease respawn time) would be a great start. There is no need for new stuff when the old stuff doesn’t work properly.
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I agree that Sabotage is still deeply flawed as a mechanic.
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Conversely, sabotaging should be more time efficient for a survivor and the addons will be of more use.
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Timed silence in any situation is critical. This game does a terrible job of it and manages to be fun nevertheless. I disagree with @Nickenzie ‘s suggested change to Hex:Huntress Lullaby.
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@HatCreature said:
@Entità said:
@HatCreature Forgive me, in the concrete case how would the logic ruin the balance or the mechanic? It is a matter of adding a line of code at the end of the programming piece that regulates the functioning of the crows, which inhibits them (or reduces their odds by 80/90%) to take flight when the trigger conditions are met by those who use Calm Spirit. They also did that for the cloaked Wraith, whose presence is ignored by the crows.
Some mechanics can be so complicated that by the time someone FINALLY uses logic the mechanic could be destroyed because it was too far in development. But not this one.
Your answer to @Entità ‘s post had me confused, but now I understand the point you were making about why you are in favor of this.
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I was hoping for this rework to come when the footstep sounds were being adjusted, but that didn’t happen. I now cannot hear footsteps very well while in chase, and I feel like I should be able to do so if a survivor is well within 16 meters of me.
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Perks that work according to their descriptions are always nice.
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The point of sabotaging is to make the killer spend more time transporting a survivor to a hook that is in a less favorable location. It’s not meant to free survivors from the killer’s grasp
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Ignoring the back and forth above, Blindness in lockers has made the game so much harder for solo players in certain scenarios. If I was saved in the basement while the killer is nearby, and I am smart and hide in a locker so that the killer can’t instantly down both of the survivors in the basement but my teammates aren’t, I don’t know (once they are downed) if the killer is carrying the survivor or has left them slugged to try finding me. That puts another limit on my ability as a solo survivor to make plans, a limit SWF does not even have to think about. OoO should not be showing auras in lockers if both parties aren’t privy to the knowledge.
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No? I haven’t used cooldown perks recently.
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@Entità said:
Good buff. Percentages are fairer, in my opinion.
Percentages make the game more interesting.
Also, @DocOctober , I completely agree.
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This is the only map for which I’d bring bamboozle when not playing around with tier 3 Myers.
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Old one was not fine. New one does feel somewhat weak considering how hitting it doesn’t prevent the killer from continuing to tunnel the survivor after the short stun. It’s a pallet stun or flashlight stun without the pallet and/or blind to put between the killer and survivor. However, I think it should stay the way it is for a long while before getting any sort of buffs,
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When did the time sabotaged get nerfed to 120 seconds?
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A stealth buff would be nice because the mechanics around stealth have mostly been forgotten. Stealth isn’t fun to play against as killer because the meta has become to chase, chase, chase. Stealth gives less points, so that’s a dissuader all by itself. I am looking for a more compact crouch, more bps, and more dynamic mechanics in a stealth buff.
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#cornblind
The farm maps are my favorite to play when I’m Billy, Huntress, Wraith, (Plague?), or Doctor.
The see-through walls should not go, but it would be nice if corn was less obscuring.
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I’m at rank 10 currently (I’ve been at rank one before), and I just feel bad for the rank 15s with whom I’m being matched up. Most can’t even loop properly.
A big issue I’m not seeing be addressed is that a player can be lethal with some killers and a potato with others. I am at the right rank for my Nurse, slightly too low for my Hillbilly, and far too low for Hag and Myers. It’s not fun for me to play Hag because she’s too easy while it’s unfun to play Nurse because the survivors are too good (not to mention #cornblind).
If the devs are changing the ranking system to do away with rank reset, then good. However, things such as individual killer ranks and proper matchmaking need to come first.
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You guys must not use Sprint Burst if you think you could use it after using Head On (if the latter was not an Exhaustion perk). The time to get out of the locker (which is a rushed action requiring th sprint key) takes up the first 1.25 seconds of the Sprint Burst in animation and lack of momentum. That’s already not very much Sprint Burst left. It’s less efficient than stunning a killer at a pallet and then walking to get Sprint Burst off of 1% Exhaustion.
I think a cooldown separate from Exhaustion would be justified in a world where the current game mechanics were smoother and more robust.
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I think I like the terror radius changes. It had me really scared the first game I played, and it made it easier to know when I was 32 meters away from the killer (many times, I don't hear the heartbeat until ~28 meters because it was so quiet starting out).
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Not really. It's peaceful (sounds of running water), but not really that fun.
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@Raptorrotas said:
@Kind_Lemon emon So make a killer perk a radar for totems, why do killers need to equip perks for survivor problems again?
Thanatophobia is no problem therefore needs no solution.
If durrvivors want to spend a minute healing "because of thana and sloppy", even though Selfcare is the problem, then thats on them.
Sloppy butcher and thanathophobia AT FULL POWER (!!!) somewhat turn selfcares' efiency around, meaning it'll ne faster to get help or a medkit instead of selfcare ( we all know know that normally SC is "faster"than getting help)
Survivors can see this coming thanks to their debuff warnings too
If Survivors let Thanatophobia reach full power, they weren't interested in healing anyways.
@Raptorrotas , Thanatophobia is currently a very weak perk that is popular because it is the only perk other than Ruin that can make a survivor nowhere near the killer perform under a noticeable debuff. It has to be weak because otherwise Thanatophobia becomes overly oppressive (as there is no counter on the part of an uninjured survivor).
The point of the game should not be a one-sided onslaught of attrition, which is what you think Sloppy Butcher and Thanatophobia are meant to create. It's honestly unnerving how little you care for a survivor's diversity of gameplay. My proposed version of Thanatophobia uses a range of game mechanics already present to achieve a stacking penalty (punishing careless survivors) rather than an increase in numbers.
I am well aware that my proto-Thanatophobia would indicate if a totem is nearby (if there is not also a hook, trap, or injured teammate in the area). That is, unfortunately, the definition of a killer's belongings*. It's not as if I said my idea was perfect.—it's on the forums because:
1 - I'm not a developer
2 - This is the place for discussions and sharing ideas constructively
(which is already hard given that there is no "sort by upvoted" option which results in far too many repeated threads. That was perhaps the biggest thing I was looking forward to getting out of an official forum—a way for coordinated, organized community feedback, and it's not really that possible by nature.)3 - It's an idea not finalized
I think the current Thanatophobia could be made much more interesting and interactive than what we have today, and that's why I put forth my thoughts.
My post ends here. For more rant-y stuff, continue reading.
- * And anyway, totems honestly look like they were purchased from your local hardware store. What is that little red tag on every totem anyway? And why doesn't it burn since it looks like plastic? Is it ceramic, then? Side note, if survivors kicked totems, what would happen? Would the hex perk exist but in some mutilated form that is half-formed? And what exactly are the survivors doing when taking totems apart? Are they abrading the bones so much that the totem collapses due to weakness?
- ** Also, the Temple of Purgation should definitely have more hook spawns in addition to it's max hook limit increased. To have the annoyance of taking a long time to hook survivors on top of dealing with the rest of the map is tiresome.
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@Patricia , It was bugged in the PTB as well. I don’t recall the circumstances, however.
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I hate it too 😀