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Laendra

Laendra

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Laendra
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  • Objective Changing - just tossing out some brainstorming ideas...

    =>if not all totems are cleansed, all auras revealed when final generator is complete.

    =>Add skill checks for totem cleansing

    =>Generator count required decreases (if current required is higher than remaining survivor count + 1) if someone D/C after a minute added of Corrupt Intervention to all remaining generators. This reduces penalty to survivors if someone DC at beginning of match. Quitter bonus for killer should be higher, and quitter should count as full death and points for merciless killer and other challenges.

    =>Require a special key to open the doors once powered that spawns randomly in two special chests once the gates are powered. They have no charges and stay behind when leaving

  • Well, Custom Games are really your practice mode...

  • I would like to see more modes added. Some ideas maybe?

    Casual - Timers are slowed 25% (e.g. skill-checks, great skill check range is increased 25%, reverse bear traps exploding, time to open chests, healing, etc.), bane conditions (exposed, blindness, etc) are reduced 25%, boon conditions (endurance, speed burst, etc.) are extended 25%. Gen repairs are slowed by 25% - bloodpoints for survivors reduced 25%, bloodpoints for killers increased by 25%

    Normal - everything the same as now

    Hard - Timers are increased by 25% (e.g. skill-checks, great skill check range is reduced 25%, reverse bear traps exploding, time to open chests, healing, etc.), bane conditions (exposed, blindness, etc) are increased 25%, boon conditions (endurance, speed burst, etc.) are reduced 25%. Gen repairs are slowed by 50% - bloodpoints for survivors increased 25%, bloodpoints for killers reduced by 25%

    Extreme - Timers are increased by 50% (e.g. good skill-checks are reduced to great skill check range, reverse bear traps exploding, time to open chests, healing, etc.), bane conditions (exposed, blindness, etc) are increased 50%, boon conditions (endurance, speed burst, etc.) are reduced 50%. Gen repairs are slowed by 75% - bloodpoints for survivors increased 50%, bloodpoints for killers reduced by 50%

  • Actually the best solution, would be to allow users to set their own word filters...if they find something offensive, they add the word or phrase to their own filter. Let us be the adults that this game's rating suggests that we be, and manage our own level of censorship, if any.

  • maybe they should implement a community panel to rule on that...since they are obviously incapable of making sane judgement calls on it.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2423812#Comment_2423812

    NOED isn´t worth taking tbh. Simply because even when they don´t touch totems during the whole trial, the chance of NOED spawning right next to the exit gate are surprisingly high. Can´t count the times that i heard the "thunderstruck" a mere seconds after all gens were completed. But lets say it spawns in a good spot. Then 1 of 2 things happens: you get 1 down/hook, it gets cleansed and they rescue the hooked survivor or you get 1 down/hook and they simply leave their teammate behind.

    Flashlights are a thing. Yes, Lightborn helps but only when you see the flashlights coming. If they last second switch, than you won´t have time to equip it. The SWF teams that want to bully a killer will usually wait for the last second to prevent Lightborn.

    Good for you if you 2 hook and let go. That way you will never pip but thats part of your solution, right?

    Yeah, that is part of the solution. Unfortunately, I still get enough red and purple ranks that are 95% toxic that I still end up pipping. I don't usually have the problem with them getting the NOED totem first, because they usually team up with yellow ranks to try and get easier games....

  • @Tsulan said:

    Survivors gen rush and when the killer complaints, survivors tell him "just apply pressure".

    Well, as a matter of fact, tunneling someout out early applies a TON of pressure.

    So uhh THANK YOU! to all the survivors that recommended applying pressure. You really helped making this game a better place.

    LOL, if they gen rush, they usually leave the totems alone...just bring no-ed. If they bring flashlights, bring franklins. How they play determines how I treat them. If they are toxic (t-bagging, refusing to participate in normal game-play, et.al.), I'll do my best to down 'em and sacrifice them. If they give good chases and what have you, I'll usually just two-hook and release...unless I have a challenge that requires sacrifices.

  • @Seraphor said:

    You want to make the grind... worse?

    No, I want Prestige to mean something. Right now it seems like it is more a toy achievement rather than something you want to obtain to make yourself better. The increased chance of rarity for perks isn't really worth it. I've had friends say they're never going to prestige up their mains because they've spent too many BP at level 50 trying to get their other perks in the bloodweb. I mean you say it is a grind, yet everything is a grind in a game with levels and advancement. Part and Parcel....all part of the genie gig...infinite cosmic power and all that. Fixing the way the perks come in based on your prestige level would be a good input to the match-making function, as much so as the player rank and killer rank. Someone who is player rank 1 is still going to be good-ish at the game, but at prestige level 0/50 he's going to be less better (in theory) than at prestige level 3/50 with very rare perks.

  • Too much grind...not if they fix the match-maker...

  • If you Spectate a player who simultaneously goes through the exit, you get a blue screen that freezes up your client (PC/Steam)

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