Lastchild
Lastchild
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The only solution is to include bots in online games.
A DC = a bot takes the place.
There's no point in stopping people from playing a game, they'll come back if they like the game, and go back to DC if they don't like an element of the game, it's like that in all games.
And better a DC than an AFK.
But for both cases I propose that a BOT take over, that's all.
We can continue to play no matter what.
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I don't see the problem reported here.
If you stuck the survivor, he is hit.
If another survivor comes for Body block, you hit them first.
You don't have to hit from a distance if you need to get close.
Problem solved
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@Xord said:
https://forum.deadbydaylight.com/en/discussion/comment/3218497#Comment_3218497
The problem is the add-on, not Myers.
WE (like, 80% of the community, aka, survivor players) complain about a mechanic that removes you from the game right when you hop in.
That's incredibly toxic and unhealthy to have a game mechanic just remove you from the game with no warning.
It doesn't even serve any purpose for anyone. It guarantees the 4 kills, it's boring to play (probably the most boring add-on in the entire game), it stops both survivors and the killer from gaining bloodpoints (even if the survivors escapes, they're not getting anything), it makes the games very very long turning the game into a "Hide-in-lockers Simulator".
It's just bland, Myers deserves a better treatment than existing solely for the most difficult achievement in the game.
Addons are related to powers.
If we want to make points we don't play these addons, so it's not even an argument.
The pleasure or not of the survivors is not an argument that must be taken into account because if we stick to each survivor who is not happy, the game would close because the killers would be on leave.
Going back to Myers, he has no problem for me whether it's as a killer or if I face him as a survivor.
But to have a mindset of peace you have to play both roles and accept the thinking of the game developers.
Keep in mind that it's still a game, the many discussions that aren't aimed at improving overall player comfort (like prestige or a web update) aren't really relevant.
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@Xord said:
https://forum.deadbydaylight.com/en/discussion/comment/3218484#Comment_3218484
Uh what? Can you read instead of building strawmen?
Myers is not a problem at all in this game.
Stop complaining just because people like to play Myers with addons.
You are inventing problems for nothing.
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From what I read, you just say you can't play Hag, that you don't like him.
Hag is no problem at all.
It's really you who's having trouble with it.
Because once you set your traps it's child's play to teleport and beat up the survivors.
You can even shoot away just by camping a single survivor on the hook.
In fact you have to keep in mind that Hag is a spider.
If you don't think like a spider, you lose.
If you don't learn to hide when you set your traps and to set your traps in unexpected places, you lose.
Check out Main Hag's YouTube videos:
Mitchi and Negoose.
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@Xord said:
https://forum.deadbydaylight.com/en/discussion/comment/3218015#Comment_3218015
There is a double problem that Myers is currently in a bad spot, and there's a trophy achievement that litterally asks you to play iridescent Myers.
So, yes, more than half Myers games are iridescent Myers.
If you want to remove killers from the game, say so instead of making excuses.
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Most people who complain about the killers here do they never play them.
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You forget that it's rare, because it's an addon, and unless you've saved tons of addons, you won't come across Myers perma exposed on every street corner
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3217009#Comment_3217009
The thing is the longer they put it off the more they're shooting themselves in the foot,lol. Their codebase is objectively garbage and we can see that as literal players and not devs,which shows. It's baffling that such a huge company with this big of a game is still running on 2016 peer to peer blueprint code in tons of places,just ever so slightly tweaked and converted into C++
As long as players buy the skins and DLCS and the current game is suitable for the majority of players BHVR has no interest in reviewing their game codes, it takes too much effort from them and it would be like remaking the game, review all skills, not profitable for them.
BHVR is their goose that lays the golden egg.
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Another useless idea.
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@BigJumpingSpider said:
Will this game be the next Fortnite? Will Thanos be the next killer? Maybe Frieza from DBZ and Goku as the new survivor? There is way too much options of killer and survivor in the present moment and therefore too many useless perks. I think we need a break on that and foccus on the quality of life of the game.
It's been 6 years now. Improve animations, rework maps, create new gamemodes. Get rid of useless add-ons. Just stop realeasing characters nonstop for the love of Entity.
Thank you.
https://us.v-cdn.net/6030815/uploads/A1Z9VUSPFXOF/sk0nxj6zv9p51.png
New game mode : Impossible to set up without impacting the search times of the basic game, it's already dead in the bud.
New animation : Suggest ideas or shut up.
Rework map : This is secondary.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3216126#Comment_3216126
Agreed. But it still provides 0 reason why the game should be unfair? Why shouldn't the survivor escape rate be 61%? For me there is currently just 1 good argument and that's game fairness.
For game to be fair, survivor should have equal chance to escape or to get killed. On the same note killer should have equal chance to kill the survivor and survivor escaping from the killer.
It's still a multiplayer game so any developer goal that breaks 50:50 chance means, that developers favor one side over the other (and current survivor incentives and queue times confirm what I just said).
Your mistake is to think that DBD is a multiplayer game like any other.
This is not the case.
It is an asymmetrical game.
All the scenery in the game and these mechanics are designed for asymmetry.
The very principle of asymmetry is the total opposite of equity, of equality.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3216086#Comment_3216086
"It's true, because it's the truth". Well yes. But why should the game be balanced so that killers kill easier then survivors survive?
https://forum.deadbydaylight.com/en/discussion/comment/3216093#Comment_3216093
So balance MMR brackets if that is really the case (AFAIK devs did not provide high mmr stats)? The game should be fair for everyone. This applies also to all skill levels.
It's an asymmetrical game where the killer represents an unkillable force.
The only way to survive for the survivors is to escape the killer.
The killer has a weapon and the power and skills to crush the survivors.
The survivors have pallets, windows, walls, skills to try to slow down the killer.
The outcome of the game is that all survivors die, but they have several chances to delay their deaths as long as possible, the ultimate chance, the bonus gift is the opening of the exit door, which gives them the ultimate chance to escape. escape their fate.
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If you hunt survivors efficiently the boons shouldn't affect you as much.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3216013#Comment_3216013
Yes. But I question why they want the game to favor killers. It makes 0 sense to me. Why is it ok for multiplayer game to favor one side? I really don't know what the are the devs thinking
It is easier to kill than to try to survive.
These numbers are not surprising.
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@VaporLion said:
When there is only 2 Survivors left and the Killers downs one of them, they are automatically killed / moried. This will make it so the Killer can not slug for 4k. Its insanly annoying for both survivors having to wait endlessly and even more so if the killer decides to pick the survivor up and let them go in the hopes of them snitching the teammates position.
Why pretend to have an idea when you're just taking BHVR's insta mori idea and making it shittier for one of the two survivors ?
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@fake said:
https://forum.deadbydaylight.com/en/discussion/comment/3212447#Comment_3212447
Wait a minute, I really don't understand. Am I not allowed to give my subjective opinion?
I do not believe that nurses should be granted exposure status. Because they can fight well enough without exposure status. If they had exposure status, it would be literally impossible for survivors to gain time. Therefore, I believe it is overpowered. To prevent this, blink attacks should be treated as special attacks and the effect of exposure status should be controlled.
This is my opinion.
No.
Here is the solution:
Base Speed: 4.6 (excluding power)
Teleport Token: 1
Removed token increase addons
Fatigue duration: 2 seconds.
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@AverageAshEnjoyer said:
Nurse needs a lot more than that. I reckon even a perkless nurse could wreck the average solo team at 4 gens or so
Read my suggestion.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3212433#Comment_3212433
That would literally be more oppressive than now. She just walks at you and then blinks across a window or pallet, because she walks faster than you.
In this case we keep the duration of fatigue at 2 seconds.
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The nurse needs to be able to use all skills like other killers, so the idea that her teleport is a special attack cannot be accepted.
On the other hand, the only most viable idea concerning Madame is this one (And no other is viable apart from this one):
- Base speed: 4.6 (Speed without using power)
- Teleportation token: 1 (1 instead of 2)
- Fatigue duration: 1 second or 1.5 seconds (up to you)
- Removed addons that add teleport tokens
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@Tony_ said:
It needs a solid nerf. It only awards you. My proposition is:
-Remove speed boost after uncloaking.
Another guy trying to solve problems where there are none.
I don't understand, why not suggest an update to the blood web which is slow?
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Or quite simply, do not try to do 4K.
Aim for 3K max and let the last survivor go.
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@DEMONANCE said:
https://forum.deadbydaylight.com/en/discussion/comment/3206548#Comment_3206548
bots should only be in custom matches
it's a 4v1 game not a 10v10 deathmatch or a battle royal with 100 players
as killer it'd be extremely boring to chase a bot there's no fun chases they gonna be either very predictable or gods and neither are good for the game.
and as a survivor i rather go next than have a bot as a teammate, we like to joke that bots would be better than soloq teammates but in reality no one would be having fun saving/healing and counting on bots to loop.
the fun in the survivor role is the chases and the teamwork between "real people" not to do gens and escape
sorry but I've tried the dc bot system on mobile and it was honestly a horrible experience and one of the biggest reasons i gave up on that version, and if they ever decide to implement it to the core game dc penalties should remain and should be even more punishing.
There are people who are DC because they have a network problem, these people have done nothing wrong, they do not have to be punished.
Except that the game does not know the difference (and could not) between a DC linked to the network and a DC voluntary.
With the BOTS replacing the DCs, we are more affected by the base DCs and the accidental DCs.
Moreover what is even more negative for the players is when a DC killer or when itAFK, the game ends.
Again, a BOT that replaces an AFK/DC killer is better than having to search for a part again.
And nothing prevents developers from creating BOTs that learn to loop, t Bag, say no with their head, hit a survivor etc...
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@DEMONANCE said:
god i hope they never listen to ideas like this.
if someone wants to go next let them be
it's not like its guaranteed anyway
1- they can kobe 2- they will probably get saved before they can die anyway because of having to miss skill checks
i can understand dc penalty but if someone wants out of unfun/unwinnable match as a survivor this is the only way and it should stay.
Survival is "trying" to survive.
The pleasure felt must be in the attempt, in the trials, Not in the final goal.
Your argument does not hold.
On the other hand, I maintain the fact that players must be able to disconnect and be replaced by BOTs
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3206524#Comment_3206524
Or maybe it's 0 fun to face nurse and she should be reworked.
Nurse rework:
Base Speed : 4.6
Teleport token : 1
Simple.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3206504#Comment_3206504
Removing the DC penalty is literally one of the worst possible ideas ever. Literally every single time BHVR has temporarily disabled it due to crashing issues or cheaters or whatnot, people nonstop ragequit almost every game ever.
A game shouldn't ban DC players, which is why I'm suggesting that BOTs take over so players who stay aren't penalized.
BOTS can play very well if programmed well.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3206476#Comment_3206476
Wrong. You could give all the advantages, that SWF already has to soloQ. That would balance both groups. Once both groups are balanced, you can buff/nerf killers so, that you get 50/50 kill ratio. If you manage to do this across whole MMR range, then you have fair game for everyone
I don't think you realize that it's essentially the SWFs' knowledge of the map that gives them an advantage.
This is the most telling element.
If all the elements of a card are constantly modified, it is not a group of 4 friends who will be able to show off.
Moving on, experience has shown that Solo Qs can't play very well Even when you equip Kindred to help them.
This is why forcing the game to detect who is playing with a friend, in order to give advantages to Solo players, is useless.
So the only thing to do is to make the SWFs feel as lost as a Solo player.
In addition, the killer will also be lost, which is to the advantage of Solo players.
There is no better solution than modifying the cards more.
And SWFs won't be able to protest against that.
It's precisely if you want to add kindred base for Q solos that SWFs will complain.
And no one wants the SWFs to complain, the SWFs fund the game a lot.
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Fix Spontaneous Disconnections :
- When a survivor disconnects, they are replaced by a bot.
- Removed DC penalty.
Fix suicide hooks :
- Delivery : 1 charge in base kit for the first self-unhooking attempt.
- The next time the survivor is hooked if he fails the first skill test (voluntarily) : He will be auto DC and replaced by a BOT who will do his job better.
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The only way to balance Solo Qs with SWFs is to nerf the SWFs.
And the only way to nerf SWFs is to simply reduce their knowledge of the maps that's their strength.
This means increasing the elements included in the procedural generation of maps.
Because if there are 30 different versions of a card the SWFs will not have the current confidence.
The killer will be as lost as the survivors in the cards, it's the only possible balance.
Maps shouldn't be recognizable, they should constantly be a new adventure.
On the official website it is stated that the maps are procedurally generated.
The truth is that this generation lacks a lot of precision.
All the elements of a card must change places, direction, size.
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blood web
Version 1: One click wins 10 levels.
The web makes 10 random paths automatically.
Version 2 : Assignment:
- Total current blood points.
Or
- Half of the current blood points
- On a character.
Or
- On several selected characters.
Or
- On all characters.
Several webs of blood make several random automatic paths respecting the starting condition.
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No there is an easier solution to help soloQ without buffing the SWFs, just nerf the SWFs by including palettes, windows, walls, doors, buildings in general in the procedural generalization of the maps.
To be clearer if there were 30 versions of coldwin farm where the scenery is never in the same place, the survivors and the killers should constantly seek their bearings, finally that's it BHVR respects their principle of procedural generalization cards, you just have to push the process further.
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No there is an easier solution to help soloQ without buffing the SWFs, just nerf the SWFs by including palettes, windows, walls, doors, buildings in general in the procedural generalization of the maps.
To be clearer if there were 30 versions of coldwin farm where the scenery is never in the same place, the survivors and the killers should constantly seek their bearings, finally that's it BHVR respects their principle of procedural generalization cards, you just have to push the process further.
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The doctor is balanced.
Stop crying over every trivial detail about a killer.
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Or simply, if the game does not detect the following actions for 1 minute, the game ends:
- Hunting (Killer/Survivor Hunting Music)
- Generator (Repair)
- Exit door (Opening)
- Slug.
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The HAG is little played, because most killer players don't like the way its power works.
Its power pushes you rather to think like a spider, to weave your web, to reflect in a given area, it requires reflection, ordinary mortals do not like that.
For this same reason Main Trappers are rare.
Otherwise in your ideas :
Version A : Slightly interesting, but not enough.
Version B : Useless.
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It's a good idea.
My personal idea was just to gain 10 levels per click.
If BHVR finds your idea too difficult to implement, they can always give 10 levels per canvas, which would reduce the number of clicks to 5 instead of the usual hundreds of clicks.
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@[Deleted User] said:
Camping will never be bannable....and shouldn't be. Should it be made less effective yes...
https://forum.deadbydaylight.com/en/discussion/comment/3192832#Comment_3192832
I shouldn't even need to explain why this is a bad idea and would kill the game...
You didn't explain why that would be bad.
If the killer knows that he will be frozen for 10 seconds, if he remains 5 seconds near the hook, he will not want to camp, he will want to leave in order to be able to move.
I corrected the camp.
Someone come and argue against me.
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Even if it is easier to obtain skills, it is hell to spend 2,000,000 blood points to individually recover addons, obets and accessories.
Your ideas for updating the web of blood ?
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The CD is already at 60 seconds in T3 it seems to me.
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A simple idea in this case to deter the camp:
After hooking a Survivor, if the killer stays 5 seconds within 16 meters of the hook, they suffer the immobilize effect for 10 seconds.
When the killer is immobile, he cannot move, strike, or use his power.
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@FeryGEN said:
Dude, you crazy! What prevents 4 survivors from restoring god pallets?
Unlikely to happen.
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The skill is well combined with sloppy and nurse's call
I used this build on Hag and the survivors just didn't like it.
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Here is a simple idea to modify the nurse without destroying her gameplay :
Teleport: 1 (instead of 2)
Base speed off power: 4.4 m/s (instead of 3.85 m/s)
It will be necessary to see if it is really comfortable from the killer point of view and to modify the addons accordingly.
That's all.
Why do you debate for hours when things are simple ?
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All I see is that you're tired of the game.
Take a break and come back to it (or not) it's up to you.
there is nothing else to say.
The game has not changed.
It's always a casual game.
Some people think they're in a competitive game when it's an asymmetrical game.
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You are just born if you think tunnel/camp/slug weren't already in place before recent updates.
I often play killer and I often do.
Updates do not change these practices for me.
So I don't understand your post.
Even if other killers get into it, I don't care.
Even when I play survivor I don't care if that happens to me, it is life, I lost, I wasn't good enough as a victim chased and my allies wouldn't take blows for me.
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The survivors who DC face a Doctor are the people who DC in general, regardless of the killer, no connection to the power of the killer and the DC.
So no, your point doesn't hold.
Regarding the doctor, he has balanced it but I would say that from a killer point of view his power seems slightly slow to me.
The reload time of his bubble for example.
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When you're asked how often you see a killer, it's from the survivor's perspective.
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No, this is not a competitive game.
You have to stop thinking that.
It's an asymmetrical game of cat and mouse.
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Never, like Twin and Artist.