Lastchild
Lastchild
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@lemonsway said:
What Meta Shift? Do you honestly believe that a 6 year old game is gonna change it's Meta? Do you honestly think that DH, DS, Ruin, Pop, ect will ever stop being Meta? For that to happen they need to redo the whole core of the game from scratch. Change Map Balance ( size, number of loops, strength of the loops), change timmings for survivor interactions, change timmings for killer interactions, Change every individual killer (power, add-ons), readjust values for the objectives so that longer matches mean more than just rushing objectives. Change the ranking system to reflect the changes made in match objective progress. Change Grind. It's a whole new game at this point.
Changing DH won't mean DH is a new Perk it will mean DH has changed properties but it will still work to the same effect, therefore the value of the Perk remains. which is exactly what happened with Ruin, changed some properties but kept it's spirit intact. Ruin is a regression Perk, instead of making difficult skillchecks with associated regression it regresses gens faster when nobody is working on them. Same effect, Regression, via a different route, and it stayed in the Meta, while remaining a Hex Perk. So again do you honestly believe the Meta is changing?
Or just disable a meta skill every month:
skill disabled :
June : Dead Hard
July : Ruin
August : DS
September : Corrupt
Etc....
They deactivated a killer and a map, everyone continued to play without this killer.
They can do it for skills.
Forcing people to play without.
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The nurse is fine the way she is.
He's the hardest character to get to grips with.
For God's sake, why you want to upgrade it down ?
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If I read the internal note on the official site correctly, people who have a lot of skills on a character that is not P3 will also have a kind of P3 depending on the number and tier of skills acquired ?
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I posted this image to let you know that the aura visibility for 10 seconds you suggest already exists.
Otherwise it is not at all desirable to decrease the Lightborn strength.
She is viable.
It's balanced.
And the toxicity that survivors most often talk about is the camp tunnel slug or bodyBLock in a dead zone.
I don't see the point of nerfing Iron Will.
The killer, if he is careful, can look at the ground and see the traces of blood or the red traces when they are visible if he is really struggling.
Although not all killers do.
Nerfs should not suppress the will of Killers or Survivors.
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Look
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@DY86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2939553#Comment_2939553
Nah. That would make him a brainless Killer. The whole point of trapper is being smart where you place them. If 10 would already be around windows and pallets you would get survivors based on Luck not skill
No killer is brainless, everyone asks to gauge when to activate their power, when to deactivate it, when to go to M1 etc. The interest of my idea does not harm the concept of the trapper, The interest is to win a lot of time.
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I found a viable upgrade plan for the trapper :
Basic set :
At the start of the game 10 traps are placed in front of all windows on the map.
The trapper always has these 2 basic traps.
The trapper can move a trap even if it carries these 2 basic traps, without add-ons.
The Trapper starts the game with 2 traps and can pick up and move a third trap, without requiring an add-on.
All traps placed, reset every 25 seconds, again with no add-ons.
The trapper can deactivate his traps without stepping on them. To do this, he stands in front of a trap and presses the secondary deactivation button to be able to pick it up.
When the last generator is repaired, 2 traps appear in front of the exit door opening lever.
This is what can make the trapper interesting.
Time is too important in a killer, especially for this killer.
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There is no point in not breaking a pallet early since its absence will penalize the survivor who will come back here later.
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I have read all of your text.
Everything you suggest or hope for is impossible to implement in the current state of the game.
The easiest way would be to simply create a new similar game.
I see it like this:
All terrains are significantly darkened.
Survivors must seek resources in part to be able to craft items such as health kits, lamps, shields, (Dead Hard) energy drinks (Sprint Burst), a knife (DS) etc....
Repairing generators requires fetching gasoline, screws.
Opening an exit door requires batteries, etc.
The killer is dangerous, if we get hit and hooked it's over for us.
No one can save us.
Obviously, the survivors have several resources to delay or try to avoid their inevitable end.
All cards are halved.
there would be only one killer who can change weapons and appearance.
(Basically imagine having only one killer character, whose weapon you can change to suit what you want to play)
For the survivors it would be the same, we would have a single character whose appearance we could customize.
In fact it would even be nice to be able to choose the face, size and build you want.
That would still give an interest in survival.
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Devotion is useless in the game, it should be removed.
On the other hand, it seems favorable to me to increase the shards gained.
I propose instead to remove the player level but not the experience gauge.
When playing games, this gauge fills up after a while.
I propose to gain by default 350 iridescent shards each time the gauge is full.
I also propose to decrease the experience by going from 4200 XP to 3000 XP.
This is neither too much nor too little and still allows BHVR to keep the player in the game, if he cares about those shards.
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If you want to constantly make 5 hit, for sure you can not.
The advice I can give you is to play Legion as you did before.
Me on my way to play Legion has not changed.
When I'm close to a survivor, I inflicts DW and I finished hunting classic M1 if there is nobody close to, if not the best I inflict DW two survivors and I finished the classic M1 down.
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What makes you think the Watcher might be a killer ?
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My main survivor is Jake because I love seeing handsome Asian men.
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1) Favorable.
It's so easy to do that I'm surprised it doesn't happen.
In addition, it would also be necessary to save builds.
And also be able to classify skills by theme, role, category etc...
2), 3), 4), and 5): Unfavourable, the arguments are already presented above.
Logic would dictate that a new game be created and correspond to another imagined mode.
6) The trapper is simple to play in the sense that setting a trap is easy, it does not require precision or difficulty.
On the other hand, what is boring with the trapper is the time wasted looking for, picking up and setting the traps.
It would therefore be appropriate to update the trapper as well to make it viable without additional modules, I have an idea on that.
Contrary to what you say, the mind is not easy to play, it still requires a lot of thought, attention, and movement prediction.
7) Yes.
But the best would be to simply remove the blood points and directly give the resources to each party.
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I totally disagree with you.
Instead, the killers not viable any need improvement to be viable and therefore playable, especially without additional modules.
Take the trapper.
Without its existing add-ons, it is simply not sustainable.
That's why nobody plays the trapper over a long period without add-ons.
And that's even why we rarely seen.
Certainly not as rare as the twins.
But rare anyway.
It should therefore update this killer so they are not dependent on these modules.
And I have a specific and viable idea to improve it.
Concerning the clown the only improvement he would need is to change the yellow potion so that it only benefits him.
I suggest he drinks the potion yellow instead of throwing, which is a huge waste of time.
The drink is more cost effective and even logic.
Regarding the pig, it must be improved or rework.
These reverse bear trap and the box should have more impact on survivors and less RNG.
Again a killer must be viable and not depend on these additional modules.
These beings are bonuses.
The icing on the cake.
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A balanced killer is a killer that is worth viable to play the player killer without requiring additional modules that must be really interesting and bonuses and not infernally hard to counter and stand by the survivors players.
So the trapper should be buff in this way to me :
Base Kit :
10 traps are placed in front of windows and pallets on the entire map.
The trapper always have these two basic traps.
All traps placed will reset every 25 seconds.
There.
That way you have a good viable and playable trapper without add-ons (it would rework based on the idea presented) and survivors can always counter it but feel pressure to survive and have fun all the same rather than stay chill on a generator.
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It is Good as killer and good as survivor because heal is to easy so it is good thing.
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I do not expect to come across a text as positive and speaking.
You fully understand what many of us have lived, live and will live.
The struggle continues even if it was enough that people grow to understand.
It's long and very random.
But we know our opponents ....
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It can be both ie silent or not.
He has a gun, he should be able to add a silencer to that gun.
As in all shooting games.
It should be able to fire silently and not just be silent if the weapon is not reloaded.
I doubt you seriously want a killer as complicated and punishing as the nurse.
Are you a masochist?
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The guy dares to say that Legion is more threatening with his 5 HIT while to manage to already make 4 basic HIT the survivors must be close and that they therefore do not know how to counter Legion.
This is only possible against noobs.
Otherwise it is impossible to have 4 HIT in a run that is at least 1 and a maximum of 2.
So that's why as a MainLegion this update doesn't change anything for me, apart from the music when I'm in pursuit.
I play Legion in this way :
when I'm close to a survivor I activate the frenzy on him, if no one is near I turn off my power and I still continue surviving without giving him time to remove Deep Wound this crazy pressure on him.
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No, no one quits the game just because of a Legion, if people quit the game it's either because they're either taking breaks or just getting tired of playing the same game for a long time which is understandable.
You dare come crying face Legion because you can not stand a killer to be effective, you want to escape all parties so that survival does not imply that all the survivors by systematically out.
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Good idea if a Survivor wants to leave a game quickly because they've been down for a while.
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There are only two solutions to the DL :
- Increase base movement speed to 4.6 because DL is not a remote killer as a Huntress or Trickster.
It must be close to his survivors chain operating effectively.
- Stop playing the DL and never talk about it.
For his nerve made it unplayable without additional modules.
While a viable killer can and must play without basic add-ons.
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If you play killer you must understand the value of time is crucial and understand that my idea is viable.
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All your ideas do not include the Trapper lost forever to set and reset the traps.
This is why I maintain that:
Base kit:
At the beginning of Part 10 traps are placed throughout the childhood card windows and palettes.
All traps are reset every 25 seconds.
Trappers have these two basic traps.
It is therefore appropriate to update the add-ons around these ideas.
Furthermore the trapper could very well have special traps such as traps that are activated only when a pallet is lowered or if a generator is completed.
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It would be nice especially after the violent nerve he received.
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The idea of changing the way to repair generators and opening the exit door seems like a very good idea to me.
Both in survival and for the killer.
Going for materials, fuses or other to manage to repair a generator and having to connect cables to open an exit door will give more interesting action gameplay in survival.
As you said, we should also review the interactions for care and totems.
In fact, that's what the game should be.
Survival must come at a high price, otherwise it's not survival.
In basic survival game, I'll take the Far Cry and Tomb Raider as an example, we feel the tension and urgency.
These emotions are currently absent in survival in DBD and that's a shame.
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Here are my suggestions regarding the trapper:
Base kit:
The trapper has a total of 12 traps.
10 of these traps are placed by default on any map before palettes and windows.
The trapper therefore ballad with the remaining 2 traps on him as usual.
The traps will reset automatically every 25 seconds.
Note: A killer should be able to play and get results without add-ons that's why I think my idea is viable and not too powerful for survivors.
Additional modules should be a bonus, some things not essential.
It will all work again.
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In itself the training mode with and against the bots seems viable and can easily be set up
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There is no viable solution for the killers to stop them from camping.
By viable I mean that there is no idea that reduces drastically the campsite and that does not penalize the killer to the point that just stops playing.
Because your ideas will just discourage killers simply be "killers".
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The author, you can not say this, you can not advance the argument that Head On, is not friendly killer, so survival you're not using.
That does not even make sense to think that way.
In this case if you survive cheeks gives you the killer of the start of the game if you think like that.
Or do not come at all in survival if you think of how the killer is going to feel.
This game is not thought to be systematically fun.
In fact it is not based fun, although one can find pleasure in hunting and loop.
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In this case the simplest idea would be to add a wallet function in the game to put blood points and side shards.
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The only problem is the GenRush and the Boons.
Head on is no problem at all.
Stop crying for Head on.
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Only BT and DH and nothing more.
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Automatic disconnection and replacement by a bot after a certain delay seems viable.
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If I talk about removing player level and devotion it's because it doesn't bring anything to the player.
The most important element is the experience gauge which gives shards each time it is filled.
Why do you want to complicate things?
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The problem is not having to be careful in this game mode.
Either if there was an asymmetrical game or the survivors have an FPS view that does not bother me either.
The problem is that DBD was not made with an FPS view for survivors at all.
So it just wouldn't be possible for the developers to do that unless they erased the current game and made a new one.
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My suggestions:
- Reduce the experience needed to fill the experience bar to 3000XP. (Instead of 4200XP).
- Increase the shards gained per filled gauge to 350 (instead of 300).
Permanently.
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Have the ability to recall Victor : YES.
Increase punitive delay after Victor's collapse : NO.
Reduce the time before Charlotte can wake up : YES.
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You cannot prevent tunnel-camp, nor deter killers from doing so as these are developer-created mechanics.
As a solution we could reduce the number of stages on the hook to 1, that is to say that if the killer falls on you and hooks you the first time, it's over for you.
Only this mechanic could do it.
And that idea would not sit well with any survivor.
But in itself it would really get to the point.
On the other hand, I obviously suggest either increasing the speed of repair of the generators, or reducing the generators to be repaired.
And to also solve the problem of the exit door, I propose to reduce the delay before it closes.
But there would be a lot of work to do in this case.
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Here is an example of the web of blood that I imagined, it encompasses your idea, in a way :
https://forum.deadbydaylight.com/en/discussion/320265/blood-web-auto-path#latest
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Because it would require redoing all the survivor part of the game, redoing the skills.
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Can we at least make the totem hard to reach?
For example a staircase with only one entrance.
See why not put at least one totem in the basement for once.
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Good idea.
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Suggestions for Totem Hexes:
- Hex totems should be hidden in hard to reach or narrow places.
- The mini corrupt on the hexes should activate when the survivor tries to destroy the totem.
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The nurse is fine the way she is.
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Bad idea.
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Suggestions for changing Boons :
- Cooldown : 30 seconds.
- 2 Usage tokens.
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You complain that a good killer player manages to put pressure but it's a good thing because the survivors should fear the killers in fact.
And then there's the nurse, she takes time to master, you don't come across a good nurse on every street corner.
And then you forget that the nurse is dazed and looking at the floor after her blink ends plus you can pretend to go towards her or not causing her to miss her blink.
I mean, all killers can be countered.
It is the errors of the survivors and the irresistible urge to go out systematically at 4 that allow the killers to move forward.
