Leon_Loves_Cheryl
Leon_Loves_Cheryl
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- Leon_Loves_Cheryl
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I wish they could at least SEE the text chat even if they can't type. So many games I've had such nice experiences with console players who then cannot see what I'm saying or even add me as a friend after.
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@Marc_123 said:
I think it is something with these new killer classes.
I constantly get Weskers or Nemesis with no terror radius… combined with a lot of aura reading :-(
Also Legion is super annoying as always.
Also i think the Bots should be anonym. No "Bot" sign to show killers.
If they remove the bot indicator then the bot needs to lose its wallhack. The primary reason why the bots are signified to the killers is so you don't waste time looping a nearly uncatchable AI that can see what you're doing regardless of its chosen class
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Legion. As a goth guy who likes knives, I reflect a lot with Frank specifically
When I play any game, I prefer to play as characters I can personally identify with
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@Falcao said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3884903#Comment_3884903
dude, when you say 0 antiloop, remember that this works in 1 vs 4, and not in 2 vs 8 where the second killer just follows and finished.
Okay. That's the whole point of 2v8. It's supposed to be goofy. The times when you get double teamed by the killers are supposed to be silly. There's TWO killers, it's meant to be a whacky DBD experience. You're taking it way too seriously.
It's not that I don't understand your frustration. I do. But 2v8 is a temporary mode for a reason. It's fun, and Legion isn't that big of an issue for reasons stated above.
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>Zero antiloop, purely M1
>Power with almost zero lethality
>Can be bodyblocked to force him to chase you (purely M1, no antiloop btw)
>Announces he's coming with his massive terror radius
>Mending is a mild inconvenience at best since it only takes 6 seconds
>Mending can be delayed, prolonged, and 99'd to try to manipulate his positioning
"😭😭😭Please remove this character"
Have you ever considered, just for maybe once in your life, that you are the problem? There is no way that you can ignore all of the above and actually think Legion deserves to be disabled without being cripplingly narcissistic.
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[removed]
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@MaTtRoSiTy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3884672#Comment_3884672
Because not every killer has to be S tier and I truly believe the game needs to move away from that.
The devs seem to want to make every perk S tier too and it is creating a whole lot of unintended and obnoxious metas. The same as perks, not every killer or perk needs or should be meta.
I don't think you understand what "meta" actually means. If all killers are equally strong, then they'll be picked entirely based on what the individual personally prefers. Are you in high MMR? Do you understand why Nurse and Blight are picked 90% of the time in those ultra-high brackets? How many of those people actually just want to play Nurse or Blight or feel forced to because of how weak most other killers are at that level?
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/438647/legion-rant-from-a-legion-main-of-4-years
In my opinion, it should be possible to see scratches/blood, lowering stun to 2.25s (blight without addons has 2.5s and does not have screen dimming and can sees scratches/blood), increase the base speed to 5.6-5.8, increase the duration of the ability to 12 seconds, but shorten the mending time to 8 seconds, in which case the legion will be able to use their ability more often as an anti-loop/mobility and survivors they won’t put so much effort into mending
Agreed with all of this. The long mend timer is to cause more slowdown to make up for the fact that Legion has a non-lethal power. I think lowering the mending time to 8 seconds instead of 12 is good enough compensation for lowering the stun to 2.5 and making his base speed 120%.
He's a pure M1 killer, moving slightly faster just makes his mindgames more efficient. He still won't catch you at certain loops as fast as Trickster or Wesker could. I think 120% is fine imo, especially since the higher lethality means we can lower the time to mend. This makes Legion way more fun for both sides, because Survivors don't like mending and Legion is actually compelled to chase someone instead of pinball.
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I'm continuously shocked at how fast gens go in this mode. I think yellow herbs shouldn't remove a hook state. It already takes 3 to kill just a single person, and that number is balanced around the vanilla game where camping and tunneling is possible.
6 survivors would be too few though. Having 2 killers is really, really powerful. 8 survivors is probably a bit too much, but it would be less imbalanced if they couldn't remove hook states imo.
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Bait used to be believable.
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@imabakedpot8o said:
literally. they expect me to want to play a game where im statistically destined to lose the majority of my games? rocket league could never
DBD isn't about winning every game. It's not a competitive game. This isn't League of Legends. You need to readjust your mentality towards DBD. Survivor isn't about showing off your pro gamer skills and escaping 90% of the time. You're supposed to feel stressed, pressured, and potentially die by daylight.
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It's because it's called Dead By Daylight, not Survive By Daylight. Also keep in mind that it's a 1v4, so balancing the game around 50/50 means killer is too weak.
Survivor won't be exciting to play if the killer isn't a meaningful threat. This isn't the type of game where you should be expected to win most of your matches as the skittering survivor. It's supposed to feel stressful
Also keep in mind that the statistics are muddled by people inting on hooks. It's a significant number of people doing this. Realistically speaking, the game probably IS closer to 50/50 than BHVR actually WANTS it to be, but the "go next" epidemic is messing with their stats, meaning killer is actually weaker than it probably should be due to the hook inters.
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That's the whole point of the mode. There are only two killers anyway, if they're both teaming up on one helpless Survivor then they should be going down. If you give them immunity to the other killer then there's no point in teaming up as killers.
Imagine being so personally biased you'd ruin an entire mode over it.
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If you remove the bots the queue gets even longer. It's already insanely long. Keep 2 bots (maybe even up it to 3) and add Iri Shards as an incentive.
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I don't like that it blares "cleanse me" after such a short amount of time. That part is dumb. It should stay hidden.
I think it's fine for there to be perks that make the Killer stronger after gens are completed to punish heavy genrush, but gen regression perks should already fulfill this niche (the issue is that regression perks are too weak now - Pop and Pain Res are both mere shadows of their former selves.)
The killer having only 4 perk slots is severely limiting diversity - I'd rather have a couple of gen regression perks and a couple of chase (or information) perks rather than endgame perks. Possible solutions include basekitting "mandatory" perks such as Corrupt but to a weaker level (like only 15 seconds of blockage, for example.)
There are certainly ways to adjust the game to allow for endgame perks like Noed to be more interesting. But in terms of its current state, the totem's self-reveal makes the already niche/useless perk even less useful. It heavily discourages using Noed in the place of multiple gen regression perks, which is the way it should be used to open up perk slots (since normally you would want more than one gen regression perk.)
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Legion main here.
It takes only 6 seconds to mend, and his first few hits aren't fast enough to catch split-up survivors.
If you have problems with Legion in 2v8, it's a personal problem.
To those of you complaining about his synergy with oneshot/carry killers: Yes, that's how the support role works. Doubly-so in a game where the duo is designed to be extremely powerful.
Complaining about Legion is 2018 behavior. My only two responses are to get with the times and get better at the game.
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I'm having a total blast with 2v8. I really do love it. It's the best DBD has ever been for me personally. I just wish the queue didn't take 15 minutes for Killer.
Lack of SBMM is one major reason why I enjoy it as well.
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@Roco45 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3883500#Comment_3883500
No that's people projection of what will happen, not what will actually happen. The entire rest of the game is made to suffer because of SWF, it's not unreasonable or insane for BHVR to balance SWF. Every Buff to SoloQ is a buff that can go towards SWF, nerfing SWF wouldn't impact SoloQ, that is the easiest way to start achieving some semblance of balance.
Every Buff to SoloQ is a buff that can go towards SWF
No. What kind of info does pinging, text chat, basekit Bond, basekit Kindred give that SWF doesn't already have? Your argument is nonsensical - there are plenty of ways to buff solo survivor that doesn't affect SWF to a significant degree.
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@Roco45 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3883496#Comment_3883496
You can't buff SoloQ players to the level of SWF, it's an impossibility due to the core mechanics of the game. SWF should be brought down to the level of SoloQ by nerfing aspects of SWF to compensate for all their inherent advantages, that would then not impact SoloQ players and Killers/Maps/everything should be rebalanced off of that. We'd have a much more balanced game if all actions took longer for SWF players based on amount in SWF and if they weren't all allowed to bring in the same perks.
You can't do that. You'll make people feel punished/weaker for wanting to play together. And not every SWF plays at the top 1% competitive level.
It's not fair to bring them down. Bring everyone else up.
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@Roco45 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882609#Comment_3882609
Yes there is lol That isn't the rebuttal you think it is though, those Killers are allowed to stay in the game broken and ignoring almost all game mechanics that DBD is built around because of their viability with SWF. So now what happens when they vs the majority of Survs, which is SoloQ? Overtuned. Which even so, those people aren't having fun, almost every single Blight I play against in SoloQ, is slugging/camping/tunneling at 5 gens and the same for every single Nurse, they can't even ease up on SoloQ to have a normal match.
So yea, thanks for reiterating how unbalanced the game is and how it all ultimately comes back around to how unbalanced SWF is and how that's ruining the entire game! You people, the point flies right over your head.
This is why I said earlier in the thread that solo survivor needs to be buffed to the level of SWF and then buff Killer to compensate.
It's especially important because older killers such as Legion have been left behind since new killers have been built with SWF in mind (such as Dracula and Wesker) so we have a large discrepancy in the Killer roster between "first generation" and "second generation" killers. Consolidating this discrepancy while buffing solo survivor with more information (more HUD details, ping system, maybe text chat, etc.) will set up a better foundation for the game's future in my opinion.
If necessary we can also implement more drastic buffs as well (such as basekit Kindred and basekit Bond) to ensure SWF isn't a big advantage
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1 bot per match is a terrible idea. Killer queues are already 15 minutes long. If anything we need more bots.
It sucks for survivor though because the bots aren't fun to play with. BHVR either need to polish the Survivor AI (very difficult work, making good AI isn't easy) or implement much more powerful incentives for Survivor (iri shards for example)
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The duality of man
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882157#Comment_3882157
The actual real issue, which is what you are getting close to, is that the game is balanced around SWF.
The game used to be balanced around Solo Q with all the absolutely wild ######### you could have/do. Over time, that has dwindled. Now, Killers are built to deal with 4-man SWF's. Solo Q has been left in the dust due to these changes.
How can you say that the game is balanced around SWF when killers like Legion and Ghostface exist? Or maps like The Game that completely nullify killers like Trickster who essentially becomes an M1 bot (not to mention all the pallets)
The game is broken at top MMR, and SWF is to blame for it. I know you said killers are doing fine at high MMR - I'm not denying that, that's not my point - my point is that the game isn't necessarily fun for both sides. How is it fair or fun if hooks reward the survivors more than the killer?
We need more hook incentives for a healthier gamestate. Gen regression is just one method. How can you say that killers are made to deal with SWF (which, they SHOULD be) when Legion, Skull Mommy and Ghostface are all objectively D-tier? I genuinely don't understand how you can argue that the solo Q experience is worse than the INTENDED Killer experience (key word: INTENDED) at top level MMR. Like just watch ANY of Tru3Talent's recent videos on YT - literally one of the best killer players in the world - and look how he has to play to make lower tier killers work in top level DBD.
It's ridiculous. It's not fun for anyone to be slugged to death - not for solo Q or for SWF. And it's not fun for Killer to hook survivors and activate their Terminator perks. And what if I don't want to camp or tunnel? What if I want to play with everyone and have a mutually enjoyable lobby?
What advice would you give me?
One thing we agree on is that solo queue survivor needs buffs. I just want to get solo survivor up to the level of SWF via information (pings, text chat, more HUD indicators, etc.) and then buff Killer overall (and on an individual basis as necessary) to compensate. Overall I believe this is the best foundation for the game's future.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882097#Comment_3882097
it is prevent survivors from being tunneled after deep wound. for example if you chain survivor 1 →survivor 2 →survivor 3, No scratch marks & bloodpool is to prevent legion from finding survivor 1.
in the early days of legion, one of bigger complaints was legion's ability to tunnel survivors especially since he could hit survivors a 2nd time to reduce their deep wound timer. my thought is that legion is primary weak because they remove this mechanic from his kit and never fully re-added it back to his kit. part of reason why it was removed is because it had same problems as Chucky's manual scamper. M1 a survivor is too consistent for killer. the main way to make a killer miss an a basic attack on a survivor is to use old dead hard OR to 99% sprint burst an m1 attack. Legion would be much stronger as a killer if they incorporated 99% sprint bursts or old dead hard into his kit because he would have a higher cieling to down survivors at a much faster-rate.
Yes, I comprehend that. But Legion can't oneshot down a survivor after only 3 hits. If he gets the 4th hit, and turns around to try to find the first guy again to tunnel them down, they SHOULD be far enough that Legion can't find them even if he can see their scratch marks or blood. If they didn't split off and reposition correctly, they deserve to get downed.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882085#Comment_3882085
I have bad news.
Killers are doing just fine, even in High MMR. They are at or above BHVR's target of 60% KR.
Buffing gen regression isn't going to get people not to slug lol. It will make slugging even more prevalent. We saw that with CoB, Overcharge and Eruption. Three MASSIVELY overtuned perks that made Killer into super-easy mode. Did we see a reduction of tunneling? No. Why? Because players will always optimize the fun out of games.
If there's an oppressive strat, people will abuse it until they cannot.
I don't think the idea of balancing around anti-fun is fair. Balance around making the game fun, and just discourage the anti-fun strategies instead (which they have done with the anti-camp self-unhook mechanic, among others)
If you balance around what's anti-fun, instead of just designing more fun into the game, you end up into a whack-a-mole situation where you just keep smashing whatever the community thinks is most toxic at the time, until the game is boring and homogenized.Also, I can tell that you just skimmed my post because buffing regression (or just adding hook incentives in general) would ideally be done after buffing solo queue to the level of SWF. The game's REAL problem is that the game isn't balanced around SWF when it absolutely should be.
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@ReverseVelocity said:
Eh, it makes sense considering that Killer Instinct provides incredibly good information. It's already very difficult to hide from a Frenzying Legion, and the best window to do so is before they've hit anyone. Adding Scratch Mark visibility to their power would make this even harder.
Legion is already very easy to pick up, and I don't think they should be made easier, but there's the argument to be made that adding back Blood Pools during Frenzy would be helpful at tracking Survivors you've already hit, which doesn't really make it harder to evade Frenzy itself. I'd say Blood Pools, yes, Scratch Marks, maybe not.
Either way, it's an incredibly minor buff, and I don't think it's worth putting too much focus on. There's a lot more pressing things that make Legion bad, mainly that their basekit is still very subpar. Frenzy could probably do with a duration buff for sure.
I know there's a lot to buff in Legion's kit. I just wanted to start off somewhere easy. Making Mural Sketch and Mischief List basekit (and reworking their effects) should happen as well, so that Legion has a CHANCE of getting Frenzy downs without being addon-dependent. I think it's fair because Legion's power primarily punishes bad survivors who group up and heal; his counterplay is very clear cut for decent and above-average survivors so I think we have room to buff him without being that overbearing, especially in regards to the less sensible limitations in his kit (like the scratch marks and blood pools not being visible)
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Guys.
The slug meta is not a problem, it's a symptom.
The game has three major issues right now: Gen regression is too weak, hooking is survivor-favored, and Killers aren't balanced around high-end SWF.
If the game was balanced around SWF, it would be a lot better imo. They've SLOWLY been doing this by giving the Survivor HUD more information (who's doing gens, who's being chased, etc.) but they need to go a step further and implement a ping system and text chat system (with the ability to block/mute people mid-game.)
When solo survivor is successfully at the same power level as SWF, we can then buff Killer to compensate. Now SWF isn't that much of a gamebreaking advantage anymore and both sides are fun to play. You guys have been treading this path already with the Survivor HUD additions, but you're moving too slowly. Add more information and tools for Survivors, maybe a ping system and chat system and buff killer to compensate.
With that out of the way, we still have the issue of slugging. The problem is, hooking is severely disincentivized due to activating EXTREMELY powerful Survivor perks. Gen slowdown is heavily nerfed (which also disincentivizes hooking for some perks such as Pain Res and Pop), both of which are contributing to heavy slugging which is boring for Survivors.
We need to incentivize hooks, especially multiple so that both sides have time to play (no one likes dying on the first hook.) There are multiple ways to do this, such as having a global 7% gen regression on any hook (just an example.) Another issue is that picking up a survivor leaves the killer extremely vulnerable to Flashbangs which have no counterplay at the moment (looking away doesn't help if the survivor drops it too close, so it's entirely in their favor.) You can't just incentivize hooking, you ALSO need to incentivize picking up.
The game is better than it used to be but BHVR's shortsightedness is blaring at an all-time right now. The game needs massive help because high MMR is really frustrating for Killer and Survivor due to the game's balance. Gen regression is too weak, hooking is survivor-favored, and Killers aren't balanced around high-end SWF.
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@Memesis said:
The mobile moris looked.. off. Kind of cheap in a way. I'd rather bhvr just make new ones
It's still content that's already made and can be sold for a premium. DBD is a live service game; adding content that's already done means less work, more money, and more stuff for players to play with.
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I think this is a good idea.
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@CautionaryMary said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881822#Comment_3881822
Yeah, I agree showing the perks when they pause would be beneficial. I think at the end of the day, we'd agree that solo-queue in general needs buffs as a whole.
I have been saying this for YEARS. Buffing solo queue to the level of SWF then buffing killer to compensate is the ideal direction for the game in my opinion.
The game has three major issues right now: Gen regression is too weak, hooking is survivor-favored, and Killers aren't balanced around high-end SWF.
If the game was balanced around SWF, it would be a lot better imo. They've SLOWLY been doing this by giving the Survivor HUD more information (who's doing gens, who's being chased, etc.) but they need to go a step further and implement a ping system and text chat system (with the ability to block/mute people mid-game.)
When solo survivor is successfully at the same power level as SWF, we can then buff Killer to compensate. Now SWF isn't that much of a gamebreaking advantage anymore and both sides are fun to play. You guys have been treading this path already with the Survivor HUD additions, but you're moving too slowly. Add more information and tools for Survivors, maybe a ping system and chat system and buff killer to compensate.
With that out of the way, we still have the issue of slugging. The problem is, hooking is severely disincentivized due to activating EXTREMELY powerful Survivor perks. Gen slowdown is heavily nerfed (which also disincentivizes hooking for some perks such as Pain Res and Pop), both of which are contributing to heavy slugging which is boring for Survivors.
We need to incentivize hooks, especially multiple so that both sides have time to play (no one likes dying on the first hook.) There are multiple ways to do this, such as having a global 7% gen regression on any hook (just an example.) Another issue is that picking up a survivor leaves the killer extremely vulnerable to Flashbangs which have no counterplay at the moment (looking away doesn't help if the survivor drops it too close, so it's entirely in their favor.) You can't just incentivize hooking, you ALSO need to incentivize picking up.
The game is better than it used to be but BHVR's shortsightedness is blaring at an all-time right now. The game needs massive help because high MMR is really frustrating for Killer and Survivor due to the game's balance. Gen regression is too weak, hooking is survivor-favored, and Killers aren't balanced around high-end SWF.
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My post has been edited by a mod but I don't see any immediately recognizable difference. Was something wrong?
Edit: Nevermind, the post was just moved.
I don't think "Suggestions" is a fitting classification for this thread because I'm not literally suggesting these as changes to the game, the point was to share my excitement for the future of the game by expressing my own ideas and looking for the input of others. I did not frame this thread as "here's how I think the game should change" so I feel that Feedback and Suggestions is not correct.
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@YOURFRIEND said:
Most of these changes are worth their own thread. White stain? Really wild and out there ideas.
I appreciate your positive input.
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@Steel_Eyed said:
This so lengthy that to properly respond would take quite a lot of effort. In short, many of the perk ideas in here are great. Iron Maiden. NOED. Great.
Many are bad. Brutal strength.
The basekit buffs are way too much.
I think I would nitpick just a few cherries from the perk ideas.
Basekit buffs are too much for which side? I focused mainly on information perks for Survivor, in order to bridge the gap between solo and SWF, then buffed Killer to compensate while also providing a couple of extra free perk slots to offset the 9 that survivors get.
It's true they get BT and DS, but these perks merely discourage tunneling. If my changes hypothetically were to happen, and killers really did get a lot stronger, it would in turn buff camping and tunneling severely. Therefore, making anti-camp and anti-tunnel perks basekit for Survivor offsets how much stronger that toxic strategy becomes, while simultaneously keeping the increased level of overall strength for Killer to compete.
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I thought it was going to be a lot of characters. I was going to go for Cheryl (obviously) but it's only four, and all Killers.
I'm wondering if, due to the low character count compared to DBD, if it's just going to be a one-off joke game that's like $15 *at most.*
Hopefully it's more expensive and is high quality, but I can appreciate it as a "joke game" if that's what they are intending.
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@Sumnox said:
So wait, have I understood it correctly? If I'm the last survivor and I get downed by the edge of the gate, do I automatically get moried when I could have escaped before this is implemented?
If that's the case, it -is- actually a horrible change. Things happening automatically in a competitive game are really boring.
I disagree that the game is competitive but I appreciate your input in the thread.
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@Laluzi said:
Adding my +1 to the "this is a bad change and I don't want to see it happen" train.
There's three main reasons I'm really opposed to this change, the first two of which have already been brought up by several others.
-It removes the agency of the killer to spare the last survivor. Many survivors will BM or act nastily in postgame chat if they believe they got the hatch by themselves, even if the killer literally followed them without swinging the whole way, but be chill if the killer drags them there and it's clear the killer 'won.' Seen the difference plenty of times on streamer playbacks. Other survivors are distrustful or scared and won't follow the killer to the hatch, continuing to flee or hide and extend the game. Sometimes downing the survivor and carrying them is necessary to stall out the endgame collapse long enough to get them out the door. Sometimes a survivor is trying to sacrifice themselves while a killer is trying to shove them out the gate, and the killer needs to pick them up and drop them out the exit gate in order to get them out alive. And sometimes the killer doesn't plan on sparing the survivor, but they don't wiggle or the hatch spawns beneath them or they try to offer their item at the very last second before the killer hits them, too late to pull back but still recognized by the other player. Mercy to the last survivor after a great chase or a mutually fun game has always been one of the most heartwarming and... ultimately healing parts of the DBD experience and I'd hate to see it go.
-It auto-kills a survivor in innumerable situations where they would have had the opportunity to escape, anywhere from unlikely to 100% guaranteed - inches from crawling out of the gates or hatch, DS, Power Struggle, Soul Guard, Flip-Flop, all hooks in the area have been destroyed, they were slugged before the killer killed the third survivor and the killer doesn't know where they are, so on.
And for the last reason that nobody has brought up yet...
-It completely removes the possibility of other survivors interacting with the mori cinematic, because now moris can only happen in a situation when everyone else is dead. You can no longer have survivors doing the pointing wojak meme while Pinhead sends someone to Brazil, or photobombing Ghostface's selfie, or sneaking up to touch the butt while Mikey knifes someone, or a killer mori-ing all four survivors in one big pile. And these are always hilarious when they happen.
Overall, this change as stated would be a really bad hit to both the actually positive culture of DBD and the tense, breath-holding, butt-clenching moments that people really live to play for. If you want to prevent bleeding out the last survivor, which is probably the one positive result of the stated change, there's better ways to do it.
Very well said. Thank you for supporting my suggestion (and ultimately supporting the positive and mutually enjoyable nature of the game)
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@KateMain86 said:
This was pretty interesting when they mentioned the finisher mori in the stream. Its certainly going to change how survivors act and react in exit gates and after doors are powered. It seems like the whole picking survivors up and carrying them to hatch won't be a thing anymore from what I understand. Maybe killers can get a prompt to spare the last survivor so they can choose what they want to do. In that case, the last survivor will never know what the killer will choose and it would make the situation more thrilling.
Your idea is fair, but from a game design and usability standpoint, it makes far more sense to just have the endgame mori just be an option the same way it is right now, where you simply hold down the attack button. Your idea of having a prompt for the killer to click on would get in the way of gameplay, but the spirit of your suggestion is exactly where it should be - allowing freedom of choice and chances of friendly bonding moments.
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@ukenicky said:
I want the killer to carry me bridal style to the hatch 🥺
If they're going to go through with this change then they need to just make it so the final survivor is mori-able after you down them. The idea of it instantly transitioning into mori sounds unfair because what if you get downed right next to the hatch as it opens? This does happen and while it's pretty RNG based it's still a thing and this change would rob survivors of that which I find a little unnecessary.
Then on top of all that, if I want to give a survivor hatch it just seems silly to me that I have to let them go and get it themselves. Chasing and smacking them = more BP for me. Carrying them to hatch gives them a chance to wiggle and get points too. I just don't like anything about this idea in its current state and I hope they reevaluate it before they introduce it later on.
I unironically would carry the final survivor bridal-style to the hatch. This change is one of the worst things that could happen to friendly killer players
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/2957038#Comment_2957038
Wouldn't a better solution be to not automatically trigger the mori?
It's also the obvious solution, not sure why they didn't go with it initially.
At least it's sensible and fair enough that they will include it as an update soon (most likely.)
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@SuperSaiyan4GT said:
I think, just like with the Mori offering, there should be a choice. Maybe you want to hook the survivor instead to get a challenge done? I don't think the Devs have thought about that
Exactly, I mentioned this later on.
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@Pepsidot said:
It's really silly based on what I've read. I can imagine tense scenarios where you're just about to escape through the exits or hatch, you just need to crawl for half a second after the killer hits you down... but then BAM you're tped to a place and being moried.
This also removes the ability to use your DS endgame if every other survivor has left. And other niche scenarios. What if you're slugged, the 2nd last survivor is forced out and you're about to recover with unbreakable or soul guard but then BAM you're tped away and moried. Or maybe you were hoping to get lucky and find the hatch? Would no longer be possible.
Today I saw a tense clip on the dbd reddit of a guy escaping with tenacity, after crawling from one side of the map to the other as the last survivor. That would no longer be possible.
I really don't like this change.
I like to see reasons aside from my own as to why this change is not optimal.
It's an easy fix - just allow the mori to be optional instead of involuntary.
Right now, this change feels more like "a cool idea that someone in corporate thought of" who doesn't actually play the game to know the nuances of the community. Like yes, ON PAPER it seems like a good change, which is why the corpo dudes thought "yeah let's do this" but in reality it's awful for the game because it denies bonding moments and friendliness.
I wish they played their game more.
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@sizzlingmario4 said:
My basically one and only concern is the interaction with things that require hooks such as BBQ stacks or archive challenges where you need to hook survivors, as being forced to mori could negatively impact progress on these kinds of things. But other than that I think this was the best way to incorporate moris into the killer's basekit and I'm excited for this to go live.
The actual best way would be to allow the option to mori the final survivor by holding down the attack button exactly the way it works right now instead of having it be an involuntary action that completely prevents any kind of bonding moment.
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@Peanits said:
As you've mentioned, you could just as easily not down them if you want to let them escape. If you insist on 'establishing dominance', getting close enough to down them and choosing not to still sends the same message.
This is fair, but what about carrying to the hatch? Is killer-survivor friendly interaction being prohibited?
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No Way Out needs to block hatch for half of the duration of blocking gates when a survivor attempts to interact with it.
Then it's a good perk imo. It's like right on the edge of being useful
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My idea has always been to make Bouncing Blades basekit and make Main Event blades bounce 4 times instead of 2.
It would finally separate him from huntress/plague and make him a unique play as/play against experience.
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Nemesis is okay in my experience. Not OP, not UP.
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Sounds to me like he's being given advice about being "different" in general and how to deal with it and to feel at home on Earth. This doesn't just apply to sexuality either, so, good on BHVR. This is good writing and it's very relatable to the people who need to hear this.
Just important to note that it's not just talking about sexuality.
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I think both games are good enough in their own ways that trying to set up an argument for one being objectively better than the other is just doomed to fail.
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There's a lot I would do to Jill's face.
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It's predictable that the wink would get bugged since Trickster was specifically programmed to have a different position in the lobby. It makes sense that this would somehow "relapse" into being the same position as all the other killers, thus cutting off the wink off-screen.
They just need to tighten their code, make it harder to break. (Easier said than done.) Because otherwise they'll have to keep returning to this to fix it.
