Libervita
Libervita
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- Libervita
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@Adaez said:
Lets say the killer camps the first hooked survivor.It takes 120 seconds for you to die on hook if you dont try to unhook yourself.
It takes 80 seconds for a survivor to complete a generator alone,with no perks or addons.
Without perks like kindred you dont know if a killer camps or not,and more than often,more than 1 survivors will wasting time to try and save or at least check if the killer camps if not in a swf on comms.
If its a stealth killer that can hide his tr or use insiduous,not even kindred can help know knowing if the killer camps or not.
Camping is not a problem in a swf,survivors will just stay on gens,knowing the killer just camps.
But in soloq its a nightmare because never,and I mean never survivors dont try to go for the save and usually get downed in the process while no gens are being done.
It would be nice if they added something to know if a killer camps or not when you cant communicate with your teammates at least.
It doesn't need to be so troublesome.
Just need to perform the following steps
1. Let the killer directly execute the survivors.
2. Let the action of saving teammates become the need to collect some sacrifices within time, and resurrect teammates in random places. A survivor can be resurrected three times.
3. Let the survivors need to complete the main goal to add some different gameplay, add interesting changes, extend the game time, instead of ending the game within 3~5 minutes.
And this can effectively solve the killer’s inability to interact with the survivor long enough, and permanently solve the problem of camping and tunneling.
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@Artemisha said:
https://forum.deadbydaylight.com/en/discussion/comment/2536769#Comment_2536769
It's the most boring job as survivor. How possible not to hate it?
Agree, just press M1, without any skill, you can easily defeat all the killers.
I prefer to interact with Reverse Bear Traps instead of generators.
Saving teammates is more interesting.
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This change is very much needed and is a problem faced by many survivors and killers.
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The system took so long, and the only solution found was the Boon Totem, which further destroyed the game environment.
After spending so much time, now I only find this one way to destroy the game environment.
It’s okay to add some interesting main goals, to make the things that survivors need to do more and more interesting, and to change the way to save survivors, so that camping and tunneling no longer exist, and stop weakening the killer, making the game longer and more Interesting, for three years, they have not made improvements to these major major problems.
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@Libervita said:
https://forum.deadbydaylight.com/en/discussion/comment/2536613#Comment_2536613
So, can the survivors stop weakening the killer?
Its very simple.
Go learn, tactic, learn how to use windows and Pallets correctly, have an open mind.
Then the survivor MIGHT not need Quickly repairing generators, and constantly emphasize weakening the killer.
If I let you misunderstand, I use camping and tunneling.
I’m sorry, because I don’t want to add too much information to confuse the viewers.
You probably haven't read my previous discussion.
I don’t like camping and tunneling, so I won’t do it. Because of this, I know how unnecessary it is to repair a generator quickly.
You mentioned that this is a system problem, yes, this is a big problem, but do you think the game will modify the system? These problems have existed for more than three years.
Does the system have any news to improve?
So only the player can make a change. The killer does not camp or tunnel, the survivor does not repair the generator quickly, And no longer ambiguously weaken the killer, just because the killer defeated a survivor who could not use windows and Pallets.
The survivor can do a lot of actions, find props, rescue teammates, destroy totems... and most importantly, when the survivor’s teammate is being chased by the killer, go to help him, he may just be a player who only repairs generators .
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@KajdanKi said:
Its very simple.
Incompetent killers LET us finish gens fast. He compensates with facecamping because he cant play pro actively and is angry because he blames system , not his skill.
Go learn, tactic, learn about vision tunnelling, have an open mind. Then you MIGHT not need to facecamp.
If I let you misunderstand, I use camping and tunneling.
I’m sorry, because I don’t want to add too much information to confuse the viewers.
You probably haven't read my previous discussion.
I don’t like camping and tunneling, so I won’t do it. Because of this, I know how unnecessary it is to repair a generator quickly.
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I saw many survivors. When I met the killer, they would only move to places without windows and Pallets. Then when they were knocked down, they said they needed to weaken the killer.
The system is clearly biased towards survivors’ strengthening, and constantly weakens the killer.
Even though the system has given the four survivors a far greater advantage than the killer, many people still emphasize the need to weaken the killer.
I don't like tunnels and camping, so I haven't done it. I will always hone my skills and practice survivors and killers at the same time.
As a killer, I hate camping and tunnels.
As a survivor, I hate repairing generators quickly.
Because I know that these things are destroying the game.
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@KajdanKi said:
Its very simple.
Incompetent killers LET us finish gens fast. He compensates with facecamping because he cant play pro actively and is angry because he blames system , not his skill.
Go learn, tactic, learn about vision tunnelling, have an open mind. Then you MIGHT not need to facecamp.
So, can the survivors stop weakening the killer?
Its very simple.
Go learn, tactic, learn how to use windows and Pallets correctly, have an open mind.
Then the survivor MIGHT not need Quickly repairing generators, and constantly emphasize weakening the killer.
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If you want to know the life of a killer, you will experience more uninteractive and sad gaming experiences
You can observe how other people play, and observe how powerful players cooperate to defeat all kinds of killers.
If you already understand how the game works, and know the difficulty of becoming a killer, and the strength of the survivor, you will have a good time and you can look at the game objectively.
Let's assume that you persevere and want to hone your skills.
Cooperate with your teammates and use the advantages of the environment, and you will make great progress.
Windows_of_Opportunity is a good skill that can help you practice survivor skills.
Remember, you are not alone, you and your teammates are a whole, when you are a whole, the survivor will be able to defeat all the killers.
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Pyramid Head’s ability to trigger time seems to be a bit too long and needs to be changed, about 60~80 seconds
Explain the reason for this design
The killer needs more and more abilities, and more and more blocks of movement speed, in order to reduce the number of people, to slow down the speed of the game, and to interact with the survivors faster.
Otherwise, after catching a survivor, everyone escapes the game.
However, the survivors now do not want to interact with the killer, so such a solution may be one way.
The idea is to allow the killer's power to spread throughout the environment, so that the killer does not have to rush to sacrifice a survivor, but can also effectively master the rhythm.
And we all know that the longer a game is played, the more rewards players will get.
This ability setting is mainly to prevent the generator from being repaired too quickly, and the sacrifice is too fast.
The rhythm and duration of the game are often in the hands of the survivors.
And although Painhead's ability has such signs, it is not strong enough, because one person can unlock or contain the killer, and this ability will enter a long cooldown.
The point is that we want all survivors to feel the power and fun of the killer, instead of waiting for teammates to solve the killer. Cooperation is important for survivors, but it is also important to increase personal strength.
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We have all seen the improvement of DEAD BY DAYLIGHT technology.
So these are possible updates and changes.
These changes are mainly for survivors who cannot interact with the killer to have interesting designs that interact with the killer's abilities.
And many are related to the main goal, even if the survivor did not actually interact with the killer, it will not be too boring, leading to the occurrence of a very quick repair generator.
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To be honest, I also hope that the killer can choose the location of Hex Totems by himself, just like the survivors afterwards.
The disadvantage of Hex Totems is that it will be born next to the survivor, and the killer will have a hard time fighting against the survivor (one less skill in an instant)
This can be improved if the killer decides the location of Hex Totems by himself.
And this is not to generate a Hex Totems independently, but to choose from Dull Totems in the environment.
Because the killer basically has no time to find Totems, he can see the location of all Dull Totems when the killer has the skills of the Hex Totems series when it is not activated. it is convenient to place them.
(Hex:plaything is no longer in this range, it is still automatically determined by the system)
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And the key is definitely not applicable to this skill, you can imagine a powerful key, even after the add-on is consumed, can it still be used?
BUILT_TO_LAST must not be used on keys.
Then, the use of BUILT TO LAST for high-durability items is too strong.
For items with a durability of 24 to 32 or more, you should consider the strength of the skill's recovery more.
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I think The Wraith is a very balanced killer. It does not need to be strengthened, and it cannot be weakened.
The basic abilities of The Wraith are very versatile, but the shortcomings are also obvious, and in a real sense, using Add on can increase the fun and various gameplay.
Skilled confrontation with survivors with props is an interesting experience.
The Wraith is DEAD BY DAYLIGHT, the benchmark value for all killers. The Wraith is not just a killer, but an important benchmark to judge the balance between killers and survivors.
And it is still applicable in high-level games.
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Silent Hill
James Sunderland,Maria,Bubble head Nurse.
James Sunderland :According to the original setting, Pyramid_Head is James Sunderland's exclusive killer. It is the killer that allows him to face his own inner salvation and is born because of James Sunderland.
Maria is the target of Pyramid_Head, in order to let James face him.
Bubble head Nurse, I think she is very cute.Becoming a teammate with her is quite interesting.
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Can't refute, this is the situation.
The killers who did not do camping and tunneling, Bear all the pressure, and more and more players do not want to hone their skills.
Just want to weaken the killer and let survivor simply win.
Players who demanded to weaken the killer did not even consider the importance of team cooperation and environmental use.
Altruism is very important.
Altruism is very important.
Altruism is very important.
Because it is very important, it needs to be explained three times.
Just because the killer defeated him, so want to weaken the killer.
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Meg has a handsome mask and a lot of nice clothes.
The point is the mask, the simple mask is really handsome.
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The hallucinations that automatically appear and the hallucinations that are actively released will not conflict, but will exist together.
The illusion will never cause harm to survivors, but the illusion will help you guard the generator.
Perhaps there will be a rare add-on that can exchange Freddy's attack with the illusion.
Becoming Freddy can only slow the speed of survivors, but your hallucinations can cause harm.
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@Libervita said:
The ability of FREDDIE can be designed like this
Significantly increase the threat of dreams, so that survivors need to "be careful not to fall asleep" in a true sense.
The survivor will automatically fall asleep every two minutes on the court. Without the interference of FREDDIE, the survivor can stay awake through interaction with others, but every time he is awake but not in the dream, he will fall asleep more easily. , Will not be able to wake up in the end, falling into FREDDIE's nightmare for a long time.
FREDDIE can take the initiative to let the survivor enter a nightmare. About 10 seconds, when FREDDIE in the dream attacks the survivor, the survivor cannot accelerate to leave, and FREDDIE can detect all survivors who have not entered the dream.
When a survivor repairs a generator in a dream, he will be affected by FREDDIE’s hallucinations. He will see an illusion similar to FREDDIE’s appearance, appearing from obstacles, gradually moving towards himself and attacking. Survivors attacked by the hallucinations Will scream to remind FREDDIE, and will be slowed down for 30 seconds.
The illusion in the dream will automatically appear next to the generator every 30 seconds.
FREDDIE can place his own hallucinations in his dreams, one at a time, for chasing.
The illusion automatically generated in the dream moves faster than FREDDIE, and the movement speed is 4.8.
A survivor who has fallen into a dream can wake up by looking for the clock in the environment and enter a 2-minute cycle until it is disturbed by FREDDIE.
The hallucinations that automatically appear and the hallucinations that are actively released will not conflict, but will exist together.
The illusion will never cause harm to survivors, but the illusion will help you guard the generator.
Perhaps there will be a rare add-on that can exchange Freddy's attack with the illusion.
Becoming Freddy can only slow the speed of survivors, but your hallucinations can cause harm.
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The ability of FREDDIE can be designed like this
Significantly increase the threat of dreams, so that survivors need to "be careful not to fall asleep" in a true sense.
The survivor will automatically fall asleep every two minutes on the court. Without the interference of FREDDIE, the survivor can stay awake through interaction with others, but every time he is awake but not in the dream, he will fall asleep more easily. , Will not be able to wake up in the end, falling into FREDDIE's nightmare for a long time.
FREDDIE can take the initiative to let the survivor enter a nightmare. About 10 seconds, when FREDDIE in the dream attacks the survivor, the survivor cannot accelerate to leave, and FREDDIE can detect all survivors who have not entered the dream.
When a survivor repairs a generator in a dream, he will be affected by FREDDIE’s hallucinations. He will see an illusion similar to FREDDIE’s appearance, appearing from obstacles, gradually moving towards himself and attacking. Survivors attacked by the hallucinations Will scream to remind FREDDIE, and will be slowed down for 30 seconds.
The illusion in the dream will automatically appear next to the generator every 30 seconds.
FREDDIE can place his own hallucinations in his dreams, one at a time, for chasing.
The illusion automatically generated in the dream moves faster than FREDDIE, and the movement speed is 4.8.
A survivor who has fallen into a dream can wake up by looking for the clock in the environment and enter a 2-minute cycle until it is disturbed by FREDDIE.
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Therefore, I might agree to let the main goal have more ways to play and strengthen the interactivity of the main goal.
Divide the main goal into different stages
Example of repairing a generator in one stage
Then look for the objects scattered on the map to repair the gate or open the sacrifices of some mysterious machines.
Let survivors need to do different and different things, and greatly extend the time of the game.
And let the killer directly execute the survivors, and no longer allow the killer to camping and tunneling.
And other teammates can save dead teammates in special ways within time, such as finding sacrifices or completing some interesting puzzles.
The survivors have three chances to be sacrificed, just like now.
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I agree with this
After all, officials are afraid to make changes to the main goal of the game
It may be a feasible way to hold the extra gameplay independently
However, this may distract players and make the waiting time longer.
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@baseballfan4877 said:
you know what ruins the gaming experience? The game being balanced around casual survivors.
This sentence perfectly presents the current situation.
When the killers are working hard to hone their skills, when the survivors pursue interesting pursuits, and practice using windows and Pallets, using the advantages of the environment to interact with the killers, the officials chose to punish these people.
And reward those survivors who don't hone their skills and don't cooperate with teammates.
I agree that the game needs a lot of adjustments and updates, but it should not move in this direction.
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Yes, you are correct. The killer's power is so fragile, and an overly frank modification can destroy the killer's ability.
When they designed The Spirit to require a psychological game, it was a fragile balance. Now, all the actions of The Spirit will be known to the survivors, and we have all discovered, what the official call "Attentive survivors can findr" Are designed to be clearly visible.
After the current The spirit is activated, it is only an ability that can accelerate for 5 seconds, and has a 15-second cooldown. Don't forget, The spirit cannot see the survivors lurking in front of it, and its movement speed is only 4.4.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2519380#Comment_2519380
Even if that was true, how then is the worst killers have all the overpowered perks? Nothing is being done to make these matches feel fair. Survivors can't win in most matches. Killers are winning because the game is too advantageous for killers.
You may need to describe the process, because the production staff helped the map design a lot of objects that you can play against the killer. You need to find it and make good use of it. Effective use of windows and Pallets can take the killer 30 seconds in an area. To three minutes, it depends on how you use these advantages.
It also includes the transition area. You can use the objects in the area to open up the distance from the killer and switch to the next area to play with the killer for a longer time.
A survivor who knows how to use an advantage can delay the killer until the main goal is completed.
We haven't even talked about the skills that can help you.
If you do not make good use of these advantages, then you are not proficient enough. You will find a lot of help by observing everything that can be used in the environment and being familiar with the subject of the map.
Tap the potential on the map.
Survivors need time to hone their skills, just as killers need a lot of time to hone their skills, and killers need to consider more.
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@Gay Myers (Luzi) said:
https://forum.deadbydaylight.com/en/discussion/comment/2519355#Comment_2519355
I want to clarify that I am not a developer - I am a Coordinator, which gives me the opportunity to forward the communities feedback - feedback from all sides and all kind of variety of feedback. However though, while I can do that, I'm still not a dev that works on the game balancing, please keep this in mind.
However, I do still would like to ask everyone again to remain respectful and on-topic.
Sorry, I just hope that the collected information can help this game and the players who love this game
I like this game, so I have recommended it to everyone I can contact, when I hear their opinions (they are following this game, but they have not yet joined), and the opinions of the players currently playing this game, I Unify and publish the information
I saw the sadness of the killer and the survivor in this game, so I sorted it out and proposed a solution
I saw a situation where the survivors did not save their teammates even though the killer did not camp.
I proposed a small approach that can better balance the survivor’s teammates and help the staff to balance the intensity between the killer and the survivor.
But we have not seen any official actions on similar subjects. This makes us, the players who love these games, and the players who hope to play this game forever, feel very worried.
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@Rizzo said:
Camping is not reportable, please refer to this post if you have doubts in regards of game rules: https://forum.deadbydaylight.com/en/kb/articles/139-game-rules
Can I increase the rewards obtained by camping and tunneling survivors?
These survivors protected their teammates and bought time for their teammates to complete their main goals.
And if the survivors are knocked down, they will not be punished. We need to encourage more survivors who save their teammates and are willing to interact with the killer.
And encourage those killers who do not have camping and tunneling, they have effectively improved the game experience, and everyone in it is exciting and enjoyable.
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@Gay Myers (Luzi) said:
I would like to remind everyone that people are entitled to their own opinion, if you don't want to partake in the discussion they have created, please move onto another thread, there is no need to attack and belittle them for it. Opinions can differ, it happens.
Please avoid any all off-topic comments and stay on topic of this thread in a civil and respectful manner.
The strength of the survivors depends on their cooperation with teammates. Good cooperation will completely restrain all killers (except nurses).
Someone once suggested that you are not there for all the methods and materials that can improve the game environment.
Someone once suggested that as long as a small step, add some small icons next to the survivor's avatar, increase the amount of information in the single-player game, and shorten the gap with voice communication. You are not there.
Someone suggested not to change the weak killer anymore, you are not there.
Someone sorted out the way to add new players, and put together the reasons why players don't like this game, you are not there.
But once someone agrees to weaken the killer, you are here.
All the killers, in the face of an increasingly weak environment, facing the increasingly powerful environment of the survivors, they work hard to hone their skills
When survivors start to learn to use Pallets and windows, they will become stronger instead of weakening the killer
To play as a killer, you need to formulate countermeasures, you need to be familiar with the map, and you need to understand the skills and trends of the survivors.
Why does the survivor do not need to make the same effort, but indifferently weaken the killer.
I play the killer and the survivor at the same time, so much training, I have seen a lot of situations, I know why there are camping and tunneling, and I know why the survivors don't want to interact with the killer.
We collected opinions from various environments and found a very simple solution.
So many people give feedback, but we only see you when the player agrees to weaken the killer.
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If the official wants to truly balance The Spirit, they should also give The Spirit the rights it should have.
For example, a shorter cooling time, Make the amount of visual information a little bit more.
The revised version of The Spirit is just a relatively well-controlled limited chainsaw, but the survivors cannot be seen, and it has a long cooldown and a killer with a movement speed of only 4.4.
To tell the situation of The Spirit seriously, the era in which The Spirit can fight against experienced survivors is over, and it is in irreversible decline.
The game between The Spirit and the survivors will be the weaker side.
The survivors have quite a few ways to restrain The Spirit’s abilities, and The Spirit has nothing to fight back.
And the movement speed of 4.4 means that The Spirit relies heavily on ability.
So don’t say anything about not using power it’s okay.
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What the game may do at present is to increase the amount of solo-p intelligence, at least let teammates know the current situation of other people, such as knowing whether he is being chased by a killer, and knowing whether he is repairing the generator.
And use a small icon next to the avatar, which is a useful improvement.
And will not put too much pressure on the staff.
At the same time, the staff can also balance the game environment more effectively.
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I don’t know what the survivors of this game want anymore
The killer is too weak, they ridicule and never respect him
The killer is too strong, they complain and keep weakening all the killers
The difficulty of operation is directly proportional to the intensity. Every powerful killer takes an unimaginable long time to practice.
I respect all powerful survivors and killers. I have honed killers and survivors myself and know the advantages and disadvantages of both.
I am very sad to see that many people want killers to become a playground without resistance.
But I always need to pay attention to these proposals, because they are connected to all the players who love this game, I love this game
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Use the layout of the venue, use the game to give you a powerful advantage, go to see Pallets and Windows next to you
This is a powerful force that you can fight against the killer. It is your choice not to make good use of these advantages.
Not to weaken the killer all the time.
The current game environment is not friendly to killers at all, so every killer and every player is honing his skills and looking for the killer's efficient use of abilities.
Every killer becomes stronger and stronger for his own game experience. Every survivor is thinking about strategies in the game and conceiving a large number of escape routes, but you want to obliterate the efforts of this large group of players.
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Keep weakening all the killers who beat you, who is next
Have you really analyzed the upper limit of The Wraith's ability?
The Wraith blocks your path, all killers can do it, so do you want to weaken the movement speed and collision volume of all killers?
The Wraith sprints very well. Are you playing with him where there is no Pallets? It will take a while for The Wraith to show up. Are you just running straight forward?
The Wraith needs to rely on his ability to speed up the sprint, this is his only ability, otherwise he does not have any ability, you seriously want to obliterate all the advantages of the killers, so that the killers can become a playground for survivors to easily solve.
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And at least shorten the information difference between Solo-p and the voice communication team
At least let the player know what the teammates are doing, there is a small icon next to the avatar, let us know if the teammates are repairing the generator.
Make the gap between the amount of information owned by the team smaller
This will facilitate the official adjustment of the intensity of all aspects
Instead of constantly weakening the killer
And then these suggestions to improve the game environment, these are the opinions that the official does not have to have such a heavy burden.
Being thought of as a killer only wants a free victory.
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Let's talk about what is meant by quick repair of generator.
The concept of quick generator repair is
Survivor holding a toolbox with gears
Use Prove Thyself without side effects
Then the whole game only does the following things
Repair the generator in 30 seconds
Open the door in just a few seconds
Then leave
Don’t you think there’s something missing? Where are your teammates?
When your teammate is being chased by the killer, you are repairing the generator, which makes sense
When your teammates can’t resist, you are repairing the generator
When your teammate is on the hook, you are repairing the generator
Even if the killer is not next to the hook, why does that teammate still have no survivors to save?
Repairing generators quickly is no longer a literal meaning. This situation means that these players are self-interested and do not care about the situation of their teammates.
Repairing generators is more important than your teammates
So I once hoped that there could be a major goal other than repairing the generator. This requires a significant improvement in the entire mechanism, and it takes some time, so this needs to wait for an official response.
But some things can be improved immediately. Take the simplest example, let the survivors chased by the killer get the rewards they deserve.
Don’t punish the survivor just because you’ve been knocked down, and let the survivor get the rewards it deserves.
And the survivor who let the killer keep on the hook can also get the reward he deserves. The survivor gives his teammates a lot of time to complete the main goal, and he should get the reward he deserves.
These changes don't need to change too much content of the game, only the part that should be given to the player, and the reward that the player who is willing to interact with the killer should have.
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I am very happy to have so many people express their opinions.
I used to give opinions based on the current harsh gaming environment
Sort out the improvement opinions of why players don’t play this game
Organize how to encourage survivors to practice skills
Organize how to maximize the benefits of both parties
And now that this article sums it up, the slightly emotional remarks have finally been responded to. I should be quite touched.
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Quickly repair the generator can restrain all gameplay, as long as you don’t target one of the players, as long as you don’t stand by the hook
Quickly repair the generator can definitely end the game in 3~5 minutes. Everyone left with a small Bloodpoints, and only the killer was miserably punished.
Why the number of killer players is not enough is because of this matter.
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Because of the advantages of survivors, most officials play games from the perspective of survivors.
The killer was quickly repaired generator by the survivors, and the official did not want to change this thing that would destroy the game experience of both parties.
I don’t like the survivors who repaired the generator quickly,So I never played Dwight's Perks.
But the official said this is part of the game, what else can we say.
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All killers...except for the experienced The Nurse and The Blight. Nurses and The Blight are the only killers that can compete with them.
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It's very real and appropriate.
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@Dino7281 said:
Lament Configuration + Chain Hunt is what makes him good and annoying.
But Summons of Pain are hard to use (easy to dodge) and even if you hit survivor, you don't get much from it.
Around loops, you are often limited with only one way, because with other way, you will break your chains, which is just bad.
I wouldn't mind some small nerf for Chain Hunt, if we can get better overall power we can use.
I agree.
Most of Pinhead's power is now in the grasp of the survivors, which is a bad idea for the fast environment now.
The main ability of Pinhead is the part that needs to be greatly strengthened.
Or make the operation easier to hit
For example, the operating mode of twins allows us to at least control the movement of the chain instead of sprinting quickly and making mistakes.
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Yes, you are right. These are the things that may happen to complete the resurrection, but the killer can interfere with the person performing the resurrection ritual, and at the moment of the resurrection ritual, the remaining three survivors need to do more than just repair the generator , and one person is required to repair the generator, one to attract the killer, and one person to perform the resurrection ritual.
Moreover, the process of the resurrection ritual needs to run back and forth. The survivors can only transport or perform one step at a time, and the steps cannot be completed in a short time. The execution of the resurrection ritual takes at least four to six minutes.
It’s been a while since the interaction with the ritual, and the resurrection ritual requires many steps. The killer can do many things in these times. Don’t forget, the resurrection ritual can only resurrect one person. There are killers in the process of performing the ceremony. Participation, everything is different. Unlike the generator, the ceremony needs to be continued.
If the survivor chooses to resurrect his teammates, he will not be able to repair the generator for a long time.(Really long)
This time will be very balanced compared to the benefits of resurrecting teammates.
And the killer can interrupt the ritual, making it impossible to complete, and the details of the resurrection ritual can be adjusted by the official.
But the interaction between multiple survivors is indispensable,Part of the ritual needs to be performed by multiple survivors. If the killer finds the survivor, it will be worth it.
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So the resurrected survivors will have a negative permanent state.
For example, weaker health status and extremely weakened interaction speed. (may need to be weakened a bit more)
Once the survivor is resurrected and returned to the four people, the mentioned game mechanism will be triggered, which will reduce the repair speed of the generator and increase the time of the game.
And the killer can get extra blood points or Iridescent Shards as a reward for facing additional survivors.
This method is mainly to protect those weaker players who are targeted.
So some restrictions will be added
For example, a player who has been hooked twice in a short period of time can be resurrected And the number of objects and methods required for resurrection is limited, and at most they can only be resurrected once or twice.
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@Purgatorian said:
https://forum.deadbydaylight.com/en/discussion/comment/2493224#Comment_2493224
I still think it's far too survivor sided. The resurrected players can still body block a run to the exit or sabotage hooks. What does the Killer get out of this except more aggro and stress?
So I agree with one of the speakers' thoughts that people who are hooked or sacrificed should be able to give some help to the killer, and humans need to avoid these situations and do more.
And the resurrected person may have a permanent state of weakness, such as a weaker health state and a greatly reduced interaction speed.
And give the killer extra Bloodpoints or Iridescent Shards as a reward for facing extra survivors.
Moreover, the Props or conditions required for resurrection are limited in number, and survivors can only be resurrected once or twice at most.
This mechanism is to protect weaker players who are targeted to the death, so it will increase the conditions.
For example, a player who has been hooked twice in a short period of time can be resurrected.
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deadlock should become a game mechanism
Just like Barbecue & Chilli and We're Gonna Live Forever, these skills can very well optimize the entire game environment, and if as a mechanism, everyone can have a good game experience.
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We need to sort out the information.
The current survivors are too strong when they are full. We need to increase the mechanism to reduce the repair speed of the generator and let the killer have time to interact with the survivors.
The current killer is too targeted, we need to allow the targeted players to have the right to enjoy the game.
Moreover, the resurrection will require many conditions, which will definitely make the remaining humans put down the generators and value their teammates, and the resurrected teammates cannot be so strong.
These opinions are added mechanisms to avoid poor gaming experience of both parties.
So that the killer will not be repaired generator quickly.
Let the weak survivors have the right to enjoy the game.
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I don't care about the victory or defeat of the game. I just hope that everyone, every player, every killer and survivor, every novice or player who has played for a long time, can enjoy this game.
Officials need to pay attention to this point. What needs to be improved is the entire mechanism, not new killers or stronger new survivors.
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The operation of Pinhead's ability is too difficult and the benefit is too low. Most of the time, it will only give survivors a lot of advantages.
use pinhead ability need a lot of time and preparation, but it only takes up to three seconds for survivors to stay away from pinhead .
Pinhead's ability is only effective in an open place, but every killer has strength in an open place, and pinhead does not have any advantage.
The second ability will also be targeted by the survivor. The survivor can always know the position of the box, and even if the ability is not triggered, it can know the location of the box and invalidate the ability for a long time.
Pinhead can only use weak active ability interact with survivors, and The attack range of a charged attack is very demanding and weird. When using a charged attack, the attack will often fail.
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pinhead's ability has not played its due effect,Under the same utility, clown's ability can be better played and operated,Even with the second ability, humans can still solve it quickly and Let it invalidation for a long time.
The difficulty of using a chain is very difficult, but its effect is very weak for mid-range and long-distance survivors or places with obstacles,Using abilities in normal games most of the time will only give survivors a lot of advantages.
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In this game,the killer always the most stressful and most urgent,No one can have free time to look for anything other than survivors unless they give up their gaming experience.