Marcavecunc
Marcavecunc
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I like the concept but at the same time let's compare scenarios with the current way and your suggestion
- Survivor gets downed, trapped and hooked
- Survivor gets unhooked, without a generator being done meanwhile
- survivor can either go work on stuff or get the trap off, or a mix of both, there's a box nearby so he checks it, and finds no key, then goes to work on a generator and resumes his search for the key after completing the generator since now the trap is active
In your scenario
- survivor gets downed,trapped and hooked
- survivor gets unhooked, same as before, no generator got done..
- survivor pretty much can't do anything else than work on boxes, since as soon as he touches something, his trap activates and if he keeps at it, the timer goes down faster
- Pig can just patrol boxes right after the unhook since she knows he's going to go there
With Plague, survivors can or can not go check boxes, who cares
With Pig, it's a must, otherwise your head gets pulled open.
Also, what's to prevent 3 trapped survivors from doing nothing while the 4th does the last generator and opens the gate so everyone can escape with an inactive trap on their head? (worst case scenario, probably wouldn't happen, but it could)
Unless you also leave the generator completion activation, on top of the "do any m1 action, the trap activates" suggestion, but that would be a bit overkill..
One part of your suggestion that I would do though..
Keep it the way it is, BUT, once the trap is active, any action OTHER THAN checking Jigsaw boxes makes the timer go down faster. Maybe not twice as fast, but just faster. Or make that an add-on. "Slightly accelerates Reverse Bear Trap timer on survivors performing actions while the trap is active" or something.
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@Waldorf_2R3 said:
If you need to see the killer's aura use dark sense or alert.
Or Object of Obsession or Breakdown or.. well that's the only other ones I can think of at the moment I guess
But still, we're gonna live forever does need to do more than just give post-game bonus points.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1060606#Comment_1060606
Actually, my go-to build on Spirit is BBQ, Monitor, Pop, and Devour Hope. I don’t use Stridor because I don’t think it’s useful because unlike you, I can hear just fine, and thus I win for free.
When the bugged sounds started becoming really problematic, I stopped playing Spirit because I thought I would actually have to start putting effort into her to do well, and I played Spirit for that exact opposite purpose. However, I can still brute-force my way to a 4K without relying on anything except bugged audio just fine.
My personal favorite Spirit match was where I absolutely destroyed a team who had 3 Iron Will users with no effort whatsoever. It was pretty lit.
I agree, you learn to pay closer attention to the sounds after a while.
A friend who basically only ever plays survivor was streaming his killer games on discord (he was getting rid of his dailies mostly) so I watched one or two.. and guided him "oh there's someone running to your left, you can hear their footsteps" "someone was in that jungle gym to your right 5 seconds ago, a crow just landed"
It's the small little things I didn't pay attention to when I started that makes me find survivors much easier now that I know what to look/listen for.
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Saw that suggestion before and made it myself in another thread, but hey, the more people who make the suggestion, the higher the chances of them seeing it.
It's no biggie when you start the game and only have the base perks and the one character's perks you're leveling, you can unlock them all at rank 3 by the time you hit 50.. but once you start getting teachables and working on multiple characters that changes everything and makes fully leveling someone longer and longer.
So yeah there needs to be something done about this.
As for the points idea itself, I suggested making unlocking the perks 1 point, getting it up to 2, 2 points, and 3 more points to get it to 3.. (and of course, the higher your character's level, the more points the web would give eventually) and a level cap to prevent people from getting everything they want at tier 3 before even hitting level 10 on their character. (if they do it that way, they'd need to have perk points show up more often at higher levels, 1 point early on and then 2 and 3 later on, to reflect on the current perk rarities going up in prices, so more perk points would be more expensive but also would allow you to get stronger perks)
Or heck, unlocking perks the way it works now, but once a perk has showed up on the web, you can only level it using perk points. So webs that have 2 perks showing would now have 1 perk + 1 perk point, and 3 perks could be either 1 perk + 2 perk points, or 2 perks + 1 point, and 4 perks would be 2 + 2. Up to you if you go for a new perk, or the point to upgrade one of the ones you already have. And once you have all perks unlocked at 1, you only see perk points showing up.
Honestly there are so many ways they could do it, as long as it removes the chances of getting that one perk you're missing on your build on the very last 3 webs, 150 webs later..
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... healing them at the same time they're working on a generator? yeah no
what next, conga line healing? "you can heal someone else who's also healing someone else"
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Why not make the basement change place after every basement unhook, and the gates move after every generator completed?
Hatch moving around would make literally no sense. Why have it spawn in the first place of you're just going to de-spawn it and have it reappear elsewhere?
And as has been mentioned before, doing so has chances of ######### both the killer and survivors over.
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@Deadeye said:
Just a question. Isn't mindgaming always a guess? Like moonwalking as killer, predicting a moonwalking killer etc...
Yup.
Had a game as Pig once where I could never catch the survivor working on that one generator, even if I was crouching towards it.. after a few times, I figured they had Spine Chill, so next time I went backwards.. sure enough, I heard the distinct noise they make when repairing and caught them.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1059123#Comment_1059123
Why couldn't it just work for some?
Consistency, mostly. But yeah I guess they could do whatever they want, it's their game after all.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1059019#Comment_1059019
It gives it a weaker effect tho. I'm not sure what to do with HG or Third Seal, but for the other one's, it should work.
Yeah that's the thing though, it has to work for all of them not just some.. No idea how they could implement that for those two perks either.
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@NoRestarts said:
https://forum.deadbydaylight.com/en/discussion/comment/1059033#Comment_1059033
Sorry, but bannable offences should be clear as crystal, if they don't want people to do something.
This was not common sense to me, as again, its an option they give you in-game, with no warning, other than a forum post.
Still doesn't answer my question of how many times you disconnected on purpose to get punished for it.
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Just curious but how many times did you have to disconnect for it to be considered abusive and them to ban you for a week? Because, seriously.. I doubt it's only once or twice in a day.. so yeah, if you're going to be a sore loser, don't be surprised if they put you in time-out.. it's common sense, no need to read the rules.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1058888#Comment_1058888
It makes it useful, without changing the entire perk again. Plus, HG has a lasting effect :/
That's the perk's original effect though. No effect while the totem is up, then once it gets cleansed, exposed for 40/50/60 minutes, not the entire game. That's hardly a lasting effect. I wouldn't mind if hexes had a residual effect for a minute or two but not for the whole game, otherwise it really diminishes the fact that it's supposed to be a gamble wether you bring it or not, because it can last the entire game or go down within the first minute.
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And that's what would make me vote no on this.. They either need to make ruin a non-hex perk, or change the way it works again. Making it the only Hex perk that has a persistent effect even after being cleansed goes against the way hex perks work, so unless they do a complete change on that, it makes no sense to make an exception for that one perk.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1058715#Comment_1058715
Third Seal honestly isn't strong enough to be a Hex perk imo.
Lullaby could also apply to only gens you kick.
Haunted doesn't need one.
NOED could just have the speed boost.
Third Seal is powerful, too powerful as a non-Hex perk. Hit everyone once and there you go, no more auras for the entire game, without any chances of removing the effect.. Yeah I wouldn't want that as a non-hex perk (well, as someone who runs the perk on some killers I definitely would want that haha)
But yeah anyway.. The fact remains that hexes are on while the totem is still up.. I don't think they'll change that game mechanic.. But who knows
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@evil_one_74 said:
Always expect a hex, and cleanse every totem you see. Sure it takes times away from doing gens, but if your team knows what they're doing you can get it all done..
If they can't take the 15 (or is it 20?) seconds it takes to cleanse, they deserve what's coming to them.
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@Deadeye said:
In what way leaked? A bug again? :P
I think the last one was a bug again, the other levels were probably data mined
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@nyan_painbow said:
Lol you will be banned for the leaks
Levels 2 through 4 have been leaked the first day the new archives came out though (maybe even while it was still on the ptb, forgot when I saw them all)
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@Keeper said:
https://forum.deadbydaylight.com/en/discussion/comment/1058140#Comment_1058140
Remember its just a worse version of kindred with a bonus of extra BP, but yeah agreed getting stacks right now is awful they gotta either make it somehow useful or an easier way of getting stacks.
Agreed. More actions should give stacks. Just not sure which ones. Making healing and doing generators give stacks would be too easy.. Maybe every two full heals? Also unhooking yourself should give a stack.
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It's a bit contrary to what Hex perks are, but if they change the way they work for every Hex perk and not just that one, why not I guess?
Some of them would be hard to change though..
Lullaby?
Third Seal?
Haunted Grounds?
Noed?
Most Hex perks only have one effect that I don't really see how they could make it weaker to make linger once the totem is broken.
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@Steve0333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1057786#Comment_1057786
Small game isn't viable for that. If you run small game there is a chance you will run up against a trapper, hag, or Freddy. In which case small game will be going off constantly due to the belongings they leave behind in which case it will be pretty useless in determining if there are totems still in the game. And maps are not a common item, you cant use maps in every game unless you've been collecting them for a very long time.
And detectives hunch can only be unlocked through a premium character or the shrine of secrets on the rare occasions its available. I'm not spending five bucks to get a survivor perk solely to counter one crutch killer perk.
And why is it when somebody mentions a problem in the game some body always brings up a perk to counter it. We only have 4 perk slots. It's impossible to counter everything. If I want to counter camping gotta use bt, if I want to counter tunneling gotta use ds, if i want to counter an overpowered spirit gotta use iron will, if i want to counter slugging gotta bring unbreakable...
Decisive Strike is also from a licensed DLC, and yet a lot of people got Laurie solely for that perk.. And a lot of people got Leatherface only for barbecue, and other characters only for that one other perk.. So the argument not to get the Saw DLC just for one perk is a bit ridiculous when people do it all the time.
So just because you don't want to spend money on the paid stuff they should nerf everything in the game because it's unfair to the people who don't want to spend $5? Doesn't seems very fair to the people who did pay.
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@Williamz said:
https://forum.deadbydaylight.com/en/discussion/comment/1057242#Comment_1057242
They should run with the same parameters.
shrugs
It used to be the same thing, before they added the endgame collapse and hatch closing mechanism. Generators completion powered the gates, and the gates could only be powered by completing generators. But now, closing the hatch powers the gates, without completing the generators in the first place..
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Rancor activates when all generators are complete
Noed activates when the gates are powered.
Two different things.
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@Prex91 said:
Games are too fast now. Hope devs change their mind. 15 min games would be perfect.
Between 10 and 15 is fine with me. Don't want them taking forever either..
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1056781#Comment_1056781
I think it would be cool if the Clown could get a speed boost when standing in the gas cloud for breaking pallets and gens, something around 10 or 20% increase to breaking pallets and kicking gens.
Faster reload speed if you stand in a cloud, so if you use your last bottle on a survivor, you either give chase but without any bottles left, or reload faster than usual in the cloud before chasing but risk losing them.
As much as I would like a movement speed boost, would be a bit overkill since the survivor is already slowed down.. but yeah if you miss the survivor then you could get a boost. There's probably a way to work that in, it would be nice seeing the clown cross the map by throwing bottles at the ground and going into the clouds to get a small boost to his base speed.
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I also saw someone suggesting going the Perk Points route.. so instead of unlocking random perks on the bloodweb, you would unlock Perk Points that you could then trade in for perks. (basically the skill points system from any other game that allows you to unlock special abilities)
Early on you would only get 1 point per web, and later you could get nodes that are worth more points (but also more expensive to buy) to replace Yellow/Green/Purple perks.
So if you start a brand new character, you could unlock anything that's generic or unlocked teachables, at the cost of 1 point per level. So if I decide I want Barbecue on this one killer that I'm just starting to play, I would have to fill up the first web to get a point to learn it on that character, and then 2 more points to get it at level 2 and 3 more points for level 3.
Another suggestion I saw to avoid people just getting the best perks by level 10 is to lock perk tiers behind killer level.. So you can only use level 1 perks until you reach level 10 or 20 or whatever, and then level 2 perks until you reach 40, and then you can unlock everything. Exceptions to this could be the character's teachables, if I play David King, I could unlock things at level 2 from the start, and level 3 stuff earlier than I could if I wanted to unlock Sprint Burst or whatever else on him.
Bad thing with this is people will just get the perks they care for and not bother with the rest, but at the same time it would make building up characters the way you want them more fun, since you wouldn't require 100 webs to get that one final perk you need, which is something that happened to me when I got Huntress to prestige 3.. took forever to get Barbecue, and then I got it at 2 and 3 not long after, but on some other killers, I had it at 3 by the time I hit level 15..
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Suggestion on your reload ideas.. Add 1 bottle per second.. so if you're empty, and reload for 2 seconds, you get 2 bottles back, don't have to fully reload each time.
And I agree the bottles could boost up the clown's powers, maybe with an add-on, or base kit really. Sniffing those pink fumes could give him heightened senses (better hearing maybe?) or killer instinct tracking if someone's within X meters from him?
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I'm on the fence with that idea. While it would suck to require you to power up the doors if you have a key, I can understand how it can suck to do well on a killer game only to have the last survivor or two escape through the hatch.
Same with Moris, getting mori'd right off the hook by a tunnely killer really sucks, but at the same time, they're part of the game and it's not like you see them every game.
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1055877#Comment_1055877
Yea, thats what my change is trying to fix, give an option to increase the chance of getting a skillcheck, but without making it guaranteed. Also it fixes the issue of heal buffs making this Autodidact weaker.
Oh I read it all wrong! Guess I was still too sleepy when I went over your original post!
Yeah I agree it would be nice if it made other healing perks work differently.. Or they could create an entirely new perk that allows you to get stacks for whatever reason that you can then use up to get skillchecks on demand. (I don't really see the use of that aside from using it with Autodidact though, honestly)
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@yobuddd said:
I know it’s not the point of this thread, but hey, how about some actual perks based around slugging?!
Killer perks
Blood Thinner: survivors bleed out faster.
Quicksand: significantly reduce survivor crawl speed
Crybaby: um, they cry. Like actually cry, loudly, when slugged
Survivor Perks
Slug: slowly bury yourself in the ground, like a slug. Buried portions of your body are immune to killer aura reading. (Survivors can still see you, and you can still crawl.)
Drag: pull your slugged buddy to a safer location with no (or minor) penalty to movement speed. He can still “recover” while being dragged.
Dummy: use nearby rocks and sticks to make 2/3/4 decoys of slugged survivors. Though they’re not perfectly identical, it’ll be hard to tell the difference in tall grass. The decoys have a readable aura, and they remain in play for the whole match. Cooldown of 60 seconds between building decoys. The killer can pick one up, but it’ll crumble at the end if the animation (wastes his time) and restore a charge for you to build another elsewhere.
Haha I like those perk ideas ;)
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@Fibijean said:
I expect because the killer-survivor distribution isn't 50:50, it's 20:80 (or should be), and the devs would prefer to encourage more people to play survivor than killer for the sake of keeping queue times low.
That's the problem, queue times are slower on survivors, putting more survivor challenges would only make things worse.
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@RainbowSuperLoki said:
https://forum.deadbydaylight.com/en/discussion/comment/1051755#Comment_1051755
Also, what I would like to emphasize is that killing isn't always strictly inferior to hooking. The main example being that there is close to zero counterplay to it once the person is on the ground.
- The animation cannot be interrupted by fireworks or flashlights.
- Other survivors cannot bodyblock you to save the survivor.
- Even if the survivor is standing under a pallet, you don't have to fear they might be saved by someone else.
- Generally speaking, killing is a surefire way to get rid of a Survivor, and there aren't, to my knowledge, any ways to escape it other than getting back up and running.
Unless you know a way that I didn't think of, killing, though it does take a bit more time, leaves more or less no room for counterplay for the Survivors team.
You're right. Even if others are around waiting for a save, a mori can't be interrupted. And honestly, if I'm going to bring a mori perk, damn right I'm going to mori people with it! Bringing devour hope for the exposed status is fine and all but once you get 5 stacks, might as well start getting rid of people more permanently.
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Autodidact works fine the way it is, only complaint is the random aspect of it, but it's the same way with any perks that rely on skillchecks. Sometimes you get 4 in a single heal, other times you get none, but most of the time I get 2 or 3 on the first heal and then the next heals are near instant.
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@toxicghostface69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1054078#Comment_1054078
This game was meant to be played solo because survivors with communication make the game very unfair. Survivors can alert each other about the killers whereabouts, making any stealth killer practically useless. Many console players use their system party chat to communicate, and usually the ones who do end up completing all the gens before I can even get a say generator and all end up escaping (unless I face camp). So no, an in-game voice chat would not help, unless you want even longer queue times because killers got fed up and said “f- this, I’m out.”
People are already doing it, wether you like it or not.
But they would need to implement more changes than just that for it to be a viable solution to fix things for solo players, since as you mentionned, adding that in the game would also bring up the difficulty for killers.
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@Magician said:
https://forum.deadbydaylight.com/en/discussion/comment/1051230#Comment_1051230
I would say this right here. I am not killer main but the cooldown means that to effectively use them against a killer sprint burst must be kept and not used, which means walking or crawling everywhere. So even if the killer is after someone else, you might need to exhaust it to go ahead and get to a gen. The same is true for trying to save someone bc you might nees to exhaust it to get someone off the hook, otherwise you are walking there the whole time, which is tough to time properly. It is a great perk but honestly it causes some internal problems.
Yeah Sprint Burst is my least favorite exhaustion perk because of that.. but at the same time, when I leveled up Meg when I first got the game, it taught me not to run everywhere I went..
I prefer Lithe over Sprint Burst though, and there are usually enough vault points to make the perk worth taking with me, unless I end up in Shelter Woods or Rotten Fields.
But a lot of survivors still prefer using Sprint Burst and walking/crouching around, and using the burst when I spot them to get away quickly.
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@inferjus said:
https://forum.deadbydaylight.com/en/discussion/comment/1054159#Comment_1054159
I just would like to change meta a bit. You see the same survivor perks every game since its release.
Good point. I agree it gets tiring to see everyone running the same #########. Bit why I like using lesser used perks.. both because I think most of the meta perks suck and don't fit my play style, and to bring something different to the game. It's fun surprising survivors when I bring less common perks that still make the game fun. Or finding perk combos I find useful when I play survivor, not to run the same build on everyone (which is also a reason I like different perks on different killers, sure I could run the same ######### on everyone but where's the fun in that)
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@inferjus said:
https://forum.deadbydaylight.com/en/discussion/comment/1054133#Comment_1054133
My balance idea does very little to the strenght of those perks and tweaks them greatly (wrote it above). I see no reason to not introduce it, but I respect your opinion.
I mean I like the acceleration idea, but it would ultimately give the survivor less of a headstart if the effect still lasts the same 3 seconds, since the first half of that time is spent accelerating before reaching top speed.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1054124#Comment_1054124
- They do reward points from being saved by the hook but only from the struggle phase so adding some for surviving the first phase would make sense.
- I'd say yes but under the condition that your actually doing something as people hiding in corners not helping the team is already an issue and unless there's a condition to that people will try to use that as an excuse to hide all game.
- A condition for the above about the categories: if your in chase with the killer/Have worked on a gen for 10 seconds or broke a hook which grants it for 60 seconds after you get off of it. It doesn't show until you either escape or die how much of it you earned.
Mhm I like the idea of being actively doing something to earn survival points that way. So if you're doing something (generator, altruistic action, totem, being chased, or just being in the killer's radius like you do for boldness points) it counts towards your survival score at the end of the match, and it persists a few seconds after finishing.. bit like Leader and Streetwise.. "This effect persists for 15 seconds after finishing an action."
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@inferjus said:
https://forum.deadbydaylight.com/en/discussion/comment/1051230#Comment_1051230
As someone who plays both sides, yes.
For real, why you have to say that you are "x" main? It changes nothing.
It does change something. It's easy to say "this perk that's on my team's side is totally fine" or "that perk that's on the other team's totally broken and needs to be changed"
But yeah, I feel like speed boost perks (basically every exhaustion perk except Head On?) are fine the way they are. It's only 3 seconds, not as if it lasted 10 seconds.
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@Warcrafter4 said:
In my opinion: All single category BP offering just need to have their effects doubled if not tripled just to get BP returns properly.
The survival category for example unless you escape as the obsession will almost NEVER refund their own BP but if it was doubled let alone tripled then they actually could give more BP then they costed.
Speaking of the survivor category, they should give bloodpoints for each hook you live through (so basically points for getting unhooked, maybe survival points for everytime someone safely unhooks you?)
Or like 5 survival points per second you're still in the game. So for a 10 minutes game, you'd get 3,000 points? And the extra 5,000 if you escape? I guess they would need to make that lower than 5 otherwise the 7,000 for getting the hatch is a bit pointless, since any type of escape would max out your survival points, but you get the idea.
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One of the thing they refuse to implement that would greatly help solo players is in-game voice chat, rather than having to rely on Discord or other third party voice chat.
But it needs to be survivor chat only, not proximity chat like some games have, where if the killer's close enough, he can hear what everyone's saying (or the killer being able to talk back) because then you'd end up with trash talking and survivors screwing other survivors on purpose by telling the killer where others are.
I know a lot of people don't have mics or don't want to use them, or just don't like talking to strangers, but it would still be a big help to counter the fact that solo players are.. well.. solo
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Agreed, it's even more annoying once you completed everything and it keeps popping up all the time.
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@holywhitetrash said:
https://forum.deadbydaylight.com/en/discussion/comment/1052080#Comment_1052080
so if NOED is a perk that rewards you for doing nothing then what is adrenaline?
if you cant be bothered to fit small game in your load out then clearly NOED isnt a big enough threat to warrant this conversation at all
but even without small game i cleanse usually 2 totems a match just while looking for a gen because finding totems isnt that hard when you rotate your camera as you walk
i can count on my fingers the number of games a killer had NOED proc and got more than one kill with it, 50% of the time when i see noed proc it gets blown up in less than 30 seconds
This. I run small game on one of my builds, and honestly started running it to help me find the Ruin totem, but with the changes to it, I might switch out Small Game for something else. Finding totems is easy enough on most maps if you know their frequent spawn points. Most jungle gyms have 2-3 spawn points to check for before moving on to the next one, and so on until you've checked the whole map, or most of it anyway. And with more and more people running Inner Strength, it reduces the ammount of totems to cleanse since their first objective in a game is usually getting the perk up and ready before working on generators.
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@hanscardoso said:
So you want to be alone in the game? Most players only play because of their friends. So don't ask behavior to shoot yourself in the foot. I also think they should balance SWF, but removing is not the way.
True. I prefer playing killer, and sometimes play solo survivor, but I usually play survivor with other people, it's more fun than by myself. If I want to play by myself I'll kill, or play something else entirely.
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I like the idea of extra points in boldness, I mean, got to have something positive about running that perk.. Probably follow the Prove Thyself route and go 50%/75%/100% depending on the perk's level.
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@Weederick said:
https://forum.deadbydaylight.com/en/discussion/comment/1053663#Comment_1053663
Ya lets encourage 4-swf to keep noed crutch alive... Do you actually read your advice? It doesnt buff anything about swf, they can already tell how many totems are done.
Last thing we need is more 4-swfs. Encourage and buffs solos. Start with totems.
I don't know what kind of killers you play against that all seem to be running that Hex perk all of a sudden, no wonder you want it nerfed so badly and to give survivors an advantage over killers (for free, too! not even as an added bonus to existing perks)
And there are better ways to encourage and buff solo players than nerfing killers. Nice try using the solo survivors excuse to try to get killers nerfed through the ground even more though.
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Ahh.. yeah playing on console with a smaller userbase will mean you'll run into the same people more often :/ I rarely ever play against/with the same people twice on PC.. I've had games where I had the same group of survivors twice in the same night, or had a killer earlier in the night that switched to survivor and ended up teamed up with him, but they are super rare occurences..
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@RobMeister88 said:
Lol at all the entitled survivor mains "i'M nOt wAiTiNG tO bLeEd oUt fOr 4 miNUtEs". I can smell the saltiness of boosted green ranks.
"BuT i'Ll TeaBaG aT ThE eXIt GatE FoR 3 mInuTeS!"
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@Weederick said:
https://forum.deadbydaylight.com/en/discussion/comment/1053427#Comment_1053427
The reason is, it buffs solo survivors, but not swfs. And it gives better, balanced counterplay to an unhealthy crutchy perk. You dont know wether the killer has noed (thus the skull icon on the totemcounter) and you dont know how many totems are left as solo (thus the totemcounter). Solo survivors need some hand holding tbh
Maybe solo players should find people to play with instead of asking for nerfs to everything "but it's haaard when I'm playing soloooo!" that'll make a huge buff to survivor groups, too.
@Mak0 said:
https://forum.deadbydaylight.com/en/discussion/comment/1051265#Comment_1051265
You get 1000/1200 plus inner strength just for doing one. I dont understand what makes doing them pointless
Because he can't genrush if he's doing bones, duh
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@Peanits said:
That would be pretty nutty. At rank 1, even with a slow killer like the Huntress, I'd be moving at 205% of the survivor's movement speed. That's a free win at that point. I wouldn't want my wins handed to me like that.
Blinking with Nurse or chainsawing as Hillbilly would be slower than walking up to the target.