Mastermind
Mastermind
About
- Username
- Mastermind
- Joined
- Visits
- 154
- Last Active
Comments
-
@NoOneKnowsNova said:
Timer would have to be considerably reduced imo, 60 seconds would be way too long if it doesn't happen naturally.
I don't know... Maybe by a bit to 45 but no less than 30. A killer with Whispers can just stand with Whispers active and just have a target fall asleep without even knowing who fell asleep or where exactly they are. This shouldn't be an encouraged style of play. You should be going after survivors, getting hits in and such. That's why I suggested 60 because no sane Killer would stand in one area for 60 seconds waiting for a survivor to get some sort of a debuff if they have their friends working hard on generators on the other side of the map.
The main and preferred way of putting survivors to sleep would be landing an attack as it's instant and a predatory style of play, which Freddy should be like. A survivor shouldn't be put to sleep just by being hidden somewhere as the Killer chases another survivor near them for a few seconds. Especially because being asleep is a condition which you can't really deal with unless you get hooked or get put to sleep fully, kinda like Doctor's Madness. Which are both bad situations for you to be in and that's good because you're not supposed to be better off as a survivor when dealing with/removing a Killer's power.
-
@Somna said:
https://forum.deadbydaylight.com/en/discussion/comment/1783650#Comment_1783650
That sounds like a totally separate topic. Like maybe allowing the Killer to always be able to open the Exit Gates when they want to in order to force the Endgame Collapse.
Edit: Also, the goal isn't to force them to stay in the game. The goal is to force them to only use the allowed exits given by the game.
Even if the killer opened the exit gates, he'd still have to go for 2 minutes before the game could potentially end.
And why shouldn't a survivor DC? How is DCing worse than suicide on the first hook then which is perfectly fine without a shred of penalty in the game's eyes?
-
@Somna said:
After reading through the thread here:
https://forum.deadbydaylight.com/en/discussion/208068/why-is-dcing-looked-down-upon
I feel that the disconnection penalty should be raised to at least 15 minutes, maybe more. At the VERY least, it should be raised to the average amount of time a normal game session takes instead of 5 minutes.
Why?
It's the wrong reaction for the situations that are being touted.
1) Being Camped. This is also other survivors being dumb. If the Killer is camping the hook, the other survivors should be finishing generators. Disconnecting frees the killer to find another player and camp that player too.
2) Don't like the map/Killer. Disconnecting just caused the game to be that much harder for the other survivors that were ditched, and everyone got denied the points you would have provided.
If it does get raised, then people on the hook should passively get a portion of the points for other survivors' activities as well. For example, if the survivor manages to stay on the hook long enough for 3 gens to complete, they should get a portion of the points for that.
Both of these together are to try to avoid a kind of prisoner's dilemma, where the selfish response of disconnecting has little obvious repercussions for the one doing it, but heavy repercussions for everyone overall.
Oh, big scary penalty. Guess I'll just attempt escapes and happen to miss my struggle button presses on my first hook then.
What I'm also pointing at is that survivors get to end a bad game as fast as they effectively want by killing themselves on a hook. Killers have no such option. They're forced to either DC and suffer a penalty or get bullied by survivors in a lost game.
You can't stop survivors from leaving a game if they want to.
-
@OhSkipper said:
https://forum.deadbydaylight.com/en/discussion/comment/1780786#Comment_1780786
its 60 seconds, if you tunnel the person with ds active you deserve to get stunned. 1 minute is not make or break + you can slug and just counter DS like any good killer. if 60 seconds is make or break every game or almost every game, git gud.
DS is fine the way it is.
In situations where you hook someone in EGC, the 60 seconds absolutely is a make or break deal. If they get an unhook because they're healthy and attempt to body block the killer, even if I manage to down the hooked survivor who is the only worthwhile target in this case, they either crawl to the exit or I pick them up and they have me eat a DS and escape anyway. Apart from this, I have no real issue with DS. Though maybe I'd disable it when you're picked up from opening a locker because it kinda doesn't make much sense that a survivor would overpower a killer who has them literally cornered.
@RoboMojo said:
https://forum.deadbydaylight.com/en/discussion/comment/1783372#Comment_1783372
What kinda logic is that?
For one, DS is meta, therefore tunneling couldn't be meta because an anti-tunnelling perk is meta. Also, just because something is meta, doesn't mean you have to use it. I genuinely don't understand the logic on that one, chief. I mean for example, I haven't used ruin and undying in over a month and I've been doing just fine for the most part. (I mainly play pp head but i do play other killers too).
No wonder you don't see the logic. You think META means perk choice.
-
Killers wouldn't have to tunnel if it wasn't the META.
-
Yeah, hand the sweat groups another tool to communicate with outside VoIP and make it even more of a chore to play against why don't you?
-
The only issue Trapper has is the survivors' ability to disarm traps with no cooldown. The trapper requires a ton of prep work and if someone decides to be a disarm commando, goodbye power.
And sometimes getting terrible trap spawns, but that's occasional.
I think trap disarming should work on a Saboteur-like cooldown, where you can disarm it once per 60 seconds. A trapper can effectively lock down an area well enough that it's pretty much nearly impossible to escape, but there's always Dead Harding through a trap, which is one of the very used survivor perks, but if he decides to lock down a single area, he won't have traps for the rest of the map, which gives the survivors an advantage there.
Trapper should be able to get his traps from lockers though. One trap per locker until the map capacity is reached. If a trapper opens the locker and isn't carrying a trap, the furthest closed one disappears and the trapper grabs it.
-
@AhoyWolf said:
I not really the biggest fan of the idea, what if the Trapper carries a helpless Dweet into the basement, then traps all exits, you cannot save the poor Dweet if you don't find a toolbox or run Saboteur, and like you mentioned, Exit Gates are a problem aswell.
If a basement for example in the shack is completely trapped, that's 3 traps out of the equation. And also, the trapper won't be able to carry the survivor in either. And you could quietly dead hard through the trap so that you don't trigger anything and don't give the trapper a reason to come back to the basement. (Since they themselves can't come back in without picking up and resetting a trap.)
@White_Owl said:
That could turn out to be broken af. Well placed traps can totally shut down a loop, if they couldn't be disarmed it would be very easy for the killer to shut down an entire area of the map and defend it with little counterplay possible.
It takes time investment to set up traps and there is a limited amount of traps. If you decide to heavily shut down a loop, that leaves everything else significantly less well guarded. It would also give more value to toolboxes or Saboteur - Which seems to me like it's a perk, which people only take to do "Sabotage X hooks" daily missions.
-
Bloodlust should - if anything - have a larger increase on speed at level 1. It takes VERY long to even get to level 1 and the current difference is tiny. And when's the last time anyone actually went to Bloodlust 3 in a match? By the time you'd get there, the survivors would be half-way to the campfire.
Only Bloodlust 1 seems to get use if any, because a chase that long is on the borderline of switching target.
-
@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/1755875#Comment_1755875
The problem is that some breakable walls are better, when not broken. Every wall break should help the killer.
Wall breaks help the killer by giving them access without a vault. The issue is, it gives the exact same help to any survivor that goes through an already destroyed wall. All in all, it just hinders the killer.
-
Maybe if only one or two gens could be repaired at any given time?
So if one to two gens are currently being worked on, no other gen could get repaired. Either the other 2 survivors search for chests or totems or they help repair on one of the two generators, which might allow the killer to find 2 survivors instead of just one.
-
@Emeal said:
I agree, If EGC was a bit longer, I think it should start when Gens are done.
EGC should also start automatically after a set time, 30min to begin with
Killer's closing a gate or resetting progress is a really strong idea, one that makes EGC rescues not feel boring for the Killer.
Gate closing and progress reset are there to make the killer less powerless.
If you hook someone in EGC, what can you do? Camp and secure at least one kill or try and find another survivor, while someone (Usually healthy) rescues the hooked survivor. Then if you try to catch them, the healthy player bodyblocks you and you can't do a thing. You hit the healthy player, they get a burst of speed and you get slowed down for recovery as they get so far, you have no chance of catching up and they both likely escape.
If the killer could close the gate, they couldn't just run in with the killer being powerless behind them. They run in, killer closes the gate, they die because of being in the gate area. It takes like what... 1 - 2 seconds for a survivor to run through? This would be punishment for having the killer literally right behind them. Besides that, the survivors could just escape without the one hooked survivor or split up between gates. Or still potentially escape through hatch. Just effectively removes part of toxic survivor behavior.
-
If a survivor wants to end the game, they will. Even if it would mean waiting by the hook and getting downed and hooked by the killer again.
@eiredrake said:
I dunno seems to me if you're not having fun playing in a particular round you should have a way to get out. Hookicide does that just as disconning does and getting dead on the hook does cause things like loss of pips and points so if they're going to jump out of the pool in either case they're still being penalized for it.
Killers don't have a way to get out of a game either. Only with an unfair penalty.
-
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1750550#Comment_1750550
So built-in lobby dodging, in essence. No, thanks. Players should not be able to influence the matchmaker either.
PS: I don't even use items, so this wouldn't affect me at all. I just disagree with the idea.
The thing is, you can already do it with what is available in the game. It's not like it's adding anything new to the game. It's just optimizing the amount of time the killer or any of the potential survivor groups to which the killer would connect have to wait.
-
@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1750532#Comment_1750532
Actually, NOED is activated once the exit gates are powered, not opened.
Point taken, nevermind that part.
Anyway, endgame is still very skewed into the survivor's favor mainly by healthy survivors body blocking the killer as the injured target runs out. The killer can't do anything about that unless he has NOED or some other method of getting a 1 hit down.
-
@Orion said:
No. Neither side should be able to restrict the other side's loadout.
Noone is restricting anything. You bring what you want and queue up regularly. If a killer specified an unwanted item as the item which you queued up with, you won't connect to that killer but some other one. And believe me, if you don't want to wait, you'll just play with anything but that's your choice to make. On the other side of the scale, if you don't care about waiting but REALLY don't want certain items, feel free to wait and hope that's found. This makes the process of getting into a good game much cleaner.
-
NOED gets activated once an exit is opened.Survivors already 99 gates instead of triggering them to avoid this.If you have a DS ready and get downed near a gate (Realistically pretty far from an open gate is fine.), you start crawling there and the killer can do absolute jack about you because he has to wait 60 seconds for you to lose DS, by that time you'd crawl out 5 times or pick you up, eat a DS and lose anyway.Apart from that, the exit is likely to be open very soon. So get the heck out if you don't want to deal with NOED. Endgame is already heavily skewed towards survivors.
-
@Orion said:
No. When a player DCs, they are ruining the trial for everyone else, regardless of which side they're playing.
Don't try to make it equivalent.
When a killer leaves, you can just requeue immediately.
When a survivor leaves, you have to go through the rest of the game with the hinderence of fewer survivors on your team.
-
"Yeah, can I know who the Killer is then? I dont want to play against Spirit or Hag for example."
Quit mixing apples with oranges. All of the information I mention is currently freely available to the killer.
The survivors don't know who the killer is and that shouldn't be changed. My suggestion isn't changing anything. Just potentially automating the process of leaving a lobby that doesn't fit the killer. The killer is perfectly able to do this to their heart's content but that will in turn waste everyone's time, because if a killer sees survivors with a setup they don't want, they can leave and requeue, which lengthens wait times for the survivors. (Probably not by much, but that depends on the amount of players playing.)
-
Freddy has far too much of a presence to be fair.
It takes 60 seconds without the killer moving a muscle to get rewarded as Freddy.
"Oh, just stay awake."
If the survivors all go to sleep at the 60 second mark, you better pray to RNGesus that the clock doesn't spawn on the opposite side of the map. Apart from that, survivors would be expected to stay together at least as pairs in order to wake up if needed. That means there will be more survivors on gens. Discordance tells you exactly where they are so you can make your way there. Apart from that, if you stay together and freddy teleports, he now has more than 1 survivor to chase.
Maybe if you didn't fall asleep while doing an action: Opening chests or working on generators, healing someone else, etc.
Or if the game spawned alarm clocks in multiple locations at any given point, so that waking up can't mean trekking to the other side of the map where nothing else might be.
-
@AhoyWolf said:
So the Killer joins to lobbies without items, what's stopping me from equipping an item when the Killer joins in?
Also why would anybody want to play against any items, this would be abused so people have easier games, the downside is longer queues, and who wants longer queues?
I would suggest the lobby blocking items in accordance to the killer's choices. But I honestly think if random players got connected to a match without an item, they -more often than not- wouldn't equip an item post joining.
Because the killer might want to/not want to play against certain items and will just leave a lobby until the survivor group fits. And it's obviously longer queues. That's the price you'd have to pay for queuing up with some specific item types selected - same as if you were to just leave until you find a good group. (Except this adds a bit of automation to the system.) If you want faster queues, don't set up any item types. That will connect anyone.
It's meant to be a substitute for not being able to switch killer but being perfectly able to leave lobby without any issue to find a better group. Maybe I have a killer set up to deal with 4 toolboxes, 4 medkits or 4 flashlights, but that might not be the killer I queued up because maybe I just picked up a new killer or have terrible perk RNG on the current killer and I can't change.
-
@Clevite said:
So......you want to not only condone but also reward killers for DCing when they are losing.
But we seem to frown upon survivors for suicideing on hook.
Simply put, if you ready up to play, if you agree to the challenge, then as I have said before, accept one and damn well present one!
And how the heck is a killer rewarded? The killer gains nothing on a DC.
The survivors have the option to quit a game early if they want to do so. Suicide on a hook. Sure it's a dick move but that's done to avoid this exact penalty. And it's in the game already so survivors are free to do it all they want and queue up for another game immediately. A killer has to suffer through the entire game. They can't just up and open the gate and just leave the trial through some in game means. And that's what this is fixing.
-
Generator speed should be based off of how many survivors there are alive at a given point. The more survivors you have, the longer it would take.