Mister_xD
Mister_xD
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- Mister_xD
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up to this day i love this man!
Gentlemen.
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as a cartoon, many come to mind:
Phineas and Ferb, Tom and Jerry, Fairy Oddparents or Jim Button are a few that instantly come to my mind. there were more, but they werent as memorable to me.
for anime, i think Code Geass and One Piece are the ones i enjoyed / still enjoy most.
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trapper is too low! °^°
anything below SSSS+ is not fitting for him!
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currently trying to get the last 7 tiers done.
1 challenge left aswell, so that would be half an tier immediately.
if i can get it, that is...
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@Hag.is.Dtier said:
https://forum.deadbydaylight.com/en/discussion/116509/stop-complaining-about-gens-being-done-fast
All them perks apart from pop are rubbish or overrated.
and pop wont help you if they get 3 gens done asap eigther, since it only works once you get a momentum going.
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personally i dont use any, as i am starting to run out of offerings to use - though i am currently leveling a different character, so i am not interested in spending points on an - already maxed out - character.
thats also a reason why i play a lot of Hillbilly, as he is not add on reliant (as many others - including my man Trapsy, sadly - are). therefore i can enter a trial without losing anything and just gaining bloodpoints to spend on the other character.
or i was just too lazy to put one on, that also happens.
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my wishlist?
- survivor objective times fixed (secondary objectives?)
- mori / key rework
- legion rework
- map balancing (HADDONFIELD!!!!!)
these are my biggest ones.
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i like how you ranked Trapper.
its very appropriate for his immeasurable power level.
serious note to anyone ranking trapper below B:
rethink your list, there is an error in there. ;)
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thats probaply just the tomes being Trapper based.
though i have always been a Trapper main :)
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@joker7997 said:
Hes fun to play and underrated, ruin does wonders for him
i personally prefer Corrupt Intervention to slow the game down, though i see where you are comming from.
the totem that needs to be defended could easily lure them into your setup, if done right, so he is like one of the very few killers that can actually use totem perks to their full potential.
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no.
as a killermain i would not like that.
this whole post is build on the premise that "ruin is a necessary perk for all killers", which is just wrong. i never use ruin, unless i literally dont have anything better on that killer.
ruin, in its current state, is incredibly overrated by many players. against good survivors its literally useless, in the wrong spot its literally useless and you, as the killer, usually end up worrying way too much about the totem. ive seen people throw games just to go out of their way to protect the totem. the worst part of the perk is, that, once it has been found, its literally 100% a dead perk. you have to play the entire game with only 3 perks then. thats really just not worth it, not at all.
now, to come back to the main topic and why i would HATE ruin to be basekit:
it would draw too much attention to totems.
in the end, this would mean nothing other than a big middlefinger to all the other, sneaky, totem perks killers have, such as Devour Hope or No One Escapes Death. these wouldnt survive the first minute eigther, as now everyone and their mother would run after totems, in order to get rid of Ruin.
if you want ruin to take effect, use the perk. but you have to live with the consequences that comes with, namely 1 potentially dead perk slot if the totem is discovered.
please dont try to force ruin uppon other players, such as myself, who dont want to use it.
thank you.
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this is my honest opinion as a Trapper main:
the more players THINK he is a bad killer, the better he actually is.
if Trapper were to become a usual sight in games, trap paranoia would screw him over massively, as many players would be aware of the good trap spots and those would be checked more regulary.
but yeah, i agree that he is very underrated. he is a very strong killer, if played right - but he can just as easily be a very unviable killer, if played wrong.
i would still say he needs some improvements though.
as many have already said, the time to set your traps is too much, therefore gens get done in that time. on top of that, he has some mechanisms that imo are very unnecessarily restraining his potential power.
here a list of changes i'd give him to make him better:
- start with all (6) traps in hand and be able to always carry all of them. (bag add ons would just increase the amount of traps in the trial to a maximum of 9. stitched bag would need to give something extra though (idk maybe faster setting speed or something?), so it is different to the trapper bag). this would allow for a much faster setup and fight the problem he currently has where gens get popped before you could even place 4 traps.
- remove the trap deadzones around hooks and other traps. instead, give the freshly unhooked survivor a very short invulnerability to traps on the ground (like the invincibility frames he has) to prevent them from getting trapped immediately after being unhooked before they have a chance to avoid it (this will also be given to the killer uppon stepping on his own trap, to avoid scenarios like the bug that is currently going on where you will be stuck in 2 traps forever). ever since the multidirectional unhook ha become a thing, these deadzones have become very unnecessary tbh. all they do now is block potantial trap spots at loops, which just makes life unnecessarily hard for Trappers. also, give me one good reason why i am only allowed to place a trap at least 5m away from another one. this is a very unnecessary trap deadzone, if you ask me.
- make escaping a trap an action with a set time. this time can be increased when someone helps you, though it should be decently long. i'd say escaping a trap should be 15 seconds on your own and 5 with a friend helping you. (add ons that decrease the chance of a trap escape would now increase the time it takes to get out of the trap). cause trap escapes on the first attempt suck.
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trapper should at least be B imo
other than that i like the list 👍️
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sorry, but that would bring the hatch standoff back again - which was the main reason it got removed in the first place.
that has nothing to do with fun for both sides, its just waiting till someone (usually the killer, since the entire standoff was in the favor of the survivor) gives up.
in case you are not aware of what the hatch standoff used to be:
back in the day the killer was able to interrupt a survivors ability to jump into the hatch. this would allow him to just pull them on his shoulder and put them on a hook as usual, granting the 4k. so the survivor couldnt jump into the hatch if the killer was at grabbing distance. however, when the killer hit the survivor and entered the wipe off animation, the survivor had enough time to jump into the hatch, so the killer could also not attack the survivor.
this lead to an awkward situation where the killer would stare at the survivor (and the other way around) and the game would not end. however, while the survivor was able to just tab out, do god knows what and then tab in as soon as they hear themselves getting hit ingame, the killer could not do anything like that, due to the survivors escaping animation being soundless, so the killer usually let the survivor go after 5 minutes or something like that.
the new hatch does not have any of that. if the survivor finds it, they escape. if both reach it at the same time, the survivor escapes. and if the killer finds it, the EGC starts, giving the survivor a new escape route - the gates.
this change was needed for the games health and it should not be undone, unless you come up with a better solution to prevent such a scenario where the game has been taken hostage by its own mechanics - which is still fair for both sides mind you. not just "give the survivor a 100% free escape" or "give the killer a 100% free kill".
TL;DR:
the hatch should stay the way it is, to prevent the hatch standoff from returning.
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i am enjoying it there.
imo lower ranks are just eigther too easy or very very sweaty. rarely something inbetween, sadly.
the only thing i hate in high ranks would be the very obvious SWF groups that tryhard to win - cause these are no fun to face - or they screw up so hard that you get a free win (overaltruism usually kills them, if anything)
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/952622#Comment_952622
I think the similar perks that work off the concept of regression is why this one is niche.
Perks like PGTW give a flat 25% regression rather than a 5% regression overtime (an example). So people prefer the first option rather than the latter
if it at least allowed you to activate it with the power aswell...
the fact that you are forced to M1 them makes it an unviable choise for many killers that utilise their power a lot, like Billy.
the cooldown is another thing that makes it not worth picking aswell. an 8% regression every 40 seconds? and only if certain circumstances are met at a location you cant even choose? nah fam...
like, PGTW has no cooldown, has more of a degression and can be used where the killer wants it to be used... surge doesnt have any of that.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/952485#Comment_952485
Surge is a cool concept though... to me at least.
it is!
its just not a good perk...
cause they, once again, overbalanced it...
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i dont think so...
cause surge would be too powerful then
/s
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yes.
there dont need to be huge changes to him, though the following would be nice:
- start the trial with all traps in hand
- be ablee to always carry all traps at once
- make escaping the trap a set animation instead of RNG
- fix trap hitboxes
- rework the current trap deadzones (ever since we got the multidirectional unhook they bacame very unnecessary tbh...)
- and to fix the bug that is currently going on: uppon stepping into a trap, the trapper is immune to his traps for a set time (5 seconds or so)
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i only DC for a valid reason.
my latest DC was around a month ago when my game got super laggy uppon entering a certain level in the rift (and getting an error message), so when i tried playing i had to DC from the game as it was literally unplayable.
i think i DCed twice because of that... the lags got better with time, though i am far behind on the rift right now (lvl 61)... :(
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@MegHasCuteFeet said:
80 seconds by default.
Decreased by toolboxes.
Decreased by great skillchecks.
Decreased by perks.
Greatly decreased by another survivor helping you.
Just saying, half the team can complete all generators in 3.5 Minutes. Half the team.
JuSt ApPlY MaP PrEsSuRe
tbf, they dont get done that fast usually, though all a team really needs is one guy dedicating the round to gens only and the others can play as they want, do gens from time to time, keep the killer busy, etc. and still get the exits to activate.
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docs giggle
he is just having fun :3
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Trapper.
i love the way his power affects the game and i love his general design (cosmetics, etc)
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well, the gamplay for survivors consists of more than just chases.
the chase is just 25%, so having a full chase but nothing else is gonna make you lose.
if you managed to loop the killer the entire game and didne go down once, you'll get 8 emblem points, therefore getting a safety pip at high ranks and a pip at lower ranks.
try to lose the killer instead of looping him into oblivion - and when you did that succesfully go do other things like gens, totems or altruistic stuff.
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the game itself is not getting boring imo.
though the thing that is boring are lobby waiting times - especially as surivor.
like, are there no red rank killers or what?
and failing at a challenge gets all the more frustrating due to that...
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/949036#Comment_949036
So you're one of those people who bum rush hooks. Literally one of the people who make me either DC or suicide.
well that escalated quickly...
that was a joke dude...
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Doctor.
you want to have an extra large Terror Radius with him to apply your static field to as many survivors as you can.
and he has monitor and abuse as a teachable.
like, that does the exact opposite of what he needs xD
its great on literally ANYONE but doc xD
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not if i get them down from that before they can kill themseles they cant!
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this is suppose to be Trapper's and Claudettes tome though.
we learn from their backstories, we get items for them and we get challenges related to their powers / perks.
also, trapper did have different challenges at first, though they were removed to make the tomes easier.
e.g. tome lvl 4 had a challenge that required you to catch each survivor at least once with a trap.
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@Dennis_van_eijk said:
https://forum.deadbydaylight.com/en/discussion/comment/948705#Comment_948705
I kinda have to disagree on that.
The problem with mori is (unlike yellow mori), is that once you are hooked you know for certain you are gonna get killed.
Unfortunately 99% of the killers that take a mori will kill you after you first hook.
On rare occasions you will get killed on your dead hook.
And very often is see a killer go after the unhoomed survivor just to kill him/her.
So imo mori are nowhere near "more" balanced.
But again I'd rather see all 3 things just veing removed from the game.
well, yes.
but then you also gotta see, that the mori actually requires the killer to get some work done. and survivors have ways around it aswell - steath being the main one here, but good loops can work just as good.
the key on the other hand can literally be me sitting in a locker doing nothing just to get a free hatch escape in the end, since the killer cant stop me. that is, of course, not happening 99.9536% of the times a key is used, though it can happen and therefore shows how little work is needed to get a key to work compared to a mori.
on top of that, mories are announced to everyone at the start of the trial, while keys quite literally were designed to be hidden from the killer - or they can just be found in chests.
mories also come with a BP and emblem penality when used, though keys give bonus blood points and allow for great emblems aswell.
now, i am not saying that keys would be in need of massive nerfs, however i feel like they would be fine if the dull key was reworked / fully removed (it is just way too strong for an very rare item) and the skeleton key wouldd only allow the key holder to escape through the hatch.
it just feels super cheap when they SWF group up, rush some gens, let the random(s) die and then teabag on the hatch, fully knowing you wont get them and then depip.
and on top of that it puts solo survivors in even more of an disadvantage over SWF, since they cant have a friend bringing a rainbowmap tracking the hatch for them and they cant coordinate a multiple player hatch escape.
now, thats just my opinion and you are free to disagree with that, however i kinda feel like keys are more broken than mories are at this point in time.
but yeah, both of these need to be looked at in the near future.
preferably they should be reworked at the same time, so the community wont riot on the forums though.
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both are op.
its just that mories, imo, are MORE balanced than keys are.
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@thatcarbonfox said:
P.s. ######### ban me idgaf anymore, you think this is possible then get to red ranks and prove it, oh wait you cant
i kinda wish i had recorded my latest rank 1 trapper games...
but i got it second try - after i dominated the survivor team so hard in game 1 that they didnt even have the chance to step on my traps often enough.
yeah i am a Trapper main. those are kinda easy for me xD
since you seem to have problems doing this challenge yourself though, let me give you some advise:
1) do NOT place traps inside pallets, unless they are godpallets. you do want to lock these down to prevent them from looping you there. a prime example woulld be the shack pallet.
2) instead of trapping windows / pallets, try to trap the looping paths around them. predict their movement.
3) use the tar bottle and a bag add on. these will help you massively.
4) do not place traps while in the LoS to a hooked survivor. in case they are SWF, they will call out your trap asap.
i do wish you best of luck with your next attempts at the challenge!
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did all 5 gens against a totem camping ruin legion.
on top of that i FINALLY got the Dark Sense gen challenge done with that.
it felt so good...
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/946327#Comment_946327
Gj hiding your bias
thanks i guess?
its no secret that i am a killer main tho...
also, all those things i just mentioned are worse than mories... and its not like i was only listing things that are unfair for killers or something...
legion changes are something that would make the survivor life a lot better, map balance and DCs are things that affect both sides equally and its not a secret that gentimes and keys are broken.
also also, i openly admitted they needed changing. i just said these things should be on the priority list first.
but yeah, lets call me a biased killermain and just ignore all these, imo very valid points i had.
the devs should definitely not focus on these things and instead gut mories asap. that would balance the game.
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i mean...
comparing DbD to Fortnite is like comparing Apples to Bananas...
but yeah im gonna give this a read xD
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i hate them.
its basically a DC with extra steps.
and if you know me you will know that DCs / players leaving the game early without any solid reason are what i hate the most in this game.
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i agree a lot of the challenges were too easy.
however, i also really hope they rethink the difficulty on SOME of them. there were 3 challenges in particular that - even if they were not super hard - took out the fun of my matches.
i am talking about the following challenges:
- "escape 5 trials" - it basically forced me to tryhard and sweat through my games and made each death extremely annoying up to the point where i actually felt like i was entitled to escape every game (which kinda scared me tbh).
- "sacrifice 4 survivors in the basement in one trial" - had literally nothing to do with skill. all the time the survivors would just crawl away from the basement to deny me said hook (even when all were dead / downed at that point) and rather bleed out than give me the challenge. or they just DC, thats another big one. that one was annoying for me, since it forced me to completely alter my playstyle - and guess who i used to get it? yep. basement bubba.
- "complete 4 gens with the perk dark sense in one trial" - just two words: solo survivor. seriously, have they ever wasted a single thought on solo players when creating this? even with SWF this was super annoying to get and we threw sooo many games just trying to get this quest done. it just once again took all the fun from the game and made it a very unnecessary grind imo.
so yeah... i guess i cant really argue against the first one, thats probaply just me. looking back at it it wasnt a bad challenge or anything, it was really just my mind changing like that becasue of it. though the other two were a bit too much imo.
i think challenges should be something that, while it isnt just given out to you, is obtainable without a massive grind. cause its exactly that grind that ends up taking all the fun out of the game.
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this would just end up nerfing NOED to the point where it would basically never activate anymore.
even worse, it would draw attention to totems and therefore screw over other Hex perks - especially those that need charging like Devour Hope or Huntress Lullaby. so it would be a passive nerf to all those perks that really wouldnt need it.
and honestly, do you really think that this would slow down the game properly?
all this would encourage would be stealthy behavior and a totem hunt at the beginning of the round. if all 4 survivors dedicate their early game to totems - ya know, the time where the killer has literally no map pressure at all, they would easily get 3 or 4 done even before the killer was able to hit anyone.
this would just leave us with slightly longer matches and a huge passive nerf to all totem perks.
imo it would not be worth it.
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the ban system they just tested is great imo.
they just need to polish it a little so players who crash wont get penalities and we're fine
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literally just had a spirit doing this to me
without the insulting ez message at the end. just "ez".
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you wouldnt want to know.
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"gen rush" is a term used to describe scenarios where the survivors do the generators so fast that you, as the killer, have little to no chance to do anything against it.
this is very much a thing, especially with SWF groups with green toolboxes and BNPs.
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Legion.
just... ugh
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yes they should.
but should they be next on the chopping block? no.
there are other things that require the devs attention much more than mories do.
as examples we have keys, survivor objective times, DCs, legion and certain maps balancing.
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@DepressedClownMain said:
https://forum.deadbydaylight.com/en/discussion/comment/944038#Comment_944038
https://forum.deadbydaylight.com/en/discussion/comment/944038#Comment_944038
While you said you didn't want crashing people to get punished, you still asked for the penalties back so they would still get punished. And you can argue that dcs are more common than hook suicides simply because they are quicker, and besides, I had people killing themselves on the hook while the penalties were active as much as dcs on the normal game
do me a favor and reread the OP.
ive already said everything you try to argue with me here up there, regarding the crashes.
but just in case, ill say it again:
i do not want the DC penalities return in the exact same state they have been in when they got first released. i explicitly said i do not wish for players whose games crashed to get punished and that they would need to be slightly altered before the rerelease.
i merely wished to give my feedback on them and inspire the Devs to bring them back as soon as possible, as they have been, at least for me, a huge improvement.
now regarding the hook suicides:
i cant tell how many hook suicides you've had. i can only share my own experiene with them, which was that, compared to the absurd amount of DCs ive gotten ever since the penalities were turned off, there have been very few.
it might be different on other ranks (i'm red rank with both killer and survivor - though i have been at purple ranks as survivor when the penalities were put in place), but from what i experienced hook suicides were a lot less common that DCs.
they are nevertheless a problem - but they are not a problem that is caused by DC penalities. hook suicides are a problem that is already in the game, which is just overshadowed by a different problem - the DCs - which would get fixed with the implementation of the new system. so yes, they definitely need to be addressed, however that doesnt mean we should ignore the DC epidemy that is going on right now.
if you wish to know my thoughts and possible solutions to this, i will go ahead and link you to a discussion regarding this exact topic i made when the penalities were on - with possible solutions to it for both sides:
@Mister_xD said:
Hello all,
todays diskussion is going to be about hooks, what i feel like is not optimal and what i would personally like to see changed about them.
i will take a look at the issue from both sides, so feel free to skip to whatever side interests you more.
please note that all these are issues i personally experienced ingame.
so without further ado, lets start!
Killers:
1. hook spawns:
i know hook spawns are mostly RNG and that there should be a hook every 24m, but sometimes there are not enough hooks around. i just recently had a game on Azarov's Resting Place (Autohaven Wreckers). the side of the map with the little office building on had a total of 3 hooks available. the next hook would have been at the middle of the map. with other words, if i had sacrificed one person on one of these hooks and someone else goes down there aswell, i'd be forced to bleed them out, since i wouldnt be able to reach another hook in time.
ive just had a similar experience on the Grim Pantry (Backwater Swamp), where i would have a total of two available hooks at the main building of the map - without the basement being inside of it. one was on a back corner and the other one was in the corner of the map next to the "window log" (you know what i mean). again, it was immensly hard to reach a hook uppon downing someone eigther inside the pantry or behind it. the next hook would, again, only be at the middle of the map.
what could be done here?
i dont really know. just increasing the hook spawn rate would probaply break other maps, however i feel like some more hooks on certain, big maps, would be appreciated.
2. hook suicides:
this is the big one.
so, since the DC penalities are put in place now, whats the new "leave the game early" solution?
insta killing yourself on the hook.
this not only screws over the survivors, but also the killers bloodpoint and emblem gain.
so what could be done?
thats pretty easy. add point score events for the killer when someone kills himself on the hook and charge up their emblems aswell.
here is my suggestion for point score events:
- "failed escape" (is granted for each failed self unhook attempt) - 200 BP (sacrifice category)
- "futile struggle" (is granted when a survivor fails at struggeling) - 500 BP (sacrifice category)
(they are also granted to you uppon sacrificing the last survivor, who is forcefully killed on the hook)
these would allow the killer to get a total of 2200 sacrifice points from a survivor killing himself on the hook, so if all 4 do it, you walk away with some nice 8k points in that category. on top of that, camping killers would not receive any bonuses, since the survivors who are just waiting on the hook (which is the course of action you should do against camping killers) would not grant any bonus points to them.
now regarding the emblems:
i dont know 100% how the emblems work and what is considered which quality, though i feel like failing 3 self unhook attempt and failing at the struggle should each count as a hook for the devout and malicious emblem.
that way, if they all killed themselves, you still get iridescent Devout and Malicious, so you dont depip.
Survivors:
1. hook suicides:
yes, those are also a problem on the other side.
they basically take away a player from the team and doom you and the others, which is not very fun for anyone.
so i thought lets at least give some bloodpoints for the remaining players.
so here is my suggestion for BP categories:
- "survivalist" (is granted when a survivor fails at struggeling) - 1000 BP (survival category)
- "left behind" (is granted when a survivor fails at struggeling) - 500 BP (altruism category)
i decided to give points in the two point categories that are the hardest to achieve when someone kills himself. survival is probaply not going to be an option if they do it early enough, so it grants more points than altruism, since you still have other players around you could get these from.
for emblems:
its pretty hard to find a fitting emblem for this, but i'd say the Benevolent emblem is gonna be the best to pick, since its the only one that actually relies on the team. so someone killing himself on the hook should count towards a safe unhook i'd say. since 3 safe unhooks equal iridescent Benevolent, 3 players killing themselves should grant you an iridescent emblem aswell.
we could name it "staying behind" in the score category of the emblem.
to show that you didnt abandon your team and stayed behind to help them escape, which would fit into the benevolent category pretty well.
2. being abandoned on the hook:
we all know this scenario:
you get hooked, but no one comes to rescue you. this has multiple reasons, they might just not feel like going for the rescue, or the killer might be camping you, etc.
this is also something many have asked for, so here is my suggestion:
- "abandoned" (is granted uppon entering a new hook state without you speeding up the process) - 2000 BP (survival category)
- "killer distraction" (is granted uppon entering a new hook stage with the killer being in a close proximity to you (kindred range, so 16m)) - 1500 BP (altruism category)
for emblems, id do it pretty similar:
uppon being put into the next hook stage without speeding up the process, you gain points towards the "unbroken" emblem. this is to show that your spirit has not been broken and you fought for as long as you could, even after being abandoned - this way you could get an gold unbroken emblem even with dying.
and when the killer is within a close proximity to you aswell, you gain bonus points towards the Lightbringer emblem, since you bought your team a lot of time to spend on gens.
how many points the emblems should give is up for diskussion. like i said, i dont know too much about how exactly they work, so it might be best if the devs decide that.
also, numbers are subject to change, ofc. thats purely a suggestion right now.
and thats it for now!
do you have other problems with hooks?
and what do you think of my solutions?
please tell me your thoughts down below!
have a wonderful day / night and i'll see you in the fog!
https://us.v-cdn.net/6030815/uploads/060/K0Z8BGPMUOTG.png
(here's a fee kiss from our beloved Flowerface <3)
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@DepressedClownMain said:
https://forum.deadbydaylight.com/en/discussion/115029/dear-devs-please-bring-back-the-dc-penalities
What is the difference between a dc and a hook suicide? The people that dc are exactly the same people that will just kill themselves, but with the penalties you punish people crashing
hook suicides are a lot less common that ragequits tho.
when the penalities were on ive had very few players quitting (via hook suicide) - sure there were some, but majority just played the game normally.
idk why, but the hook suicides were just a LOT less common than the DCs currently are.
now, as ive said above, there is maybe one game in 5 that no one just insta quits.
it makes the game basically unplayable for solo players like me.
also, ive said above that i didnt want them to punish players for crashing.
i literally mention it in the first sentence.
have you read the OP?
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i did.
because i always purchase the newest chapter asap to gain access to the new content.
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he tried really hard with that bait...
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as many have already said, no from pure gameplay yo wont be able to get it.
i'm at tier 59 and im already sweating like crazy xD
though, you could theoretically buy all of them to obtain them.
regarding the cosmetics, the devs have said these will enter the shop sooner or later, so you will be able to obtain them even after the rift closes.
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they are red.
there do exist actual pink items, though those are exclusives that are only given to eigther devs or certian content creators.
Edit:
look what i just found :D

