MizukiAyu
MizukiAyu
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- MizukiAyu
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Luck is purely the % chance you have to escape the hook without a perk like Deliverance (Adam) or Wicked (Sable). It is an outdated mechanic that also used to apply to Trapper where you had a % chance to escape a bear trap. This has since been revised to be a limited RNG to a max of 6, where you are guaranteed an escape. It doesn't affect items, hatch, anything else. Hatch can only be influenced with 1 of the 2 hatch offerings, spawning in or behind Killer Shack or in or around the Main Building. Luck likely was intended to be a more fleshed out mechanic that got removed from half of it's uses and somewhat forgotten.
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Instead of removing entire Realms, they should bring back the retired individual offerings that can send you to a specific MAP (Such as https://deadbydaylight.fandom.com/wiki/Lunacy_Ticket) and instead it blocks that 1 map. So you can block Asylum but you might still get Father Cambell's Chapel.
But I 100% agree with you that offerings should be reversed, no 1 person should determine where 5 people have to play.
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Safe Unhook score event is given 15s after an unhook as long as the survivor who was unhooked does not go into the dying state. Basekit Endurance lasts 10s, Dwight goes down at the end of the clip. While he escapes, he goes down in about 12-13s, meaning he did not trigger the Safe Unhook score event. This is not a bug
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I love facing Head On vs certain other exhaustion perks, so a buff for solos that would encourage it's use? I whole heartily agree.
Trail is a bit trickier. It's already an incredibly weak perk that rarely gets value because it advertises itself. A unique color that says 'Hey Trail is in play come touch this NOW' is bad, it just makes the perk almost impossible to use. Making survivors guess why a gen is yellow is why all those perks use the same color, but I don't think that's a good choice either, at least with something the killer is doing. How about something like Pentimento, where it reveals itself as a Hex but doesn't say *where* it was rekindled? The survivor(s) who was on the gen would know where just like when whoever broke a totem knows where to look, but there's still some mystery for the killer's sake. A new status icon or something to say 'the killer is under the effects of Trail of Torment' that flashes up just like a Hex (so if you miss it, you only see the icon and when future perks are added to this new category, you're questioning what it is) and you know you need to find a regressing gen!
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@DaddyMyers_Mori said:
You would have tons of dying on hook instead, is it that better?
Halloween was great! You did a gen for a short time, leave the gen to deposit, do the gen, deposit and you get your reward, regardless of game progression!
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If you remove exhaustion from DH, then it needs DS/OtR rules and be deactivated after a time and on Conspicuous Action. You do not get to get off hook, jump on a gen, SB away then also get a DH. That's not going to be okay.
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@RavenBirb said:
https://forum.deadbydaylight.com/en/discussion/comment/3270134#Comment_3270134
right, but in all my killer matches ive never seen a group bring x4 for a map, unless you got a supreme alpha squad with x50 of everything in their inventories
Because they don't need to unless, on the rare chance, someone uses a Sacrificial Ward. And no one uses those because you never know when a map offering is going to be used. This system would encourage people to use more than 1 offering on a team to ensure they remove a problematic realm.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3270610#Comment_3270610
Your system is unfair.
1, it costs 4x as much to get same result as killer
2, it requires 100% cooperation which is unrealistic for soloQ (main mode how the game is played)
3, you are bringing in symmetry in this, but keep asymetry everywhere else where it suits you.
Would you be ok if killer's version also denied such realm only for 25%? Because 25% is nothing to sneeze at? Once again - killer's already have some specific advantages in lobby and are allowed to lobby shop survivors (you see someone you don't like to play against? As killer you can dodge. As survivor, tough luck. Are survivors high prestige and you don't like it? Again your pick. For survivors tough luck. Playing again items/addons you don't like? Add perk specifically against it or dodge - for survivors tough luck).
On the contrary survivors have it more favorable with consideration to map offering and you want to "equalize it" right away by 2 different things - you are no longer allowed to pick your map and instead you can only deny a map + you make survivor's offering have 1/4th of strength - because that is fair. However that's not fair. You can make it fair only if you equalize all the aspects of lobby (which quite frankly is impossible, because the game is asymetrical - and soloQ have no way how to coordinate for their 1 offering + still they would need to have 1 mind into knowing which map/realm they don't want to play - which is of course also unrealistic).
Overall you are cherry-picking things from symetry and asymetry to your liking and calling it fair. But the fact that you always take more favorable of the 2 is the reason why it's unfair. Hence I said you can't have a cake and eat it too
- It's literally already like that for hook distance offerings.
- You don't need to coordinate if you're removing realms from being chosen. everyone can try and steer away from whatever they like
- I am not bringing symmetry into this, it already exists. The hook distance offerings work the way they do for a reason and it makes sense to use that reason here too.
You're literally complaining about me wanting some semblance of symmetry of power in offerings based on an existing system while complaining that lobbies are asymmetrical. You're a hypocrite. You've already stated your argument which has been refuted, so please stop repeating yourself.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3270134#Comment_3270134
Totally unfair for anything but 4man SWF. Also the game is asymetrical. One one hand you want to make symetrical offering, on the other hand killer can see survivor's items, but survivors can't see even which killer they will face. Pick one - symmetry or asymetry. You can't have cake and eat it too
A 25% reduced chance to go somewhere is nothing to sneeze at. The current system is unfair and I'm suggesting a much fairer system. Having to play in someone else's map of choice because they brought 1 measly offering is unfair. We already have symmetrical offerings, so it's not out of no where that I suggest a symmetrical offering. Your objections to this have no grounds
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@Archael said:
Killer can deny all map offerings, not "only deny 1" due to "Sacrificial Ward" offering.
But yes, oferings that removes certain realm from rng would also be nice... but there is a balance issue, should survivor offering be as powerfull as killer one? They can use 4 of those, while killer can use only 1? Or should they be as powerfull, because its only 1 ban after all...
But yes, ability to remove some realms would be quite interesting.
I literally covered that problem by saying weigh the offerings like hook offerings. When I say "deny 1" I mean deny 1 realm not offering, in my suggested system, not the current. Each survivor can bring a 25% chance to remove 1 realm from the pool and if they all bring 1 that's 100% and Sacrificial Ward, like it currently works, can't counter a 4x offering. Survivors have to be weighted to 1/4 or else they could coordinate to remove 4 realms while the killer can only remove 1.
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I also experienced this: https://streamable.com/68a7d3
Hit David dead on, he has no items so it's not linked to the current "flashlight protects you from powers" bug going on, I get the scoring event for hitting him, he clearly has 3 chains and has broken 1 of them as I round the corner, you can hear it. And in less than 3 seconds, he just walks out, scot free.
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This whole "well then just tunnel the body blocker" mentality is why this endurance is a problem. It promotes unhealthy gameplay and the 10s does NOTHING to stop tunneling anyway.