ModernFable
ModernFable
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- ModernFable
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For instance, I know there is going to be a stream today. Is there anywhere I can look to see what time it will start?Master said:There are no transcripts if you mean that.
You have to check out their youtube/twitch channel and check the vids
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15% sounds solid, since it can be very risky.
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It should probably be whenever you medium or fast vault.
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This isn’t a very important change. Just more so a consistency thing than anything.
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“All” might be a bit much, but I was more so referring to more small interactions like Totem Cleansing, Chest Opening, etc..Tzeentchling9 said:*Imagines Dying Light effecting vaulting speed*
Seems fine.
Wasn’t so much talking about things like Vaulting or movement mechanics. -
If it remains true to past events, then they’ll just sit there.
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Well a lot of it has to do with how many bad perks there are in the game.Jed said:I picked this game up during the last BBQ event and I think this may be the third time Territorial Imperative has come up. It sucks how we get more bad perks more often then good perks. I know if I buy the hag with shards then the next week they will have ruin hehe. I guess it's that or wait for a year and hope it miraculously shows up by then.
That being said, this Shrine is pretty average. Two okay perks, a good perk, and a bad perk. -
We’re Gonna Live Forever
Agitation
Balanced Landing
Territorial Imperative -
I just hope he’s more fun to play as and against
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Bearded Jake and David
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By reducing the amount of emblem points as well as blood points, the act of unhook farming becomes far less appealing to a variety of players.
Whether they actually want to rank up or not. -
I’m not sure if I’m interpreting what you said perfectly, but Self Care doubles the time it takes to heal.Milo said:B-but people just run self care.... So it only (most of the time) buffs unhooks
So whether it’s another survivor healing the injured player, or the injured player healing themself. It’s a lot time being wasted, and can be equally or more risky for the injured person.
The point is that the game over rewards the unhook action and under rewards the healing action. -
The values could adjusted further, but this should definitely cause a shift in player behavior and reward proper altruistic actions.
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Peasant said:I get what you're saying, but 800 for a heal is madness. I say just buff healing to 500, safe unhook to 1000 and a hook save to 500.
This way, if you do a save, and you do it right, 2000BP. That seems fair, right?While I understand your initial shock, unhook farming is not the only issue here.
The point of Benevolence/Altruism is to reward risking your own safety for the better of the team. However, not healing a survivor after an Unhook is easier, safer, and often more efficient for pipping and getting Blood Points.
An Unhook takes a few seconds at most, while healing on the other hand, takes 16 seconds normally, and can be increased significantly. The healing action requires much more time and personal risk, and thus should be rewarded much more than it currently is.
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The short of it is:
Unhooks are worth too much, heals are worth too little, and this causes problems.
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Base Heal = 16 seconds
Coulrophobia (0.5)
Dying Light (0.75)
Sloppy Butcher (0.8)
Thanatophobia (0.94) [1 stack]
16 / (0.5) (0.75) (0.8) (0.94) = ~56 seconds
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Something more interactive than just holding down a button would be welcome.No_Cluie_Louis said:i hated these objectives. They were no fun and only made it harder for survivors. Instead there needs to be some kind of alternate objective, that you don't have to do, but by doing so will gain something / make the killer lose something, similarly to hex perks, but not a perk and instead of the challenge being in finding it, the challenge would be in removing it.
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Hopefully they learned that the side objective needs to actually help the team in some way.Jack11803 said:The only data is that survivors get curb stomped every match with second objectives
Or else it causes a lot of problems. -
Data can mean a lot of different things.Master said:@ModernFable said:
Well, despite all of the issues that have been plaguing this event. I hope that BVHR will able to salvage some sort of data regarding secondary objectives.The game definitely slowed down and I like secondary objectives. Although I would want them to actually have a tangible effect, rather than just blood points.
I just don’t want the whole idea scrapped because of how this one event went down.
I hope they dont salvage any data from this event, at least even BHVR should have seen that the event has just caused a gigantic farm/suicide session.
Maybe they understand now that secondary objectives need to be tied into the main objecitve, but then I look at hex totems and well......
Whether that be what they should or shouldn’t do. I just hope they learned a lot from the event. -
I’d want something that assists the team as a whole and provides a decent amount of blood points. However it shouldn’t be so desirable that people will throw the game after getting it, like the plants in the current event.Keene_Kills said:Agreed. I still like the idea of having to find fuel for generators, as well. As survivor, it was refreshing to have something else to do with a BP boost, and as killer it was nice not having a 5-minute gen rush craptacular.
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NOED was objectively nerfed except for the tier 1 and 2 which got the exposed effect. Otherwise every tier got nerfed.
There should never be such a drastic difference tiers of a perk. Decisive Strike is consistently strong on every tier, so I can’t agree with your claim at all.
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I’d prefer it to either be one or the other. There’s no need to over complicate things by making it inconsistent.
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He’s probably around where most killers should be and just bring others to his level, that being said.
Hillbilly should have his speed reduced to 110%, to match other killers with movement powers. -
Okay, that’s what I thought.Khalednazari said:
@Orion answered it in this thread. https://forum.deadbydaylight.com/en/discussion/26150/math-question#latestModernFable said:So how do you calculate it when it’s multiple effects applying? Such as Sloppy Butcher and Dying Light. -
So how do you calculate it when it’s multiple effects applying? Such as Sloppy Butcher and Dying Light.
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Thank you so much.
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The look of the animation isn’t the problem.PhantomMask20763 said:Yeah, it feels off but I think we'll all get used to it. I mean, watching videos that have the old pickup animation feels so weird now.
It’s that despite the animation showing that the survivor is on the hook, you’re still stuck in place for half a second. -
It’s not so much that it looks weird, rather that it feels weird. When the pick up was changed, the time and animation changed accordingly.willcenx said:It doesn't look weird, it's just not like it used to be. The killer pick up animation also was kinda strange when its time has been reduced to 3 seconds (seemed very unrealistic), but now it seems okay compared to old pick up animation. Not sure, maybe it's just only my opinion.
Here, the time to hook was reduced, but the animation doesn’t match it, as you’re stuck in place for half a second after they’re already on the hook. -
They’re changing it to reduce the time killers are forced to waste on animations, rather than playing the game. And yeah, some of the sounds are a little off putting.Salty_Pearl said:I thought the hook time and animation was fine the way it was. I also don't like how we have the full scream effect and the grunt on top of that when survivors are hooked, it sounds too weird.
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I’d welcome additional means for blood points, especially since it'd provide more enticing reasons to choose different perks.
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Nurse’s hooking was always a bit “floaty”, so the difference might not be that much, but for the rest of the killers it’s pretty different.Tzeentchling9 said:I've only seen the Nurse's new hook animation so far and I think it looks awesome. No hesitation or anything, just flings the Survivor onto it like a sack of potatoes.
Again, I’m not against the animation or the timing change at all, I like them. I just want them to match better. -
Oh I love the change too, anything that lets me spend less time on meaningless animations is fine by me. It’s just that the current animation is more fitting to be 1 second rather than 1.5, so it’s a bit jarring.HellDescent said:I'm loving it, I think it's one of the best things they've changed. You can actually look around with bbq now
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Ruin effect for multiple minutes might be a bit strong, maybe a Surveillance Effect could be interesting though.Visionmaker said:
Maybe gens that are kicked could have the Ruin effect on them for a few minutes.NextKillerSpongebob said:Holy #########! I agree with almost all the points you made. Not sure if Ruin should be removed after all the changes you made, but it should be nerfed a lot or just last for a minute or two after the game start
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@skynight said:
The ideas I am more reserved about were:*Auto-Bamboozle
Bamboozle is the perk incarnate of the entity window block the game already had before the perk's introduction. I think window blocking in general is systemic of the map design itself, not the survivor. I would be wary of making this blanket addition since there are several times there are legit reasons to go back through the same window during a chase.*Auto-BBQ
I am a fan of anything that makes a killer want to play with everyone, not just one player until they are dead. Makes the game more interesting. However, this feels more like an issue based in killer and interaction design. Basically, survivors need more to do and the killer's power should take on some of the heavy lifting for their unique ways to find, track and chase survivors. ie: doctor shock, trapper traps. Killer reliance on the perk feels like an expression that "where is my next hunt" is missing. Just not sure if BBQ is the best or most interesting answer to this.*Gen time increase
As I stated with BBQ, I feel the survivors have "too little" to do. Their options and interactions should vary enough to where the main objective is always a great option, but there are other things they may want as well. Ways to get bonus shards, a season mini game, like the margaritta/lunar gens (but a new interactable). Things of that nature. Gen time feels more like a symptom that the problem.Perhaps the survivor could construct and venerate a special item. This item can be triggered in the menu, allowing all of the nodes on one bloodweb for one character to be acquired instantly. Or it enhances all the nodes by one rarity, but keeps the same pricing. Something interesting.
*Offerings
I appreciate and agree that the offering system no longer feels in sync with the current state of the game. My hope is that rather than abolishing it, it is reworked as a means of altering the rules of the game in a more intrinsic way.Perhaps the killer has an offering where they get to light their own totem in pre-game. Survivors can create new secret areas of the map that, with the help of another survivor, can be unlocked to collect special gear, cosmetics, currency and the like. There are so many possibilities here.
Thank you again for the read. It was great to look through!
On the matter of Bamboozle, Barbecue and Chili, and the Gen Times: I agree that most of the problems these are targeting are problems in the basic design, however I've specifically avoided sharing changes that would require making new assets, as I stated in my Conclusion. So things along the lines of making certain Killer powers more complex or giving Survivors another objective, are things I deterred from discussing. I instead proposed solutions that could be made with mostly adjustments to numbers. Lastly, while perhaps Offerings could find their place in some alternate mode (since Behavior has discussed making new modes), I don't believe they should be in the core mode of the game in any fashion. Offerings currently only serve to create an unstable gain in Blood Points at best and an unhealthy swing in game balance at worst.
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@NextKillerSpongebob said:
Holy #########! I agree with almost all the points you made. Not sure if Ruin should be removed after all the changes you made, but it should be nerfed a lot or just last for a minute or two after the game starts.Here's a list of changes I made a few minutes ago about The Spirit and the state in which she is right now. https://forum.deadbydaylight.com/en/discussion/21940/make-the-spirit-a-playable-killer-maybe-long#latest
Feel free to give me a few suggestions on what you think.
Ruin is a tricky Perk, not only is it one of the most prominent tools of Killers to slow down the game, it also fluctuates in it's effectiveness constantly. First by being a part of a larger Totem problem where it could be destroyed at the start or last all game. Another issue surrounding it would be the difference in strength against newer and more experienced Survivors, one case where it is seemingly too powerful without knowing its counters and another case where it can very well be a non factor. Due to Hex: Ruin's erratic performance, I find it far more beneficial to remove the Perk entirely, and provide the Killer with better methods of slowing down the game. As such, I provided an increase to Generator times, increased the effectiveness of damaging Generators, and provided the Killer with more base powers like Barbecue and Chili along with Bamboozle. While additional changes may be needed to approach a healthy spot, removing Ruin and giving the Killer more options would be the best course of action to me.
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@redsopine1 said:
I like them just instead of no Mori nurf them so 2 hooks Mori 1 hook Mori slugged and Mori the ur Mori though can only be used if 3 gens get doneThere are definitely viable ways to integrate Moris into the game without disrupting game balance too much. I should point out this post isn't a complete comprehensive list of fixing every problem with Dead by Daylight and I'm open to additional suggestions. I just wanted to stay on the safe side for having Moris in the Killer's base kit at the moment.
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@UncannyLuck said:
I like that you provided reasons for why you made choices, which makes it easier to understand. The BP gain between survivor and killer is possibly more out of whack with these changes but aside from the removal of offerings I like most of these changes.The exact Blood Point gain can be adjusted down the line, but it is the principle of establishing a more stable and controllable Blood Point gain. As of right now, Blood Points can be affected by Offerings which vary widely in their effect, along with Perks like Barbecue and Chili and We're Gonna live Forever which are not immediately accessible but dramatically change the amount of Blood Points received. By including these Perk powers into the base kits of Survivors and Killers, as well as removing the large variable of Blood Point Offerings, we can create a solid base that makes future adjustments far easier to manage.
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@redsopine1 said:
Your forgetting sone trophys rthat requiiebony moriSpecific trophies/achievements can be adjusted to accommodate the changes, so there shouldn't be any large issues.