ModernFable
ModernFable
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@zombitehdeath said:
https://forum.deadbydaylight.com/en/discussion/comment/2189932#Comment_2189932
well the escaped score event should give a high amount of bloodpoints for being able to escape but I kinda get what you're saying.
also I think they would need to make new actions for the survival category as I am not sure what action should reward survival points.
Well of course. Survived and Hatch Escape would still be the highest score events by far at 2500 BP. Maybe it shouldn't be lowered to that extent, perhaps 3500 BP would be better, I'm not sure. Whatever the case, the Survival category should be more accessible even if someone is tunneled down for instance.
In the past I've suggested a potential score event for being downed after just being hooked without another survivor going down first. Essentially some compensation for being tunneled, while also serving as a means to round out the Survival category. Not entirely sure of it, but I think it could alleviate some of the frustrations of being tunneled.
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@zombitehdeath said:
https://forum.deadbydaylight.com/en/discussion/comment/2189736#Comment_2189736
To be able to max out their respective categories for all survivors. I do think there should be more way to earn survival bloodpoints to lessen the grind a bit more and make we're gonna live forever be more desirable perk for survivors to use (even tho it still need more way to gain token to be on par with bbq).
I hope they make new way to gain more bp so the game doesn't feel like a chore.
There could of course be even more Survival Score Events added to compensate, but I'm not sure if having one BP event be so heavily weighted.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/249971/improving-player-behavior-and-experience
I dont agree with any change on the amount of bps survivor gets,I barely get 10-15k bps when I play survivor while killers have no problem getting over 20k bps every game.
These shifts benefit survivor BP in numerous ways, such as not needing to escape to get the vast majority of your Survival points, as well as the total BP for a safe unhook actually going up.
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@zombitehdeath said:
I kinda like most of the changes and the two changes I would make is:
increase the hook rescue to 600 and survived to 3500
What benefit would there be to raise those BP values? Do you feel the survival points would be too low?
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@Soulslayer618 said:
Kinda surprised noone else has flocked to this
I like the ideas (and maybe some more on top of it)
I have a lot more, but I thought it would be good to keep this post brief and focused.
What kind of things would you like to see? More blood point related changes? Or actual in game play changes?
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I’d like something similar to Smite where it’s full cross play, but separated by input: i.e. Controller v Controller and KB&M v KB&M.
For the Switch there could be a temporary option where you opt in to cross play with them, but it disables Freddy, his perks, and so on.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1120185#Comment_1120185
Well I'm sorry you feel that way, but this has absolutely nothing to do with the topic at hand, so I'm not sure why you feel the need to bring it up here.
I suppose I’ll explain how exactly it pertains to the topic at hand, since it appeared to be absolutely off topic.
If Behavior wants to continue addressing issues/frustrations/suggestions through perks:
Then kindly add more perk slots so players can at least attempt to have a complete and functional experience playing this game.
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@Peanits said:
I'm generally against a fifth perk slot, personally. I really like the limitations of having only four perks. It makes me make choices about what I want to bring, I can't just take them all and be the jack of all trades.
To a lesser extent, while some of us might use it to make fun builds, I can see most people using it to slap on another meta perk just to better their odds of winning, and that would just further extend the gap between meme builds and meta builds.
I’m personally against Behavior creating perks like Corrupt Intervention or Borrowed Time to address core game issues/frustrations like oversized maps and tunneling.
Or selling community requested features as perks like Blood Warden or Buckle Up.
Or selling the best means of making in game progression bearable in the form of Barbecue & Chili, or useless in the form of We’re Gonna Live Forever.
That’s how I feel, personally.
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Survivor
- We’re Gonna Live Forever
- Buckle Up
- Kindred
Killer
- Barbecue & Chili
- Predator
- Shadowborn
I could list a lot more since most of their perks are bandaids for core game issues, but these would be nice.
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Where did you hear that?
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@Nicholas said:
Off The Record, what's the point of it? I'm trying to think about the aura part, when would your aura be shown to The Killer after being unhooked? Besides the chance someone else is being hooked and BBQ goes off.
They should add a scream immunity to it.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1104506#Comment_1104506
I guess the question is "What is there to be pessimistic about for Hangman's Trick?" The only thing that could have really been a problem is the range being too short, but it's got the same range as Kindred 3 and it applies to all hooks and not just the one you are going to.
Nothing in particular, it’s mostly because I misread the perk and thought it was worse than it was.
As I was scanning through the perks I saw it as “auras within 16m of the pickup spot”, just like Saboteur.
Which I why I thought it was bad, unless you think that would still be good, then we just disagree.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1104476#Comment_1104476
Fair enough. I'm guessing the fact that it applies to EVERY hook on the map is not immediately apparent at first glance.
It is obvious and should be assumed, but I’m leaning toward the cautiously pessimistic side when looking at perks.
Especially since Thrilling Tremors was revealed to halt regression, even though you’d never assume that.
Meaning that it’s very likely for Dead Man’s Switch to do so as well.
Retribution could be neat for meme Hex builds.
Gearhead looks good, although it relies on the RNG of skill checks.
And the survivor perks all seem good for the most part.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1104464#Comment_1104464
Hangman's Trick lets you see who is repairing close-ish to any hook, who is passing by any hooks, and who is prepping a greedy BT save. That to me looks like it has potential.
Yeah, I addressed that in the edit.
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Hangman’s Trick looks pretty underwhelming, while Saboteur on the other hand looks amazing.
Edit: Assuming it is any hook on the map, then Hangman’s could be interesting.
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Gotta say, I’ve really hated the Doc rework so far, but these changes look really nice.
Hopefully they’ll stick around.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1077924#Comment_1077924
Don't burn through pallets so quickly, then. If your teammates are doing that, that sounds like a potato problem, not a balance problem.
Yeah, I was gonna say that’s kind of the point?
The pallets don’t respawn for a reason.
They’re supposed to be a powerful, yet limited defensive survivor resource.
If the team wasted them, that’s unfortunate, but it’s not a problem with the game.
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@HazeHound said:
The whole idea for totems beeing viable secondary objective is just flawed. You see a totem, you break it - game prolonged by 20 seconds... Wow... thats helpful... not...
I like perks like inner strength, really creative, usefull and point survivors in good direction. But saying that totems are viable distraction is just crazy, not in game where it takes 4 minutes to escape.
Btw: Look at this. Noed is here from the very begining, as Hex for the most time. Everyone knows about it, devs even increased points for totems to 1000 for dull, this is some crazy ######### and most survivors still don't do them. It just shows that most of community doesn't really understand the very basics of this game. And yet devs still balance it arround r15...
I don’t particularly like the use of totems as a secondary objective. But it’s unfortunately one of our only options since Behavior has declared that actual secondary objectives won’t be coming anytime soon.
That being said, I wouldn’t call it inherently flawed. The point of another survivor objective is to delay how quickly the survicors’ can progress without directly increasing Gen times. Here’s that done in two potential ways:
- They either break the totems. Which is 14 seconds per totem, and you will have to actively look for some of them.
- Or the killer receives a substantial power boost , reducing how much time they waste being stuck in animations.
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@Tro said:
How about they just make destroying totems a requirement before escaping?
That could be an option, but it might cause problems because of the varying difference of totem visibility.
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Would definitely feel really nice.
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@Rie said:
Does the game need them? Yes
Will BHVR implement them? No
Gotta focus on those sweet sweet cosmetics baby, bug fixes and actual balance changes, pfff please...
Or optimization.
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I pretty much always use it, since it’s the only thing that makes the grind somewhat bearable.
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@profaned said:
https://forum.deadbydaylight.com/en/discussion/comment/1048397#Comment_1048397
On mobile google it provides updates on whatever I have interest in
I do like seeing what the dbd community makes up, quite fun
Oh that sounds nice. Is there anything here you think should change or be adjusted?
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For a quick comparison, the Engineer’s Toolbox, the fastest repairing toolbox is a 25% bonus.
Also, I’m not sure if this helps with their design vision for the perk. Dying Light got changed from a tunneling perk to the complete opposite.
And while this effect is similar, there’s a very clear incentive to immediately tunnel down the obsession.
Maybe not hook them, but definitely slug them to prevent them from exploiting such an insane bonus.
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That would be absolutely insane and definitely worse than before.
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@ZtarShot said:
https://forum.deadbydaylight.com/en/discussion/comment/1031126#Comment_1031126
Ruin? Strong? Words that don't belong in the same sentence...
Pretty much only somewhat good on high mobility killers, but even then it’s still a Hex.
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@Kay_Kazuto said:
https://forum.deadbydaylight.com/en/discussion/comment/1044480#Comment_1044480
Ah! Still good. Killer starts w a buff and you have to clean totems to Nerf them, gacha! ( Hopefully ) still like it.
Glad to hear it.
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@KingFrost said:
I think a better idea might be to require a secondary objective to open the exit gates. Like start all 5 generators, and earn enough "Hope Points" to power the exit gates. Let hope literally power the exit. You could get hope points for doing things like unhooking survivors, spending time in the basement, escaping chases, cleansing totems and getting protection hits. The fewer survivors alive, the quicker the hope bar fills. So escaping from the killer might earn 10 points if there are 4 survivors, 15 if there are 3, 20 if there are 2, and 25 if there is 1.
Behavior says that new objectives are a long way out, and that they want to focus on the current ones; like totems.
Otherwise there are plenty of possible new objectives.
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@cynichism said:
Slow down a trial by requiring some gens to need gas. Could be random or based on repair speed or skill check fails or whatever. Having to go find gas cans, maybe spawning in lockers would be cool, would slow things up nicely without being too burdensome.
I put it at the top for a reason.
Behavior has stated that new secondary objectives are a long way out. Instead they want to focus on the ones we already have, which is the whole point of this post.
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@Sylorknag said:
https://forum.deadbydaylight.com/en/discussion/comment/1038850#Comment_1038850
And then what?
Nerf slow down, nerf healing slow down.
What's their vision for killer game play?
Mindless chasing someone around broken loops while the others destroy the gens?
I know what they don’t want to be happening, but I’m not sure what their overall vision is.
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@Clevite said:
I would just play normally and if you derank it will happen organically. If not you will only become a better killer playing a stronger opponent.
The greater the conflict the more glorious the triumph . Thomas Paine
I think he’s saying that he doesn’t want his throat stomped in by survivors when playing killers he’s not familiar with.
That being said, de-ranking is a whole ‘nother thing, and I don’t think anyone here can really decide whether it’s right or wrong.
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@wispy6 said:
https://forum.deadbydaylight.com/en/discussion/125037/we-need-secondary-objectives
What You use haunted grounds? You would have to cleanse it and be a 1 hit or the killer gets speed. That I'd not fair.
As I have said, there can be adjustments to Hexes in the same patch or patches afterwards, if needed.
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It was a byproduct of a different change, it was not intentional.
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@Kay_Kazuto said:
https://forum.deadbydaylight.com/en/discussion/comment/1042597#Comment_1042597
It works both ways. If they don't do totems then hexs can stay active. If they do choose to cleans totems then killer gets buffed. I like the idea. Maybe even change it to buff may vary from killer to killer. Keeping things " balanced" ya know. Not making top teir killers op but picking up the low tier ones :p yes?
Well these are buffs for uncleansed totems, but thank you.
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I find that cross play would be much more much important, but cross progression would be nice.
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@bilaueta said:
Why did nobody even comment on this post this is an awesome idea
Not only it encourages a second objective to reduce gen times, it also rewards survivors for map awareness and killers for applying so much pressure that survivors cant even stop to cleanse them
The only problem I see is that it would make the winning side to have less of a chance of recovering. A killer who has most of their totems lit up due to what I mention before would have an easier time crushing their opponents while a survivor team who is doing gens fast can hinder the killer's ability by a lot abd make a comeback harder
Great idea
Luckily destroying totems isn’t too difficult to do while remaining stealthy.
But yeah, I’d sure love some input from someone like @Almo.
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@OMagic_ManO said:
@Peanits
Not sure if you can disclose this or not, but with the planned addition of add ons, is it planned to change some of Leatherface's add ons so he's not just a Hillbilly add on copy and his add ons are more set to who he is as a character?
I imagine it’s gonna come alongside a rework of some kind.
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@Chaoxide said:
https://forum.deadbydaylight.com/en/discussion/125037/we-need-secondary-objectives
Glad to see you've made the changes, i still believe the totems would need to be decreased slightly in time for testing at least to see how impactful the changes are. It would still increase the need to do totems but also not make them too long too do while providing needed comfort times for gens to not be rushed.
@not_Queen @Peanits What are some thoughts on this from more prominent figures in the community?
It’s definitely some that could be looked at, but yeah, I’d like some Behavior feedback.
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@Chaoxide said:
I myself believe this to be a very healthy change if implemented, however the numbers i believe would need tweaking for perks that combine with these changes would create a ridiculous power spike.
The Perks:
Brutal Strength +20% to destroy action speed(generators and pallets)
Fire Up 4% stack-able buff to many actions listed
It would also make perks like Thrill, and Small game see much more use however and possibly create a ruin scenario for playtime to which is not something the devs want.
So in order to compensate what do you believe should happen? If anything the cleansing speed for totems would be REDUCED not increased most likely, to about 10s in order to lower the strengths as fast as reasonably possible
- Increase Cleansing action time from 14 to 15 seconds
- The killer receives a +5% bonus to the “Picking-Up, Dropping, Pallet Breaking, and Generator Damaging actions” per remaining Totem (max 25%)
- The killer also receives a “10% cool-down reduction on basic attacks that downed the survivor” per remaining Totem (max 50%)
The above is your suggested changes however i myself fear that it would create much to large of a power vacuum on good killer players or those who constantly chase for it makes many time consuming things very little, and the big one being the time needed to break a pallet for with brutal again you get roughly a 50% increase to your breaking speed thus making pallets almost worthless if theres not another being 2s away, so heres what i believe the numbers would need to be instead along with some changes to what they effect;
- Decreased Cleansing action time of dull totems from 14 to 10 seconds
- The Killer receives a +7% bonus to the "Picking-Up, Dropping, and Hooking survivor actions" per remaining Totem (max 35%)
- The Killer receives a "5% cool-down reduction on basic attacks that down any survivor" per remaining Totem (max 25%)
- The Killer receives a +2% bonus to the "Destroy Pallet and Generator actions" per remaining totem (max 10%)
These numbers to me are much more reasonable but still provide a strong buff to things that just hinder the killer in the animation sense(also prevents flashlight stuns in a way), but not overly powerful to where key defensive things like Pallets are not just non existent(in all honesty 10% might be changed to 5%) this will provide a want to require totems and sense of need and make it slightly easier to do so and if you do not it will punish you in a fair but strong way. This also will theoretically provide more time for the killer to down a survivor before 3 gens are popped for hopefully some are cleansing totems to which brings me to one final change:
- Totem Number icon is now displayed next to the generator icon for all to see
I have made adjustments to my post according to feedback I’ve received.
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Would be nice to have some ETAs, but I wouldn’t count on it.
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I’ve made some adjustments.
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I don’t believe Behavior want to implement changes that inhibit survivors any further, especially Gen speed.
It’s not a bad idea, but I don’t think it fits with their direction.
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@Sonicslinger said:
I wish they would do real secondary objectives. Totems should be left as optional activities because if totems become essentially mandatory or more incentivised than what they are now hex perks will become very weak
I edited the post to help address this, but:
This would not be DBD’s last update
Hexes can be buffed, maybe in the same patch.
But this would better the game overall, a few already niche perks shouldn’t hold that back.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/1042726#Comment_1042726
The first post was a misunderstanding. The points raised about it weakening hex totems and harming inner strength users weren't.
I just addressed this in my most recent comment.
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/1042726#Comment_1042726
Only one post was a misunderstanding which was given them power over the power the present by doing them. But the point still stand over the swf v solo scenario. Anything which gives the killer power like this is inherently stronger with comms.
The others such as nerfs to devour and NOED for example stand as these could be taken out quicker as survivors now have a need to do them.
I dont see it changing much in early game as it is now someone sees a totem and destroys it then jumps onto a gen. The issue is about pressure with slower killers for some players by getting to gens before they feel they can pop.
Personally the devs and what others have said for a long time regarding wanting to make maps smaller overall is the right action.
Your first post was a large misunderstanding, and the latter half of your second post about the basic attack cool-down was as well.
And I want to make a point: this isn’t meant to fix everything.
The main issue with Gen speed and pressure is that most of the maps are too large. Yes, I agree.
However map changes are going to take several months or years to complete. This is something that could be implemented much sooner and help alongside it.
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@thrawn3054 said:
While I don't dislike the idea, @twistedmonkey raised several issues. I'd add the pallet break bonus would be horrendous for survivors. Imagine a killer running Brutal Strength with all the totems still up. They'd shred pallets like they were nothing.
Many of his issues were misunderstandings.
So after reading our comments, do you still feel the same way?
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/1042629#Comment_1042629
Ah I see it now thanks.
I still don't think its a great idea.
When you have perks which need totems to last until end game you dont want too make survivors hunt them too much when running certain perks or its instantly nerfing devour hope and NOED along with inner strength as survivor will want to do all they see and actively look for them or use perks to find them.
50% cooldown on hits is also way too strong. It's like the old machine gun build and why that was nerfed long ago.
Glad you understand, however on your points:
The focus of these changes is to entice survivors to do totems to afford the killer more time. As well as reduce the time the killer spends on things like animations.
Hex perks are always gonna be inherently risky to use, but the betterment of the game should not be stopped because of a handful of perks.
Also, the cool-down is only on hits that downed the survivor. So something that would not, in most cases, affect chases.
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@twistedmonkey said:
What this does is make survivors not want to do totems. If doing each one makes the killer stronger you are given them the power to not allow it to happen.
The thing about a second objective is it should want to be done by survivor as it slows the game down. Every action survivors do apart from gens is a slight slow down of the game. Chests, totems, healing.
The other issue I see is swf v solo. SWF can call out where they saw totems so they can leave them all bar hex ones and do them before popping the last gen. Also if NOED activatesd they can coordinate checking those spots to break it.
You're making a fundamental misunderstanding:
It’s per totem that’s not cleansed, just like Thrill of the Hunt.