MrPenguin
MrPenguin
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1302173#Comment_1302173
So this includes iri head huntress?
Does this include odd bulb? What about unused Syringe? Yes it will include ALL add-ons. Survivors already get to keep their Ultra rare items for escaping, killers don't keep anything in any situation. You should be happy you get that much because fair would be losing everything no matter what as well.
If Iri heads are such an issue target that, not the system.
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I'm pretty happy with it, better than Candyman at least.
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The "excuse" is that they are working on a MMR system that supposedly will fix issues, even thought they don't want to give us any details on what it'll even measure because they're worried about people deranking on purpose. As if these people won't just do as generally poor as they can anyway and still most likely derank, meanwhile the playerbase will have no idea whether the system is decent/working or not, and can no longer call them out on it.
Hopefully they change their mind on the information aspect, or if they have already I have not heard anything about it.
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100% agree, if its a hidden offering its probably a mori.
@BeHasU said:
Well, my idea was: hide moris, shrouds and map offerings. This is gonna be nice imo
@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/1300828#Comment_1300828
I figured the more hidden the more mystery there is.
This wouldn't solve much, an offering is pretty much always brought in. people would just dodge if they saw no offering because the chances of someone just not bringing one are low. The only real solutions I can think of is make all offering hidden besides a select few, or not showing any offerings at all.
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We don't need old ruin back, we need changes to the game that address the reasons WHY it ruin was used so much to begin with, despite its many flaws.
Perks are not a solution to fundamental balance issues in the game.
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Just do the gens if they camp. Also we don't need anything to make gens go faster when they already go to fast. It's not fun or engaging but we shouldn't be punishing players for doing their objective a certain way just because we don't like it if its not a balance issue. Instead we should give the killers a reason not to camp that's actually an attractive option.
There's a lot of changes that can happen on both sides to make camping less of a pain than it is now for everyone involved.
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@Customapple0 said:
Is hook farming the Same as Sandbagging? If so then I’d like the option to refuse a save if I’m being unhooked right in the killer’s face.
It's not the same afaik, sandbagging is getting in another survivors way so they can't go where they want, usually resulting in them either getting trapped or the killer getting a free hit in. Hook farming afaik is unhooking right next to the killer without BT or something to protect your teammate, so they go down again instantly because it'd be dumb for the killer to go after the probably healthy survivor with probably more hooks left.
Refusing a hook save has been requested for a long time, and the Devs just don't want to add it in as far as we know. They prefer we get farmed and have to mash the keyboard for "immersion" (when its really just annoying to almost everyone) rather than it be automatic when both changes would overall probably be better for the game, hence why so many people unanimously agree they should be implemented.
Hopefully the upcoming anniversary stream shows a different direction.
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I'm not going to excuse actual sandbaggers, but some people just panic. One of my friends has blocked me and others on multiple occasions just because they completely freeze when the suddenly need to do something they weren't expecting (like move out the way). Otherwise report if you feel like it was intentional.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/1302213#Comment_1302213
On the other side, this would allow for more toxicity between survivors if one decides to troll and drag down the overall "team rating".
Edit: Maybe implement additional bp trigger every few seconds when the killer is in the vicinity of a hook without any non-hooked survivor around. As an addition to the chaser penalty for the killer
That's not very different from what happens now, a trolling player will make everyone get less points and rating. Bad players will always be here no matter what system we make, we shouldn't not do something that would be better in most cases just because every once in a while some butt is going to mess with it. There is no way to stop a player that wants to troll from trolling without banning them.
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Honestly they both do the same thing: undermine the match completely. Hatch does the same thing. The killer uses a mori/closes hatch, the survivors are most likely screwed. Survivors use key/hatch killer gets screwed.
All of these mechanics honestly need either a rework or removal. Keys are the better of the two in my opinion, but that a convo for another time.
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@illusion said:
https://forum.deadbydaylight.com/en/discussion/comment/1301418#Comment_1301418
"Yeah it sucks for the one person on the hook, who if they hang on to the very end and don't just kill themselves, since they didn't get to really play the video game but are a true vip for being a real trooper for hanging in there to give random strangers, their team as much time as possible".
Yeah, I think the person on the hook should get a lot of blood points for hanging on till the end. It would make for fewer suicides, and make hanging on more worthwhile. For doing their part, they are helping the team succeed, and they should be rewarded appropriately.
@Ghostwithaface said:
https://forum.deadbydaylight.com/en/discussion/comment/1301433#Comment_1301433
Yeah that i can fully agree with. Since well they did do their part, in helping their team out.
We could rate all the survivors as a team, that way the person on the hook does not get screwed from a rank or BP perspective and it encourages team play. Just my suggestion, haven't thought it out much.
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Hard to provide data when we don't have access to anything.
But the game is pretty survivor sided still in my opinion. If we're assuming a game full of decent players of roughly equal skill (as we should when talking about balance) then as long as the survivors can loop decently and do gens, they'll pretty much win most of the time unless the killer is in the top tier, even if they survivors are solo. The problem with the survivor side is 1 or 2 potatoes can completely screw the whole team, as it is a team based game and that's 25-50% of your team, and now you have to save them, compounding their negative effect on the game.
So in a low skill setting, killers sided. But its low skill so it doesn't really matter.
In a average to high skill setting its survivor sided.
That's not even taking into account all the second chance perks survivors have that cover up any mistakes they might make, meanwhile killers have few if any that aren't super specific or just dependent on what the survivors do. Then top that off with used survivor perks just being generally stronger than killer perks, and it gets even worse. For the most part, survivors dictate how the game will go, while killers just react and hope they make a mistake and hope they're in a position where they can capitalize on it.
The common thread floating around right now, afaik, is that survivor ques are massive because of the lack of killer players, and the lack of killer players is coming from the killer side being frustrating AND weaker than the survivor side.
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You still get to keep your item even if you deplete it at least. Killers always lose add-ons so survivors should too. If it really bothers you bring Ace in the Hole. If you want survivors to keep add-ons for an escape its only fair killers keep add-ons for a 3/4k. Honestly, survivors should never have kept add-ons to begin with.
Killers pretty much always need add-ons in every match unless they're top tier, meanwhile a survivor can go in with no item and still be fine. So while on average most killers get more BP, they also need to use more BP every game just to play.
If your problem is survivor BP gain then address that instead. Survivors getting more BP sounds fine imo. If your problem is the randomness of bloodwebs then we should be proposing a blood store or something for survivors and killers to just choose whatever they want, or at least a category of what they want (i.e. Offerings for both. flashlights, medkits, ect. for survivor and on killer side something like duration, cooldown, ect.) and pay BP for it, maybe at an increased price. Of course survivors would probably just fill up their inventories with keys, so they'd probably have to be removed or reworked.
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I watched the original vod (just the dbd part, don't even know this streamer). Even though he was new to the game, he really pinpointed a lot of frustration that even older players feel.
Things like killers being punished for doing well, all the extra "lives" survivors have, running in circles being dull, really strong loops (the fun bus), the huge grind just to stand a chance, ect. I would say something more pertinent to the survivor side but he really did not have much to say about it (another red flag) and he did mostly play killer. He even camped one survivor on the basis of "I'm not having fun, neither will you". Really shone a light on just some of the issues in the game. Not to mention all the people who CLEARLY did not belong in a game with a new player just straight up bullying him.
The new player experience is very bad. The grind is a HUGE disincentive and it's only getting worse. Besides that matchmaking is a mess and some vague MMR system that we don't even know if it will fix anything. The tutorial does not help much either and can actually be misleading to some players. Then we have most of the community being as toxic as it is to anyone, let alone a new player. Whenever I look around, the majority of players who play DBD say they would not recommend it to anyone who would be starting new, and I'd have to agree at this time.
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@shwag said:
https://forum.deadbydaylight.com/en/discussion/comment/1298853#Comment_1298853
If all five gens are poping in one chase you got some problems.
If a chase is taking to long break off and apply pressure elsewhere
But what do I know I've only been playing killer for 2 years.
This did not address anything I said, also been playing killer for around 2 years. Time spent playing doesn't matter, it doesn't make you right, so yeah "what do you know" is correct if that's the argument you're using.
No one was talking about chases, but if we want to bring that up, unless you're playing one of the top tier killers, facing potatoes, or in the top 1% of the game, usually the first chase will end with 1-3 gens done because early game is where survivors are at their strongest. Off topic however.
If all 5 gens are popping in one chase, yeah there's probably something going on. Whether its you skill, a killer you don't use or just got, or that you are in brown ranks and for some reason got matched with red-purple ranks.
The point still stands that camping is camping, whether its gens or hooks. If you really want to go after the killers for it, I want to to partially do a gen no more than 33%, then for no reason either move to another one, or let the killer start chasing you. But that's dumb. Again, do I agree with it for the sake of fun? Nope. Do I personally do it? Nope. Do I think it needs to be changed the way the game is right now? Also nope.
Killer camps, do gens, move on. Survivors camp and tunnel gens in every match. Oh well, move on. Unless we're planning to fundamentally change the game and its objectives, this is not going to change.
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@shwag said:
https://forum.deadbydaylight.com/en/discussion/comment/1298807#Comment_1298807
People can't sit on gens if you chase them.
Oh I didn't realize we got 4 killers in one match now to chase all the survivors. Op is correct, camping is unfun, gen rushing is unfun. Both are doing the objective the game gives you. Kill the survivors, do the gens. Do I agree with either from a "fun for the other side" prospective? Nope. Are both still valid? Yup.
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@felipao_brabo said:
https://forum.deadbydaylight.com/en/discussion/comment/1297106#Comment_1297106
Yes, but when the killer camps all you have to do is gens... does any survivor actually like doing gens?
That's literally the survivor win condition, if you don't like doing gens whats the point in even playing survivor? Either play killer or stop playing. Unless you expect the devs to come out with some other game mode where the objectives are different, but that does not seem likely at all.
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I say have the hatch spawn CLOSED after the 3rd sacrifice, that way keys still have a place (whether it should is another convo) and hatch is not always an issue every game. Start EGC at this time to to prevent games being held hostage. This has usually been a well received proposal.
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Just a proposition, but If survivors keep their add-ons for escaping I want to keep my add-ons for a 3/4k.
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I would still recommend BBQ over WGLF as its easier to get stacks on it AND killers get more BP usually. I would recommend Leatherface, Spirit, and probably Plague as my top 3 if you're just worried about perks. I'll throw some killers at you and what they offer for general use imo so you can decide for yourself though. So in (mostly) order of release, these are the perks either I recommend or I hear good things about:
Bubba/Leatherface/Cannibal: BBQ for BP and tracking. Franklin's Demise is a decent perk if you see a lot of items or a key. Knockout is good if you're planing to run slug builds at any point, but it gets countered by SWF pretty hard.
Myers/Shape: Save the best (STBFL )is one of the best perks for basic attack killers, Play With Your Food is alright on some killers if you can keep stacks, Dying Light can be used in a slowdown build but its generally lackluster since it buffs the obsession by SO much, needs to be stacked, and still gives a pretty meh debuff to survivors..
Hag (if on PC): Nothing really worthwhile here ever since the Ruin nerf, would not recommend.
Doctor (PC): Monitor is pretty good on almost every killer, lets you get closer to survivors before they can hear you coming, can land you an earlier hit in a lot of cases for shorter chases.
Pig: Surveillance is a decent perk if you can get it going, really good if survivors get greedy for a gen or you get a lockdown going.
Clown: Pop is one of the best gen regression perks of you can get it off. Bamboozle helps with some god/strong loops.
Spirit: Spirit Fury is pretty good for shortening chases, especially if combo's with Enduring. Haunted Grounds can work alright, but its a gamble perk. Rancor is alright for tracking and the obsession getting exposed and moriable is nice, but there's better perks.
Legion: Discordance is a decent tracking perk if survivors gang up on gens, which they will eventually if not as soon at the match starts.
Plague: Corrupt intervention is VERY good on setup killers and still decent on other. Infectious Fright is also a good perk for snowballing, info, or to see if anyone is trying to pallet/flashlight save who you just downed.
Ghostface: I'm All Ears is good if you know how to use it, its very situational though. Thrilling is an alright information perk, but it can easily be substituted with other perks.
Demogorgon: Surge can be ok if you can get downs near gens, but I wouldn't recommend over other slowdown/regression perks in most cases.
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A someone who has Spirit, I HARD disagree.
1) You shouldn't need a perk just to have a decent chance against a killer or anything else that either side has at BASE.
2) Just because that's what she was intended to do does NOT mean it was a good idea (original MoM and Legion say hi). Now don't get me wrong, she should stay invisible, but there should be cues or SOMETHING to give the survivor a better chance than what it is now.
3) Actually it is. You learn the distance for people with IW, you learn the distance for people without it. After the first phase against them you should know whether they have it or not. Just because learning this is "really tough" for you does not mean its the same for everyone. Even if it is, just because its hard, doesn't mean its not true that if you DO do it, its a free win. Nothing in the game should be a free win on either side.
4) Nurse gets MUCH more penalized for missing a blink and has more restrictions on her than Spirit does. Even if she didn't, making the point that "this is worse so this is fine" is never a good point in anything. Spirit is also pretty easy to play and learn, something that cannot be said about Nurse, especially on the dedicated servers. You don't juke a decent Spirit most of the time, she jukes herself. She has scratchmarks, speed, breathing, vaulting sounds, and footsteps. If you lose someone as Spirit it is most likely on you.
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Its really hard to justify thana over other perks because the numbers are just SO low. It can maybe be ok on SOME killers, but then why would I take an ok perk when I could take a good one.
Even on Legion I have more success with other perks over thana. The only killer that I can think of that really can grab enough value to really use it is Plaque (yes) and that just because she can consistently have all 4 survivors injured for a very long time.
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I'd be pretty disappointed, Candyman is just really bland and forgettable to me. BHVR would have to do some serious upgrades to him or do something really unexpected for me to be interested.
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yeah I never understood why so many killer perks require so much for so little or just give you such a little benefit. Sometimes they even buff the survivors.
Meanwhile survivor perks have much easier conditions for much stronger effects most of the time, with little or no actual counters that don't put killers in a lose lose.
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As a killer main with some occasional survivor matches, yeah Spirit's pretty easy to play and pretty dumb to go against.
Playing as her really gave me the perspective of standing still and just watching what the survivor does, and if they leave I just phase where they're going and if they don't I just hit them when they run into me trying to juke or whatever. Some survivors even stand still, I'm assuming they think you'll phase past them, but then you just phant onto them and hit them anyway. The only way to lose chase as spirit is phasing immediately and SOMEHOW losing track of the survivor, even though you have extra speed, can track through scratches, and you know EARS for breathing/injured, survivor vaulting, and even footsteps. If you lose chase as Spirit you most likely played yourself.
Playing against her really gave me the perspective of "welp, I hope I guessed right AND this Spirit is bad/messes up or I just lose." Oh, and if you're injured you're 99% screwed and might as well just accept that you're going down very soon.
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@NinjaDette1 said:
https://forum.deadbydaylight.com/en/discussion/comment/1289598#Comment_1289598
Earlier today I switched from my wraith to my survivor main Claudette. And this other wraith was totally only going for me and let the others all escape. I didn’t even do anything salty or toxic though I think the user just hates certain people 🤷♂️.
Can't say much without more details/seeing the match, but survivors really need to realize that going for someone with 1 hook down is the quickest way to do your objective.
Question: do you stop a gen at 33% then move on to another one? Of course not. So don't get mad at killers who get a kill to 33% and try to finish it if they see an opportunity to.
We could give the survivor team as a whole a certain number of hooks, and if they all get used everyone gets sacrificed and then it really wouldn't matter. But until some some crazy change like that happens, the game ENCOURAGES prioritizing survivors that have been hooked over ones that haven't, which can mean tunneling. Better killers will usually go after 2 survivors at once, maybe 3 if they're having a really good game or playing Spirit or something.
One of the easiest ways to be on track to losing a match as killer, is to hook everyone once before anyone gets hooked a second time/dies. Similar to if survivors had to get every gen to 30% before they could complete 1. To hook everyone once and be fine as killer means you're having a phenomenal game, probably because the survivors are potatoes.
Tunnel gens = Tunnel kills. If the killer does not tunnel they're doing you a favor, rather than tunneling being an offense to you.
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@Tiersis said:
https://forum.deadbydaylight.com/en/discussion/comment/1287448#Comment_1287448
This, yes. More often than not I'm going against teams on comms, thats just the reality of DbD these days. 1 of them finds the hatch, they all know where it is, and usually they wait for the killer to walk away, kill themselves on hook to give the last victim standing free escape.
They wanna burn a key on it? Fair enough, at least they have to spend BP or get lucky looting a chest for that.
yeah and survivors can still stand at the gate if they know where its at and try their 50/50 at getting out for free if the gate spawns don't screw them.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1287455#Comment_1287455
The game is literally designed around bad survivors. There are so many mechanics in this game that only work if someone makes a mistake.
Weak killers are nerfed before/after release because the new guys say they are OP.
All the 2nd chance perks survivors get are to help the newbies escape. Then they become broken on the veteran survivors. Lord knows I complain about certain survivor perks but to be fair. If they weren't combined with other perks it probably wouldn't be so bad. Old MoM for example may have been tolerable if you couldn't mix it with BT+DS+Adren. By themselves I think 2nd chance perks are within reason but when people stack them it becomes a problem.
If the survivors choose to rush gens, the gens will get done no matter the pressure applied because the killer can't pressure 4 people at once. This game is tailored to the new players and that's a horrible way to design your game.
Oh, I 100% agree. I can pick up survivor after not playing for a few months and do fine, same cannot be said for the killer side. Survivor perks are waaaay more impactful than killer perks, and there's 16 of them in every game. Hatch still opens when it really shouldn't. I could go on.
There should be something to prevent second chance stacking in the game, as that's when things really get screwy. DS could probably see some changes as well as that is constantly the focus of the survivor sided perk argument (rightly so as it really gets abused a lot of the time, myself included).
As someone who plays both sides, but mainly killer, I still find survivor much easier. I can only imagine how it is for the people who actually main survivor.
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adding 16 seconds to gen times would effectively add another gen in terms of repair time. So the maps don't get broke.
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@megdonalds said:
"This game is designed around bad survivors"
The typical must-4K-every-match-otherwise-I-go-cry-in-the-forums attitude.
All my friends are rank 1, almost all my friends are definitely bad survivors. This game is balanced around bad survivors or swf is really that OP lol.
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Just make the hatch spawn closed (so a key can still open it) and start the EGC when the 3rd survivor dies. Hatch won't be an issue literally every game, survivors and killers can't hold the game hostage anymore, keys still have a purpose.
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Tunnel someone and hope they do the decisive locker trick/exploit whatever. Alternatively run a basement build and make sure you're there when they get saved (so you'll probably have to proxy camp), sometimes people bolt into the lockers in the basement. There's no "nice" way to do this challenge unfortunately afaik.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1286000#Comment_1286000
If he chases you and you fall asleep by being hit, that means he already worked to get his advantage over you, he already worked on being able to use his powers against you. If he is a terrible Killer and couldn't hit you in the first place, then you have nothing to worry about. Especially if we go with the timer being paused during chase suggestion.
I'm assuming the killer is at least decent here, but I'm starting to see your point. Chasing as an m1 killer with no power sucks. Pausing the timer is probably the best solution now that I thought about it a bit more and from the responses here. You changed someones mind on the internet, props to you.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1285898#Comment_1285898
I would agree with @DelsKibara at that point.
Removing his ability to pull survivors into the dream world by hitting them would make him extremely weak in my opinion.
Stop the sleep timer in a chase and maybe let survivors use every clock but reduce the sleep timer from it from 90 to 60 seconds and he would be a lot fairer without making him too weak.
If I'm going to be asleep in chase either way then wasting the time to wake up barely seems worth it. I don't really care to much if I'm asleep and out of chase because it barely affects me. Its a waste of time to wake up when I could just loop him for the time I would be wasting waking up to begin with, and I'm also not doing the objective in the meantime. He gets his teleport a little quicker, but he's either going to be chasing or teleporting, not usually both and the teleport also has a tell. I don't want him to be weak, but we need to give a good reason to wake up to begin with and also make awake time reasonable.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1285898#Comment_1285898
Honestly I don't know about the getting put to sleep on hit, I think maybe pausing the timer during a chase is better than that. Mainly because if it's just using the Passive Timer for him to be able to use his powers, then we have issues back with Old Freddy as to why he is so weak.
Whats the point in wasting the time to wake up when if I get found while awake I get put to sleep anyway either by him hitting me or by the timer. I might as well stay asleep and use that time to do a gen. Also old Freddy did not have teleports, snares, and the ability to hit awake survivors. He would in no way be back to old Freddy status.
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Spirit hands down. Totally unfun, puts survivors in a lot of lose lose situations and guessing games, and lack of consistent counter-play. Way to strong for how easy she is. Power trip to play as, makes me want to afk and go make some food the moment I hear the "uhhhhhhh waaaaah" to play against.
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Personally I would mostly just touch the sleep mechanics to start with and see from there if more is needed.
1) increase the sleep timer. I see the popular number for this is 90 seconds (1 min 30 sec). Possibly also increase the clock pause on the timer. They always make you go to the other side of the map to use them. They should give sufficient protection for the time put in to even reach them that could have been spent doing something else.
2) Take away the survivor getting put to sleep on hit. This kind of defeats the whole purpose of waking up. Either passive sleep or on hit sleep not both. Maybe make on hit sleep a rarer add-on if it really wants to be kept.
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Probably because he's the only killer who says "hey your teammates were bad, but you get exposed for it". Then he's stronger in chase against you because he gets extra lunge range and vaults windows faster in tier 3. You can be avoiding him for the whole match so far, but then, eventually, he finds you and you're on the receiving end of his tier 3 even though he never saw you until now.
Not saying everyone who says that is free of blame, a lot of player will blame everyone but themselves when it is in fact their fault. But it is also valid in a lot of matches. Insults should stay out of it of course.
Hard to know as a survivor whether he's even around you or not, let alone stalking you, given Myers pretty much non-existent TR and the fact that every Myers and their grandma runs either dead rabbit, M&A, or both to make it even worse. Breathing can be covered up by other sounds in some cases as well.
tl;dr Myers power feels extremely bad to be on the receiving end of if you believe you've been denying him stalk off you most the match, whether its true or not.
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@alaenyia said:
https://forum.deadbydaylight.com/en/discussion/comment/1285370#Comment_1285370
^^^Killer main fo sho, maybe just quit having survivors at all. Just some NPC's you can kill all day long. There I fixed it. Your welcome.
yeah ok survivor main "fo sho", read the rest of the post before you comment dumb stuff. I just agreed to a tweak that was purposed and so did other people in the post. Change "remove hatch" for "hatch stays closed" and boom, done, fixed.
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Bring in a key, or be generally toxic for no reason.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1285370#Comment_1285370
So keys are useless end game.
How about...
Hatch spawns, unopened, ECG timer is activated once the 3rd survivor is sacrificed.
Sounds good to me.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/153649/what-the-bleep-is-up-with-this-hatch-bs
I'd rather have the last survivor leave than spend 1 hour looking for 1 person who isn't going to touch 1 gen.
As a survivor as well, I'd be petty and hide for 1 hour to make the killer DC.
That's why.
@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1285296#Comment_1285296
The hatch closing mechanic is basically added to prevent taking the game hostage for long. Same reason why the EGC was added.
Hatch stays closed, EGC happens as soon as the last survivor is sacrificed, oh look hatch is no longer and issue and neither is holding the game hostage. Your welcome :)
Edit: since some people won't read before commenting, replaced "remove hatch" with "hatch stays closed" as this was the more agreed on tweak.
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The only thing I would like to see changed at this time would be the sleep mechanic. Freddy gets so much free value from it just for existing on the map and puts the survivors in a lose-lose situation a lot of the time.
The timer is way too short. If you waste your time to go wake up with the clock, by the time you get back to the gen or anywhere else that is important, you'll have, on average, around 30-40 seconds left before you're asleep again. Its basically free reverse bear traps on everyone that reset all match. If you don't, you're prone to all Freddy's shenanigans all the time and he gets faster gen teleport. You could miss a skill check, but then your gen regresses and he knows where you are now.
You might be able to get another survivor to wake you up, but the first time it happens everyone falls asleep at the same time, and everyone falls asleep so much that its not uncommon for most or all the survivors to be asleep even past the first wave. So someone's going to be forced to get a clock and find everyone, or everyone's going to have to get their clock, or someones gotta miss a kill check. Then we run back into the previous problem of the timer being to short to do these things reasonably.
Then Freddy ALSO puts you to sleep just for hitting you. Oh you stayed awake like you were supposed to? Oh well fall asleep anyway. His attacks should not put you to sleep if you also fall asleep passively. One or the other not both.
Then add on all this is happening while the Freddy player is chasing, teleporting, laying traps and applying pressure, it becomes a bit much imo. The sleep mechanic happens way to easily/frequently and getting out is not only wasting a bunch of time, you barely get any benefit out of it. Maybe half of a chase will be spent awake if you JUST woke up and Freddy found you.
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@Lexilogo said:
I'm generally not comfortable with Killer selection altering mechanics in this way and I think the less complicated, easier solution would just be buffing the Killers that need it, and implementing Perks that can help deal with early generator pops.
We don't need new perks, we need fundamental base changes to gens, maps, or killers. Perks are not a solution to poor balance as they will just become pretty much required, which no one wants.
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@kate_best_girl said:
https://forum.deadbydaylight.com/en/discussion/comment/1187428#Comment_1187428
Wow what a reward I get punished for the killer being toxic!
Team based game, so yup! Play killer if you want to be judged solo.
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@Reborn2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1186121#Comment_1186121
There s no way someone thinks solo survivor is easy. At this point you just lying.
I don't know where in my post I even remotely suggested they were talking about solo. I even said it was one of my friends, if you were going to assume anything, which you shouldn't, you should have assumed duo at the least.
Either way gens go too fast for the map design we have.
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Not gonna say which one is stronger but a mori should be stronger.
Moris are a one use offering that you still need to down someone and hook them to use, which in todays game environment that's 3 gens done. So maybe you'll get that 1 kill or maybe 2 if you're lucky and using an ebony. Either way you could get 0 use from the mori and poof its gone.
Keys on the other hand are an item and have add-ons so that even if you die or use the key they stay in your inventory. If you don't need it and escape you still keep it. If you die, one of your teammates can pick it up and use it, or give it back to you after the match if your in swf. You can also find one in a chest, more so if you equip Plunderers Instinct to farm keys.
You can't farm moris, you cant save moris for the next match, there's no insurance add-ons since its an offering, you can't do anything but burn it up and hope you get use out of it. Moris SHOULD be stronger.
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Yeah, one of my friends stopped playing entirely because, in their words "Survivor is too easy and I get bored. The gens pop way too fast and I'm waiting 15 minuets or more for a very short match. Killer is too frustrating because I don't feel like I can do anything unless the survivors are all just bad. So I'm just gonna stop playing."
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yeah the game should be going in the direction of making communication much more available for solo's and buffing killers to SWF levels imo. The difference between the two is ridiculous.
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Yes this has been shown before the DS does much more than stop tunneling, as such, I would expect new players that have no exposure to the community to basically see it as a free stun if they mess up, because thats pretty much what it is. Eventually they'll learn to abuse it and see it as a free pass for 60 seconds after any unhook like the rest of us survivors.
DS should maybe go something like:
After getting off hook, DS activates for 60 seconds. If you are downed in these 60 seconds the timer pauses until you get picked up by the killer or returning to an injured state and cannot be deactivated by other means during this time (timer will resume on being healed not deactivate). Otherwise DS deactivates after the timer runs out, when another survivor is hooked, or when you start a repair action.
Just spit-ballin here, but this should solve a lot of issues and leave the anti-tunnel aspect intact.