Avatar

NEETQT

NEETQT

About

Username
NEETQT
Joined
Visits
56
Last Active

Comments

  • @MadLordJack said:

    I mean, you said it: Freddy. I just HATE how easy he is. At least if it's a Nurse or Slinger, I know the person murdering me is actually good. Freddy could be played by a blind monkey. That's not to say all Freddy players are bad, it's just... There's no litmus test for it. Nurse has to be on point with her blinks, Slinger needs to be a crack shot, Spirit needs to be so far in your head she knows what you did when your boss asked for a coffee... He's just so simple and easy with little to no required depth (he has depth, but it's mostly flashy showy stuff that you don't need to learn and isn't at all required).

    sir u do realize playing spirit isn’t that difficult at all right

  • @Kilmeran said:

    https://forum.deadbydaylight.com/en/discussion/comment/1562742#Comment_1562742

    I honestly never played DbD much before crossplay. I bought the game for Myers, Freddy, and Leatherface, the three Icons I grew-up on in the 80s, and could never get Killer matches unless I played very late at night. Well, I have a kid to get to school, normally, and then start my writing work day by 10am at the latest, so I prefer bed no later than midnight. So, playing late at night just to play Killer wasn't in the cards.

    I bought the game June 2018 on a Steam sale along with the DLCs at the time. I have just under 200 hours logged in those two years due to those queues. By comparison, I have close to 1,000 hours logged into Overwatch because I can always get fast queues there, albeit I started Overwatch on launch day in 2016.

    I've studied the game, but am just now finally able to play it when I want thanks to crossplay.

    Welcome to the fog my friend

  • @Leachy_Jr said:

    https://forum.deadbydaylight.com/en/discussion/173979/from-a-purely-mechanical-standpoint-tunneling-is-the-most-effective-strategy-please-discuss

    This is the exact point I try to get across to survivors and none of them accept it. People STILL think that hooking everyone 3 times is the most efficient strat.

    It's also why camaraderie is one of the most underrated perks in the game as if you're trying to get someone out quickly it delays that for a short time.

    EDIT: I could go into how DS just denies the most efficient way of playing with no skill involved, but that's a different discussion.

    there’s no skill in camping/tunneling someone off of a hook either but that’s a different discussion.

  • @m0rtalk0mbat said:

    https://forum.deadbydaylight.com/en/discussion/comment/1412619#Comment_1412619

    I think she should be similar to ONI, who IMO is the best killer because his demon form is so fun and balanced.

    The witch should be similar but instead of a speed boost + 1 shot, she gains access to a ranged AOE ability that devastates survivors that are grouped up. A rain of fire, a channeled ability that has to be dodged, or something along those lines, and for a single survivor she can use a fireball that deals small AOE damage on detonation.

    Hi there! Thank you so much on your compliment regarding the perks.

    You're right, her powers do take heavy inspiration from other killers existing in the game.

    Her Secondary power, Witch's Brew, is supposed to play out a lot like Myers/Ghostface due to her being limited to melee attacks, but still terrifying due to her Stealth in this mode! While not having great map pressence like Oni, boy oh boy would it be a scary 60 seconds.

  • @NuclearBurrito said:

    Ok first of all, Oblivious is an existing status effect. So don't use the term.

    But second of all and more importantly, this Killer is completely outclassed by the Plague.

    Here, lets compare the 2 powers:

    Witch:

    • Partial fear goes away over time
    • Terrified Survivors are easier to track
    • Terrified Survivors are SLIGHTLY worse at tracking the Killer
    • Terrified status can be removed with a channel for free
    • Terrified status is removed over time
    • After several downs the Witch can preform a channel at a specific location to expose terrified Survivors

    Plague:

    • Partial infection goes up over time
    • Infected Survivors are easier to track, even partially infected Survivors
    • Fully infected Survivors are immediately broken
    • Infection status can be removed with a channel at a specific location at the cost of giving the Plague corrupt and alerting her if your location
    • Infection status remains forever and will even spread if not cleansed
    • Once per game and an additional time per cleanse the Plague can preform a channel at a specific location to become OMEGA HUNTRESS

    You're right I shouldn't use the term. I just couldn't think of a term off hand and to be honest it wasn't the most important thing to me, more so what it does. It's not a completely fleshed out idea.

    Your analysis of the powers is right - there are many similarities between the plague, but how they play out in game is drastically different. Let me explain:

    Both Plague and Witch spend time "infecting/terrifying" survivors.

    Infection does not effect the standard chase at ALL other than making them one health state less. Terrify makes them unable to see The Witch's stain, this effects how survivors loop/run tiles against the killer. It's drastically different inside of a chase.

    infection give perma broken status throughout the game, except if survivor plays poorly, is on death hook, or at the end of the game to make a game saving play.

    Terrify is more of a MIX of playing against Ghostface as you have NO red stain, and doctor "having perma witch's chase music" and confusing you with where they are, the idea is to not want to be terrified like Madness T3 and Dream from Freddy. People don't care about being infected, they should be wanting to be "unterrified".

    As for Secondary power, I think it's more closely linked to Myers or Ghostface, but it is meant to be around the same strength as Myers/Plague in terms of how it plays out in game.

    Again, I do think there are a lot of similarities but to say she's a "worse plague" isn't just imo but we can agree to disagree!

  • @DWolfAlpha

    Thank you so much for your response! I will say that all the suggestions related towards items names/etc I do agree with name changes/etc to fit existing lore. I wrote this up a long time ago and hadn't looked to see if there were any updates (when I originally made it, there was no identification and clarification for Alex).

    Let me comment on a few of the suggestions you posted and explain my reasoning behind the idea and you can comment back if you'd like, or if I miss understood something!

     I like having it restricted, but I also think some players wouldn't be interested

    The great thing about the idea is that passively in the game as it currently is, people typically search through chests. (I don't have the statistics, but I would argue that more often than not at least 2/3 chests are searched/looted. This means that players who don't want to risk getting punished for attempting to reap the rewards, aren't punished for doing so and it doesn't negatively effect them for doing so, while giving other survivors who are interested, to passively be helped by those just searching boxes and not really caring about the Secret Stash.

     A single survivor can make multiple attempts, but can only obtain a single item.

    The reasoning I would argue against this, is mostly because if survivors fail, they're already suffering a health state, which effects other players as well, and I do think that being able to do this more than once could have a severely negative effect on the team's success as a whole. And two, this reduces the total amount of items that make it out of the game and into circulation as whole, which is ideal.

    Since this new mechanic doesn't benefit the killer in a major way, so that the killer gets a new mechanic to go with it, when the stash lights up, the killer can interact with it to knock out one of the lights.

    When I originally made this idea and to this day, I do think that as a whole, Killers have enough to manage in the game as is. You have to constantly chase and apply pressure on the map which is a FULL time job. Whereas survivor, is far more relaxing and allows you to do different things, on AVERAGE compared to killer. This idea was mostly meant as a way to buy killers more time in the average game, while giving an incentive for survivors to spend time doing them that doesn't change the game in a MAJOR way.

  • @NuclearBurrito said:

    Something like this can't ever be anything other than a Survivor buff.

    Either it's not a strong enough reward to justify the time and it may as well not exist, thus making the game resolve like it already does

    Or

    It IS a strong enough reward to justify the time. Meaning that by preforming all the steps to open the stash they will be doing better than is possible right now.

    Neither outcome is actually an improvement for the game.

    I would argue this is a slight survivor buff, but those metrics would be incredibly hard to analyze (amount of times spent/how that effects the average game, how these items effect other games they're brought into etc) are all really hard to quantify and verify.

    But, no matter WHAT, there will always be people who want the BEST items, and people who want to collect, that will actively attempt to get them.

  • @Deathslinger said:

    https://forum.deadbydaylight.com/en/discussion/comment/1354552#Comment_1354552

    I just wanted to comment a bit on your statement about totems. I understand your viewpoint that killers do not want survivors to do Hex totems but I disagree with it. No Hex means no reason for survivors to do totems at all except for some points. So...most ignore and do the objective. The real reason killers use Hex is to distract survivors from gens and actually do the secondary objective. Killers actually want survivors to do totems, I pray every team I face tries to get all Totems done. Opening chests rewards the survivors with items to help survivors. Doing totems has no real benefit unless it’s hex or killer happens to be running NOED.

    I stand by that bones are better option then chest~. Sorry I couldn’t crop just that part of your convo but my phone wouldn’t let me.

    IMO if the requirements to open the stash would be totems + chests, the incentive would have to be more. I could see someone arguing just chests being searched could be too little time investment to unlock the stash itself, but actually finding all the totems in addition would be a LOT of extra time. And more often that not, there's always the pesky outlier totem that's almost impossible to find (barring map + addons/detectives hunch?).

  • @LordGlint said:

    Somehow when I saw "Alex's secret stash"...a new toolbox was NOT what came to mind, lol.

    This guy smokes

  • @Deadeye said:

    I would add that a white ward doesn't save you the unique item. That would be too easy. Another addition might be that one character can only hold one item of each of the possible rewards. Meaning that if you have it already in your collection (not in the match), then you cannot find it again in the current match. Also, if you bring one unique item, you cannot find it again in the match (which would in ridiculous cases allow 8 omega toolboxes, 4 is already heavy to deal with). That would make them really "unique" (which is ok because they are pretty good items).

    And targeting the fact that others might do the work for you by opening chests and then die while you go for the loot: I would add (or replace) that you have to find a key (maybe 4 of them hanging on random hooks) to open the secret stash. Carrying such a key could increase your chest search speed by 20%. And I don't mean keys as items, more something like the events (the chinese lanterns) or like charms, that blinks slightly on your waist, to make you a tiny little bit easier to spot, when trying to hide in the grass, as long as you carry the key around. And each survivor can carry one of these to get his chance at the stash.

    Btw Alex is one of the developers, this is an easter egg. And lorewise I would at least question why Alex hides his tools, meaning to help survivors, in a box that injures them o.O Maybe the tools are produced by another survivor as support, but the entity tries to trap the stash or something.

    https://forum.deadbydaylight.com/en/discussion/comment/1354353#Comment_1354353

    At least I would laugh my nipples off when I play a trapper with injuring traps, seeing how a survivor gets injured by my trap and then dies to the stash skillcheck :D Regarding the objective, I wouldn't add totems to that, killers don't want totems to be cleansed, if they want to run totem perks. So opening the chests would be the better choice. And the idea is to give the survivors something else to "waste time", a competitive objective would waste killers time as well, not sure if a killer wants that. And killing survivors as "counter" is not really a solution as you already said.

    But in general: yes, I would like to see an optional objective for the killer as well, that can consume some time but help you with your objective in another way if used properly. Something like ripping out a special part of the gen, forcing the survivors to find a replacement on the map for that part, or ignore the gen. (although this might just stall the game unnecessarily, but just as a rough first idea)

    https://forum.deadbydaylight.com/en/discussion/comment/1354423#Comment_1354423

    Just as a side note: that is number two actually. The number one thing to waste killer time would be hiding from the killer :P because when he chases you, he will eventually progress towards his target. When you hide, he's not ;)

    Thank you for such a detailed response! I'll do my best to format my responses addressing a few key parts I found interesting.

    "Also, if you bring one unique item, you cannot find it again in the match (which would in ridiculous cases allow 8 omega toolboxes, 4 is already heavy to deal with). That would make them really "unique" (which is ok because they are pretty good items)."

    I do understand that this may be an issue. Though, I think there may be some trouble in the solutions you presented in terms of coding, but I'm not sure. At the very least we have perks like Franklin's Demise and Overwhelming Presence that would be buffed if you saw survivors bringing in too many items. But it is a good point, I really only think the Toolboxes would be an issue; however, I think the medkit and flashlight being as strong as they are is fine as is relative to how they effect the game.

    I would add (or replace) that you have to find a key (maybe 4 of them hanging on random hooks) to open the secret stash.

    Interesting idea. I do like this, but perhaps make it more restrictive - Only have one key be able to be found on the map (similar to a totem), and also allow the stash to be unlocked via Purple/skeleton/green keys and have them be consumed on use. This would make green keys actually relevant and would make it so at the very least, one player isn't bringing in a more powerful item.

  • Thank you so much for such high praises!

  • @53nation said:

    Interesting idea. Hitting 3 back to back to back overcharge skillchecks won't be easy for a lot of people.

    As solo survivor, I'd be annoyed that my teammates are injuring themselves for prizes.

    As killer, an injured health state with a noise indication sounds nice. Especially when it has little to do with gens.

    Might be a cool addition. But as a solo survivor, it's rare that I feel my team has too much time on their hands. Interesting nonetheless.

    Thanks so much for the input!

    As a solo survivor, I can totally agree with the sentiment that I find my teams don't have a lot of free time on their hands, but I would also note that a lot of the times players tend to waste time doing things like follow the killer around, looting chests, doing totems as is. (In a way the last two aren't wasting as much time since you may sometimes benefit from this.

    With this objective, at least it will give you the option of benefiting from it with a nice item if you complete it yourself in the event it's available!

  • @Deathslinger said:

    Im not a survivor main, so I looked at this from a killer perspective. I would be upset that survivors get a new objective and exclusive (powerful items) and I get what? A possible distraction for survivors and another element I have to keep track of. I’m just saying you could expand on it to reward the killer with something too.

    As far as the suggested objective of opening all chests before opening a final chest and doing some difficult skill checks...might be the killer in me but I found it to be too easy an objective. Also, survivors might upset each other if they burn to spawn more chests and clash with those trying to quickly finish a chest opening challenge. I’m assuming your saying once every chest is open then any survivor could take a turn to earn their own prize, regardless of whose dead or not.

    Personally I think a challenge where a killer could fight back would be more entertaining and suspenseful but a killer could only stop this by babysitting the mystery box lol.

    i won’t comment on the prizes cause I’m not too familiar with them. If I took this idea and moulded it into something to my preference. I’d say amp up the difficulty. All totems done and all four survivors need to do their skill checks to unlock. So a killer can fight back by killing a survivor. 4 lights on prize box that lights up as survivors open it, 1 by 1. Sadly by version promotes killer tunneling so it’s no better D:

    End of the day, I like any idea that tries to add another much needed element to the game. I’m just not sure I’d choose this idea over some other ones. Nice post though~

    Thank you so much for your input!

    My main objective here was to add something to the game in order to slow down the overall speed of the game, while adding something that won't really effect the CORE gameplay of how the match is to play out. The rewards are to match that, they're strong items, but they're not so strong as to effect how a game will play out by any large margarine at all. Thus, I do not think the difficulty should reflect that.

    • Missing Skillchecks results in no more attemps for that survivor, and reduce in health state.
    • Noise of missing skillcheck giving away location to killer
    • Possible "oblivious" status effect while looting/performing skillchecks

    Overall I think these are some slight negatives to make it a little more interesting, but again, it's not supposed to be difficult to complete (though look at how often people miss doctor skillchecks/ds). The killer is rewarded in the most VALUABLE asset. Time. While not a LOT of time, it is still overall a decent amount of time investment for each survivor to loot, travel to, perform skillechecks, and loot the chest. While not spectacular in thematic game play for the killer, it is mostly meant to be a time sink in which they have more opportunity to effect the map as survivors pour time into completing this side objective.