NMCKE
NMCKE
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/1078916#Comment_1078916
How do you do the spoiler thing?
Then, click on Spoiler.
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@Inji said:
I would bet my money on Cannibal or Spirit. However if Trapper gets a chance to set up his traps he would also be very scary.
I can see Spirit trying to bait killers into hitting her decoy (assuming that her decoy doesnt damage her when hit) And Nurse can blink away into houses or to the second floor and be safe(depending on the map)
Some killers would counter others and the map is also very important for some killer powers. I could have a full on discussion about this all night.
I can see Pig getting RBT kills while she's dead and make the battle a draw π
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@ScottJund said:
That would not be fair to survivors. You can't penalize survivors just because the killer is bad and can't down or hook people. It would also heavily encourage and in fact reward excessive slugging. Even if it gets disabled when a survivor is downed, it would start back up when the survivor is picked, meaning the killer could go around slugging everyone, keeping them injured, and then once everyone is injured and at a bad spot, then he will start hooking.
The more complex you make it the more abusable it becomes. This would be way too strong.
Hey Scott, I believe your idea is pretty good, just a few things I want to add to sweeten the deal:
- The TWU affects all survivors.
- Survivors who remain within 32 meters to the killer while not running will slowly lose the debuff from the TWU. 50% penalty to 0% penalty over a 10 second duration.
- Once the killer performs a hunting action such as chasing, hitting, downing, or grabbing survivors β all survivors are freed from the TWU.
- Survivors affected by TWU will glow (just like the lunar event), killers don't see the glowing effect.
Off-Topic:
Huge fan, keep up the videos and I love your personality! β€
Your cats are adorable too! π±
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1076383#Comment_1076383
Solution: Punish dodging.
Solution to "But what about dodging lobbies with high ping?": Have all players confirm that they are okay with staying in the lobby, then lock them in and punish dodging from there.
Well said, The Average Guy.
While we're at it, make sure both roles are punished for excessive dodging when they don't have red PING. π
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@Dehitay said:
https://forum.deadbydaylight.com/en/discussion/comment/1077407#Comment_1077407
His primary point would be the title of this thread which I would consider the most important point of the thread. Although it's vague as hell, the best translation would be that he doesn't consider genrushing to be a problem when it clearly is. Any survivors who hard focus on genrushing will destroy a killer. People like to be all naive and pretend that if you hook a survivor and then chase another then "Hooray! Now there's 3 survivors not doing gens cause one is on a hook, one is in a chase, and one has to go for the save!" Yet the harsh reality of the situation is that I've been in this situation countless times and it's just as easy that one survivor is on the hook, one survivor is in a chase, and then 2 different gens get popped within 5 seconds of each other before the unhook.
Sure, weak evidence doesn't automatically make great points not great, but you're being dellusional if you think that "genrushing isn't a problem" is a great point.
I ignored the evidence because it wasn't worth looking at for obvious reasons and beelined straight to OP's opinion β OP's opinion is very valid to me, just poorly represented by evidence.
Regardless of that, OP didn't say genrushing isn't a problem, OP just said increasing generator repair times isn't the solution to solving genrushing. OP believes it's the maps, toolboxes, killer viability, and so on that's allowing survivors to genrush. Anyone who just looked at the poor videos and clicked off the thread wouldn't know that, that's why I'm telling you β always look at both the evidence and opinion. π
You might end up agreeing with OP's opinion even through the evidence is not great. If you disagree, OP will need better evidence to convince you of course. I actually agree with OP if you want to discuss the problem behind genrushing.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1075487#Comment_1075487
I feel like you accidentally stumbled across the problem without even noticing it. Ruin was crippling to low and mid rank survivors. The ruin change acted to hoist these same survivors up. All of a sudden, you get survivors who cant run a chase to save their lives mixed in because its easier for them to pip up, even if they didnt actually get any better. I can stomp on newbies all day who've been given a red rank, I have no doubt about that. I can ALSO stomp on their rank 14 teammates who are still coming into my lobbies.
https://us.v-cdn.net/6030815/uploads/448/0SF4YZRL8DX5.jpg
https://us.v-cdn.net/6030815/uploads/344/ZS5MICL2BK88.jpg
This was about a week before the ruin changes, where I ended up stomping on a group of survivors that were pretty much scared to touch gens. Game was over fast with only a single gen being done. This game doesnt at all properly illustrate how games at the higher ranks should go, but now...
https://us.v-cdn.net/6030815/uploads/201/81YTNR7FQZMM.jpg
This was a screenshot on rotten fields. Judging by the ranks, you might assume these guys did WAY better...but that wasnt the case at all. Still kept seeing survivors on my BBQ running on the opposite side of the map from where any gens were so they could heal up. Still managed to score loads of hits because although the ranks are better...they werent any better at actually leading chases. They DID manage to get 3 gens done as oppose to just 1 (im guessing the boxes factored into that abit), so these guys who gave me all sorts of free hits and went down again after 3 seconds of me recovering from a DS stun... They're gonna get queued up for ANOTHER match where their in over their heads, unless the matchmaker screws up again and tosses em a rank 14 killer.
Point being, the ruin change is just hoisting bad survivors up ranks for killers at that rank to stomp on. Its been the case that rank in DBD doesnt mean much, and thats even more the case now. Throw in a busted matchmaker... I can show you screenshots of me stomping teams that shouldnt be in my lobby all day whether they have a red rank icon or not.
This just ends up coming as a quick 180 when you get a team of actual good survivors stomps the killer into the ground, even though they have the exact same ranks as the team before them. Am I saying I should win every game, gimme my 4ks? Course not. Im saying I dont wanna be stomping on newer players who shouldnt be in my lobby, and I'd like the comparisons for these matches to be fair. Show how it works against decent teams who WERENT just given the ranks.
I suppose the silver lining though is I get to play around with lesser killers due to the likelihood of me finding teams out of their depth. I always enjoyed playing as Myers for example, even at high ranks at have always done pretty well with him...
https://us.v-cdn.net/6030815/uploads/802/OM21ECT89E2Z.jpg
https://us.v-cdn.net/6030815/uploads/946/ZSEI0886JALY.jpg
Legion though has always been a huge migraine that I quickly regret whenever I think of a build that could be fun, only to get reminded...its still Legion. Now though, even with Legion I can clean house as long as the teams arnt ACTUALLY good.
https://us.v-cdn.net/6030815/uploads/263/68SMSFJXM455.jpg
sidenote, this game was alot of memeing around from the survivors, it just happened to be the only screenshot I had on hand of a Legion matchup. The build you see is what I've been running to 4k alot.
@NMCKE thoughts on this?
Something to note, if you edit in something to tag someone, it won't notify them.
Now, about your what was saying, I'm talking about how bad evidence doesn't make a fact
incorrect.If I tell you Huntress can M1 survivors but show you a game where I can only use hatchets, does that make the fact wrong? π
Of course not, facts are proven and bad evidence can't change that.
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I hate to be blunt, but that's extremely OP.
All Iridescent Hatchets needs is long ranged hatchets instadowning survivors or have it act like a one in the chamber add-on. π
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@Dehitay said:
Wow, talk about cherry picking games. You went all the way back to pre-rework Freddy to get one that proved your point. And even in that one, you managed to actually gen grab somebody as pre-rework Freddy who you had to start the dream transition with first. If that doesn't scream not a good survivor, nothing does.
OP made great points but has weak evidence. Weak evidence doesn't automatically make his great points not great anymore, just so you know.
Although OP's videos aren't the best, I think OP made great points about the current state of generators.
I believe OP is 100% correct: maps, toolboxes, killer viability, and so on need some changes to better the game's balance.
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@Raptorrotas said:
https://forum.deadbydaylight.com/en/discussion/comment/1077294#Comment_1077294
You're right on the skillcheck part. If they were tweaked to be slightly more challenging/less rewarding/more punishing/+-difficult, the devs wouldnt need to increase gen times (atleast not by muchlol)
But the ruin change has two mutual exclusive theories behind it:
- Devs dont want any harder skillchecks, so ruin wqas removed for the potatoes
- Ruin was removed so it couldnt stack with possibly harder/rebalanced default skillchecks
Sadly the first option seems to be more likely to be true as there wasnt any sign of the latter adressed anywhere.
As long the maps or killer-survivor-power-ratio stays the same, the only easy solution seems to be gen speed, as it is a single variable to tweak.
This is probably going to sound like I'm a survivor main, but this is genuinely my opinion about Ruin getting nerfed by the rework. Also, my opinion would be exactly what I'm about to say if I wasn't Trusted β nothing is forcing me to say this, all of this is from me and me only. π
The perk wasn't healthy, killers could mess up severely and not get punished because the survivors just couldn't hit great skill checks. Survivors would suffer 4 seconds worth of progress on generators plus a repair cool-down of one second β multiply that everytime they don't hit a great.
1 Skill Check: 85 Second Generator
3 Skill Checks: 95 Second Generator
5 Skill Checks: 105 Second Generator
10 Skill Checks: 130 Second Generator
Everytime you miss a great, you're spending more time repairing and getting skill checks. Things start to add up once you been repairing a generator for a while, it gets ridiculous the amount time you spend on a single generator.
This is without the killer applying pressure, imagine if the killer was hooking survivors and forcing survivors off generators. Good killers with Ruin made generators extremely hard to complete, you would be considered lucky if you escaped those games. π
Overall, the perk was like pre-reworked DS, but a lot worse: it's strong regardless of the player and their experience level.
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@Flawless_ said:
Ok, before you bash me in the comments, hear me out: I guess I should preface this by mentioning that I have only 600 hours in the game and I play mostly killer but also survivor although not as much.
Anyway, I loved this game from day one. After the initial immersed stage I learned all the mechanics, watched a ton of videos and did the grinding until I was good enough to get to rank 1 playing only...Wraith and Huntress, which by the way wasn't necessarily a good idea. I can sum up my killer experience in one word: frustration. Every time I thought I was getting better next game I'd get my ass handed to me by a coordinated team. Not to mention the toxicity, DCing, balance issues and the dumb emblem system. Yet the game was fun and addictive enough to make me stay and I thought eventually some of the issues would get taken care of by the devs just like in any other game...until the ruin changes were announced.
Like many others I was very upset, not so much about Ruin but the ridiculously biased press release, right after an underwhelming chapter 14 and a wave of nerfs. I thought about just quitting the game and it just so happened that I got a job in a different state so I didn't play for the past month or so anyway. Fast forward to this week when I had a bit more free time and I decided to play a few matches. Since rank reset happened while I wasn't playing I started back at rank 5. With the current state of matchmaking I knew I'd verse red rank survivors no matter what, so I decided to stop caring about rank and frankly I think that was all it took for me to start enjoying the game again. Seriously, it's that simple.
But I need to slow the game just a little bit!...well, you still can win, it just got a bit harder. Or just play without expecting to "win", after all winning in DBD just gives you a pip or two, which means NOTHING with the current state of matchmaking. Wanna try a crazy build instead? ######### yeah let's see what happens, DGAF if I depip. Wanna mori all 4 little shits? Why not, DGAF if I depip. Someone tbagging in front of a pallet? Face camp, if you feel like it, or just ignore and focus on getting better at mindgames. You may depip, but you're getting better. You may be thinking, but what about the endgame chat? Easy...don't look at it. If I didn't play well I already know it before the game ends. Hit continue. You'll be in a lobby in less than one minute. Also most survivors aren't toxic. They just want to have a fun game just like you. It just so happens that their objective is the opposite of yours. If you feel that you're being bullied, do yourself a favor and leave the game. Again, you'll be in a lobby in less than a minute. Guess what I don't care anymore and somehow I'm still rank 4 atm.
And btw for all you Wraith gamers the new Ruin + Windstorm + All Seeing Spirit is pretty brutal as long as the totem stays up.
TL;DR: With the current state of matchmaking killer rank is meaningless. I stopped giving a ######### about piping and now I'm having tons of fun playing the game after a short hiatus. If you still like this game but care about your mental well-being forget about the winning or losing mentality and just learn to appreciate it for what it is. A non-competitive, casual, often unbalanced game where you whack the ######### outta survivors and sometimes get to kill a few.
I actually love playing killer because it's so intense and fun to see whether or not you played well enough to win.
My definition of winning is receiving above a 2K.
I have a ton of fun finding survivors, outplaying them, and learn from my mistakes. Sure, killer can be frustrating, but I never had a game where I didn't get below a 2K. π
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@NoShinyPony said:
I don't think the devs are that unaware. It's more likely that they don't want to balance DbD for decent survivor groups but for new survivor players.
Actually, I believe generator times are fine in my opinion, the main reason why a lot of players say they are terrible because generators can go extremely fast in the early game. However, what those players also don't see is how slow the game becomes once they get pressure on survivors.
The only thing I would change about generators are skill checks, good and great success zones should be separated. Greats provide a huge boost, they should be extremely risky for that reason. π
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One time, during the EGC, I got unlucky as the killer and the survivor was able to open the Exit Gates.
However, all it took was him to hesitate and I capitalized the situation, he ended up getting hooked.
Some, not all survivors, think they are safe once they reached the Exit Gates, but you're not safe until you see Match Result: Escaped. π
Edit: How rude of me, I didn't answer your question!
To answer, yes β I love seeing teammates who don't contribute end up receiving their death sentence! :P
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@drimmalor said:
I actually prefer survivors to be skins, because then I can play the ones I like visually rather than feel like I have to play the survivor with the "best" extra bonus. We'd see a lot less diversity π₯
I was thinking survivors should have bonuses, but done in a way where you aren't forced to play the best survivor.
You can pick a class: Aggressive, Support, or Passive.
When you pick a class, you will receive a random, small bonus that compliments your playstyle.
One of the bonuses for Aggressive could be something that allows you to vault pallets 10% faster than normal.
One of the bonuses for Support could be something that allows you to heal survivors 20% faster when you're co-op healing.
One of the bonuses for Passive could be something that increases skill check success zones by 10%.
Just spitballing ideas, these could be bad ideas.
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Rancor is fine, you had a lot of time to prepare for it because you're given aura reading from the killer. If you can put context clues together, that should tip you off the killer has Rancor and that you shouldn't show yourself to the killer towards the end.
Since you couldn't stealth, you should've stayed away from the Exit Gates since the Doctor will likely use Static Blast there. π
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@TAG said:
I think I've processed my thoughts enough that I'd like to give my input on this. I've already said my piece on the passive/active timers and having the Key not be in the last box (or in this case, having it be in the last box less frequently), so I'll just list add-ons that I find interesting/cool (my opinion may have changed on some of these; I don't remember which ones you have changed and which ones you kept the same):
RBT penalty add-ons: I think you fixed the problem with these add-ons quite nicely. Now the Pig is not encouraged to tunnel these people down from the get-go and can wait for them to get their Traps off (or die trying :P ) for the Pig to get some benefit. The only thing I would suggest is switching Broken and Mangled. Or maybe just get rid of Mangled altogether, since Sloppy Butcher exists.
Rules Set No. 2 - Interesting way to punish Survivors without Traps on. Part of me wonders if you could add a tiny bit more cream on top to sweeten the deal for an Ultra Rare, but I think this is more interesting than the current RSN2.
Last Will - Sad that you got rid of the uncommon Last Will since that is one of her best add-ons currently, but this new one is also cool.
Amanda's Letter - Interesting solution to both making it better than the current Letter and making sure you can't cheese things with new Last Will. I'd be on-board with this idea.
Amanda's Secret - I've seen this idea played around with before. I think it works for a Very Rare. Worst-case scenario, adding a timer increase could prevent the add-on from being overly frustrating if need be.
Iridescent Blades - I've always wondered how you could make Deep Wound an option for Pig, as it would be deceptively powerful on her. My concern is that applying Deep Wound on EVERY box has a LOT of time waste potential, since it effectively doubles the time waste per box (ain't no way you searching more than one box without succumbing to Deep Wound). Maybe having it apply Deep Wounds only on the first box you search and cutting the timer increase (only because your base kit idea results in a timer increase for Survivors anyways; under current Pig mechanics, I would still suggest a Timer increase)?
RBT penalty add-ons: I think you fixed the problem with these add-ons quite nicely. Now the Pig is not encouraged to tunnel these people down from the get-go and can wait for them to get their Traps off (or die trying :P ) for the Pig to get some benefit. The only thing I would suggest is switching Broken and Mangled. Or maybe just get rid of Mangled altogether, since Sloppy Butcher exists.
I agree with switching mangled and broken, that's fine with me. However, I changed my mind about removing the mangled add-on because it gives synergy between add-ons and perks.
For example: You could use the mangled add-on to free yourself a perk slot if you already use Sloppy Butcher, or you could use both the mangled add-on and Sloppy Butcher to really discourage other survivors healing that survivor. If they heal, since I don't know the exact numbers, let's assume the mangled add-on applies a 20% mangled effect like Sloppy Butcher. Combining these two can make survivors take 10.5 seconds longer to heal the survivor, assuming these are the only effects in play.
I know stacking heal penalties aren't fun at all, but keep in mind that the mangled add-on will likely be on a 60 or 90 second timer.
Rules Set No. 2 - Interesting way to punish Survivors without Traps on. Part of me wonders if you could add a tiny bit more cream on top to sweeten the deal for an Ultra Rare, but I think this is more interesting than the current RSN2.
You want more cream to sweeten the deal?
Alrighty, here's a before and after I sweetened the deal. :P
Before
Rules Set NO.2 (Ultra Rare):
Survivors who active other survivors RBT by completing a generator will have their RBT immediately active the next time they are trapped without the need of a generator.
After
Rules Set NO.2 (Ultra Rare):
The next time they are trapped, survivors who active other survivors RBT by completing a generator:
- Will have their RBT immediately active without the need of a generator.
- After searching the first Jigsaw Box, all Jigsaw Box auras are hidden to them.
How sweet is the deal? π
Last Will - Sad that you got rid of the uncommon Last Will since that is one of her best add-ons currently, but this new one is also cool.
The current Last Will is extremely good because you are granted more stall potential with the RBT. However, since this add-on is really good, I want to make the add-on memorial by making it an Ultra Rare with a super strong effect. Then, have a different add-on grant an additional RBT since it gives the player two options for more RBTs. π
Amanda's Letter - Interesting solution to both making it better than the current Letter and making sure you can't cheese things with new Last Will. I'd be on-board with this idea.
I was thinking Amanda's Letter should be an early-mid game add-on to find survivors who are attempting to hide from you. Once you start getting pressure on the survivors by trapping them and hooking them, I don't think you need the additional boost from Amanda's Letter anymore. At the time, I was thinking an add-on that can aid you during the early-mid game would be great since that's the time generators can start flying and need to start pressuring survivors as soon as possible. π
Amanda's Secret - I've seen this idea played around with before. I think it works for a Very Rare. Worst-case scenario, adding a timer increase could prevent the add-on from being overly frustrating if need be.
I have to disagree with a time increase because the passive timer will almost always force a survivor to remove their RBTs first or have a very high chance of dying to their trap. Knowing this, I feel like the passive timer gives enough time for survivors to memorize the Jigsaw Box locations before their passive timer runs out and thus, have to rely on memory.
Even before they are trapped, they can memorize a few and use that knowledge when it comes in handy. There's tons of counterplay, which makes me believe there should be no compensation for the survivor.
Iridescent Blades - I've always wondered how you could make Deep Wound an option for Pig, as it would be deceptively powerful on her. My concern is that applying Deep Wound on EVERY box has a LOT of time waste potential, since it effectively doubles the time waste per box (ain't no way you searching more than one box without succumbing to Deep Wound). Maybe having it apply Deep Wounds only on the first box you search and cutting the timer increase (only because your base kit idea results in a timer increase for Survivors anyways; under current Pig mechanics, I would still suggest a Timer increase)?
I see the concern since mending takes 12 seconds, (keep in mind the passive timer allows you to mend yourself) and for every Jigsaw Box fail, they have to spend another 12 seconds mending.
Going to modify my idea to make it more fair, but make it more about the lore.
Before
Iridescent Blades (Very Rare):
Survivors RBT active and passive timer is increased by 15 seconds. Once the survivor finishes searching a Jigsaw Box, they will be inflicted by the Deep Wounds status effect. The survivor will have 15 seconds to mend themselves.
After
Iridescent Blades (Very Rare):
Trapped survivors will be inflicted by the Deep Wound status effect whenever their health state changes to the injured state. Their Deep Wound timer will remain paused for as long as they aren't searching a Jigsaw Box.
Succeeding a Jigsaw Box skill check increases the amount of time it takes to mend themselves.
The survivor will have 30 seconds to mend themselves.
Something to note: Since Deep Wounds is considered a health state, survivors who are trapped mend themselves to the injured state will just reset the Deep Wound timer. This happens because they changed their health state to the injured state, from the Deep Wound state.
This gives survivors some choices: do I mend after search the Jigsaw Box since it takes less time to mend and refreshes my timer? Maybe I should search the first two Jigsaw Boxes then spend a lot of time mending?
Edit: Grammar errors
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@Dreamnomad said:
The ranking system is borked. This shouldn't surprise you though. If you kill your opponents too fast then you aren't going to be able to get all your emblems high enough. Kills do not equal emblems. You can get 0 kills and pip or get 4 kills and no pip. The 2 things are completely independent of each other. Personally, I would trash the current system for killers and go back to the old victory cube in a heartbeat. It was perfect.
I just dislike how the system goes against the developer's balance standard for killers.
The developers balance standard, for those who don't know, is as follows:
- 0K-1K: Lose
- 2K: Draw
- 3K-4K: Win
I agree, the old system was a lot better and definitely fits the developers standards. π
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@thesuicidefox said:
IMO they should just make all tiers of Discordance 10 seconds and then add some new extremely minor effective that is tiered. Maybe even some kind of BP bonus for kicking gens or something.
When you kick a generator, what if Discordance revealed auras of the survivor who last interacted with that generator?
Just spitballing some ideas here. π
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I think there should be an exception when you mori someone with Rancor or Devour Hope.
What do you think Elky Welky? π
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Not really a Demogorgon player, but I heard more portals come in handy.
The faster cool-down add-ons also help since you can use your portals often! π
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@Zenro said:
Anyone else think shadowborn should be base FOV for killer? It is soo nice to not feel so constricted. Hate wasting a perk slot for it. It just feels so much nicer. Thoughts?
I would agree, but this would be a stealth nerf for survivors. Stealth is very difficult to pull off and having Shadowborn base would be too much for stealthy plays.
Before Shadowborn is base, we need to give survivors more opportunities to hide.
- Dense Grassy Patches (like the Yamoaka maps, but far less)
- More Clustered Lockers
- Base walk and crouch movement speed buffed.
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Okay, I know it's really late, but here it is @Almo! π·
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1073305#Comment_1073305
"This contradicts your points of saying it will punish camping and tunneling because once the killer see BT, they know you can't have it no more. Before, killers often don't know who made the unhook, so they can't guarantee if they should ignore you or not."
It doesn't. BT is not supposed to completely eliminate tunneling from the game entirely for you. Its purpose is to prevent it once. Even if you already had it protect you once and now he knows it's gone that doesn't matter because it already served its purpose to protect you from it once.
"Another thing, your idea simply makes the perk extremely weak at punishing camping and very strong in other aspects.
For example: With 30 seconds, survivors don't have to be cautious about their
timer, they can bomb hooks and tank hits within a much larger domain."A good reason it should probably stay 15 seconds. That said, the situation you are describing is no different than the current BT we have now..except its current iteration is still unlimited uses. If anything your description here just better illustrates how still way too overpowered our current BT is.
"Borrowed Time
You emit hope to yourself during a dire situation.
When unhooked in the killer's Terror Radius, gain the Endurance status effect for 6/8/10 seconds."
Once one hit is blocked the perk deactivates. That would be balanced and add counter play. One blocked hit is very significant. Current second chance perks have way too much power.
I think we can all agree that perks that promote fun gameplay should be OP and extremely hard to counter.
Survivors have perks to prevent tunneling and camping; they also have perks that reward safe unhooks.
Killers have perks to punish genrushing and reward them for leaving the hook.
Borrowed Time is one of those perks that promote fun gameplay, which means it should be more powerful than the average perk. I understand this perk won't prevent you from dying if the killer really wants you dead because survivors will always lose in duel with the killer, that's fair.
However, I think Borrowed Time should at the very least, make it very difficult for the killer to successfully tunnel you.
Since you said:
Once one hit is blocked the perk deactivates.
I officially agree with you now.
I think the perk should always active when you're unhooked in the killer's Terror Radius, but once you soak a hit, the perk deactivates. π
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@Carlosylu said:
Pips or Black Pips?
Emblems?
Bloodpoints?
3k+?
3 survived +?
You have to survive, nobody else matters?
Having fun in your own terms?
Challenges?
All of the above?
Meme-ing with the killer?
As someone who plays a lot killer due to survivor queues, I ignore the ranking system because it's heavily flawed and follow my own system. π
0K-1K: Lose
2K: Draw
3K-4K: Win
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1073093#Comment_1073093
I just want a perk designed to be fair against survivors that are competent, not pray the survivors are dumb and not paying attention lol.
Your version makes it less effective against camping by making it a single use unlike before, it can be used multiple times. This contradicts your points of saying it will punish camping and tunneling because once the killer see BT, they know you can't have it no more. Before, killers often don't know who made the unhook, so they can't guarantee if they should ignore you or not.
Another thing, your idea simply makes the perk extremely weak at punishing camping and very strong in other aspects.
For example: With 30 seconds, survivors don't have to be cautious about their
timer, they can bomb hooks and tank hits within a much larger domain.Are you getting a strange feeling of DΓ©jΓ vu? Decisive Strike, with a 60 timer, promotes the exact same thing and now, you're going to make an additional perk that adds on to that situation.
Therefore, to make BT do its job at preventing yourself from getting tunneled. I propose this as a final solution and hopefully, we can agree on some terms:
Borrowed Time
You emit hope to yourself during a dire situation.
When unhooked in the killer's Terror Radius, gain the Endurance status effect for 6/8/10 seconds.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1071907#Comment_1071907
I don't see how I could frame my reasoning on SW any better, we just aren't going to agree here.
For BT, waiting out the Endurance buff is pretty unrealistic. They are getting to another loop. I'd hardly consider that a reasonable counter, especially at end game.
I don't see how I could frame my reasoning on SW any better, we just aren't going to agree here.
If that's the case, we can agree to disagree.
Through, I did said it can be used for efficiency, it depends on the situation.
For BT, waiting out the Endurance buff is pretty unrealistic. They are getting to another loop. I'd hardly consider that a reasonable counter, especially at end game.
It depends, some survivors are very bold when they are invincible. I have many games where the BT survivor tried to protect the savior and I just waited out their Endurance effect. You will be surprised how many survivors do this and get themselves downed. π
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@underlord99 said:
these maps are literally unplayable on certain killers like legion and ghost face. I also dont understand why I'm able to start a chase without even seeing the survivor.
does anyone else have trouble finding and drowning survivors on these maps ?
I think the Coldwind maps could get a slight change: Make them a corn maze.
You can't cut through the corn, which makes it risky once you enter the corn maze. However, you will never hit a dead end, since I don't think players will like RNG deciding their fate. π
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1072045#Comment_1072045
Huh it's not as bad as I thought. Also, Dying is a status I'm pretty sure.
My apologies, by status I mean where you are compared to the killer. π
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1071907#Comment_1071907
I thought SW paused in chase or smth?
It doesn't, the timer continues to deplete regardless of your status π
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1071832#Comment_1071832
Second Wind isn't anti-tunnel in any shape or form. It has nothing to do with being overshadowed. There could be zero anti-tunnel perks in the game other than SW and people still wouldn't run SW for anti-tunnel. It doesn't punish tunneling at all. If someone makes it 30 seconds off the hook they weren't being tunneled anyway.
Perfect change for DS, that's balanced.
With the form of BT you're wanting it turns into quite literally just a better form of the current DS we have now...in a world where the current DS is stupidly OP and currently the best perk in the game. There's basically zero counter play in this BT.
Second Wind isn't anti-tunnel in any shape or form. It has nothing to do with being overshadowed. There could be zero anti-tunnel perks in the game other than SW and people still wouldn't run SW for anti-tunnel. It doesn't punish tunneling at all. If someone makes it 30 seconds off the hook they weren't being tunneled anyway.
I see SW as a hybrid perk: It's anti-tunnel and efficiency.
If the killer tunnels you off the hook, if you can manage to last 32 seconds in a chase, you just increased the requirement for the killer to down you by 100%.
However, if you don't get tunneled, the perk changes roles, it now helps you to be efficient on time.
Perfect change for DS, that's balanced.
Awesome, glad we can agree!
With the form of BT you're wanting it turns into quite literally just a better form of the current DS we have now...in a world where the current DS is stupidly OP and currently the best perk in the game. There's basically zero counter play in this BT.
You can down the savior or you can wait out the Endurance status effect. Your version removes the second part of the or statement because you increased it to 30 seconds.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1071779#Comment_1071779
Second Wind isn't an anti-tunnel perk, it's an efficiency perk. It lets you go straight to gens without wasting time healing.
DS is still way too strong already and needs more stipulations.
Borrowed Time with my change should last 30 seconds with no DW effect but only have 1 charge. Still game swinging but actually has a cost as now you're down a perk. 2 charges is too much. With 4 survivors that might as well be infinite charges, they aren't running out. It's essentially a DS that can't be countered with slugging.
Second Wind isn't an anti-tunnel perk, it's an efficiency perk. It lets you go straight to gens without wasting time healing.
During the PTB, Second Wind required the survivor to stand outside the killer's TR for the activation timer to deplete β it was later changed so that it didn't matter where you was at, the activation timer will always deplete.
Second Wind is made to do both, punish tunneling and be efficient. However, it doesn't do neither jobs correctly, so people will consider better perks.
DS is still way too strong already and needs more stipulations.
I agree: DS needs more conditions.
- A 20/25/30 second timer that pauses while chased or downed.
- Timer immediately expires if:
- βYou start a repair, heal, unhook, sabotage, cleanse, open, and search action.
- Killer hooks another survivor.
Borrowed Time with my change should last 30 seconds with no DW effect but only have 1 charge. Still game swinging but actually has a cost as now you're down a perk. 2 charges is too much. With 4 survivors that might as well be infinite charges, they aren't running out. It's essentially a DS that can't be countered with slugging.
I don't like survivors having the Endurance status effect for that long because it removes the counterplay of waiting the timer out.
I believe it should remain at 15 seconds and have two charges.
I'm indifferent with removing DW.
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@Blueberry said:
Instead of the perk being run by the rescuer, what if the perk was made to be run by the rescued survivor?
So you would run the perk to prevent yourself from getting farmed ever by bad teammates and not just have to hope they are running it.
Also has the benefit of now survivors would be more inclined to make better saves since they aren't sure if you have it.
Trying to think of a downside here but I'm just seeing positives.
Thoughts?
I only have one gripe: Other anti-tunnel perks won't be able to compete.
- Decisive Strike: One time use, 60 seconds of invulnerability.
- Second Wind: Two uses, but has a healing requirement and needs 32 seconds to activate.
- Borrowed Time: Two uses, no requirement, free health state for 15 seconds.
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@MythMage said:
So, my mind was drifting and thinking about killer and perk concepts, and I thought up of this status effect idea.
I call it "Distracted". Whenever you are affected by the Distracted status effect, you cannot see your HUD and other on screen info. This includes your perks, power/item, addons, gen count, survivor health states, progress bars, and action prompts (such as disarm traps, drop pallets, etc). This would be very effective in many situations. For example, imagine a survivor is running Spine Chill and Quick and Quiet. They are working on a generator, and a perk or something hits them with Distracted. Then they hear the terror radius. They cannot see Spine Chill to know if the killer is after them, so they rush into a locker. What they also didn't know is that Quick and Quiet was still on cooldown, so the killer was alerted of this and pulled the survivor out of the locker. Another example: a Myers is in tier II. He is stalking a survivor when he is hit with Distracted. Now, he cannot see his stalk meter. Now he has to make a decision: does he continue stalking and risk popping tier III too early, or does he stop stalking and begin a chase? I feel like this status effect could add alot more to DBD and would be a great addition overall. What are you're thoughts?
Distracted should be the reworked blindness status effect in my opinion. π
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@PatBrutal said:
https://forum.deadbydaylight.com/en/discussion/comment/1070222#Comment_1070222
Nothing too crazy to code, not sure about that there is a lot of things to take in consideration when coding. It's not something that you can add or remove and everything will work.
The community appreciates the transparency! π
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@Jasonisanicefella said:
https://forum.deadbydaylight.com/en/discussion/comment/1070801#Comment_1070801
Survivors dc husks?
It's a matter of priority, this is just me speculating but I believe the developers had a choice at one point.
It was either Survivor DC Husks or DC Penalties.
The developers went with DC penalties, which is a great pick because you won't need DC Husks if you have a good enough system to make DCing non-existent. π
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@yobuddd said:
https://forum.deadbydaylight.com/en/discussion/comment/1070831#Comment_1070831
Iβm looking at this as more of an answer to gen tapping during a chase. I also like forcing survivors to decide between using up (and losing) their toolbox or letting go and losing all that time that the toolbox bought for them.
There is one: Overcharge.
Survivors won't expect to do a skill check mid-chase. π
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@yobuddd said:
This perk activates any time survivors start working on a gen. If they stop interacting with it (as in zero survivors are actively interacting) then it becomes blocked by the Entity for 20/40/60 seconds. There is no cooldown or limit to how many gens can be blocked at once. Killers can still kick blocked gens, but regression doesnβt begin until the block expires.
βDude, they're just tools, it ainβt worth it!β -Jake Park
Interesting, I have no problem with the perk besides the duration. There are situations where the killer will get survivors into a triple generator strategy, which can lead to generators becoming near impossible to do, especially if it's combined with other perks.
It should, in my opinion, be 20/25/30 seconds so the first tier isn't completely useless or remain 60 seconds with a 20/25/30 cool-down that starts after the block ends. π
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@Jasonisanicefella said:
https://forum.deadbydaylight.com/en/discussion/comment/1070770#Comment_1070770
Yes thank you, I saw that. Still my faith is quite low, I'll be glad if you are right though
I known Peanits for about 2 years, he's a reasonable person and one of the few who I respect the most. He won't lie to the community like that, he knows better. π
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@Jasonisanicefella said:
https://forum.deadbydaylight.com/en/discussion/comment/1070720#Comment_1070720
Because survivors are unhappy about it, we will see but I'm fairly sure this will not actually happen. We shall see who is right
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@Jasonisanicefella said:
https://forum.deadbydaylight.com/en/discussion/comment/1070663#Comment_1070663
They tested it, I'm doubting they will do it. They said many things thst never happened, dc husks? Gone?
I'm positive the developers will add DC punishments, they already showed us a early version of it.
Why would the developers scrap something they worked so hard on for us? π
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@Jasonisanicefella said:
https://forum.deadbydaylight.com/en/discussion/comment/1070634#Comment_1070634
I doubt they will ever implement the penalties, also the survivors husks were promised but I doubt anything will be done.
They already did, the developers took the penalties away because the system was punishing innocent people. π
They mentioned later it would comeback once the system is working as intended.
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@zeleatus said:
Hi everyone. Sorry for the long text,
Β
I'm fairly new in the game, playing for three months, so far getting a rank three as the killer and six as a survivor, even because I prefer playing killer for I do not have many friends yet who plays DBD at the same hours I do.
Β
One thing is bothering me a lot is the Disconnect strategy very used by the red ranked players. "Do I not like the killer (like, "omg, I hate playing against pig")? DC."; "Do I feel like me, and my friends are going to lose badly? DC."; "I messed up the teabagging and flash clicking, but the killer is horrible and just got lucky because I'm a god? DC". And so on.
Β
What happens is, and I'll tell it using a match I had two days ago: playing as spirit, the survivors tend to forget that grass moves even if you walk, and the grass moving is clearly visible (as nothing else is, so the only thing moving get the eyes attention). Knowing that, the first survivor disconnected when got hit after I heard vaulting the pallet during phase walk. A few seconds later other survivor disconnected, a friend of the first one to DC(yes, I do look steam profiles during the one minute of lobby and avoid lobbies with banned players in other games - I have 4k hours of CS, I know hundreds of cheaters, and they cheat in every single game they play). So I hooked one of the last two and got the other one as well. End of the match, no one escaped, one single gen was made: entity displeased.
Well, let us say I would have done a perfect match, thinking only in the DC ones: I would get eleven more hits (6 in the one who was not hit and five on the was already hit), more than 2k points; 6 hooks, two entity summoned, at least more 2k; chasing points, let us say, 1k for both. And of course, they would have the chance to save the others from the hook so that I could hit and hooked them again; they would do gens so that I could damage them; they would throw down pallets for me to break. In fact, I could get much more blood points and get at least a brutal killer.
The problem is: everyone in red ranks knows that and DC becomes a strategy, the ultimate teabag, the ultimate bullying: "if I could win, neither do you". Or even, as I already heard, βwe are not going to win, but I do have a key, If you disconnect, I can get the hatch.β.
The answer I've got twice so far from the dev is: βwe are sorry, but there is nothing we can doβ. Yes, there is. Loads of games have progressive punishment for disconnecting from the game (cs, for instance, 30 minutes, 2 hours if done again in one week, then 24 hours, then 30 days, then 90 days, then you are banned from ranked games if Iβm not mistaken). Furthermore, adjust the points received for disconnecting to guarantee the killer AND the remaining survivors the points to at least do not lose rank and get something nice from the bad experience.
The game already is one-sided and everyone knows that. Survivors communicating with each other, the survivor friends, can even watch the game and pass information to everyone. But at least, if the game is played fairly, the killer can sometimes have fun.... but with the DC strategy, which I experience 5 or 6 times in 10 matches, is ruining the objective of the game: to be fun. It is becoming, as tru3t4l3nt says, just a bullying simulator.
If anyone wants to take a look, this is me: https://steamcommunity.com/id/lmcamaya/
I think if a survivor DCs to let their buddy get the hatch, it should instead start the EGC, power the Exit Gates, and the hatch doesn't open.
Yes, this can be abused, but once DC penalties come into play, they can't abuse things when they are consistently in timeout. π
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Since I love coding games, I'm curious on what some of your code looks like? It doesn't have to be a lot, just a small, harmless portion you wouldn't mind showing because I want to see what I'm getting myself into! π
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1068969#Comment_1068969
I'm not saying survivors should only rely on stealth. I'm saying it should be an option early game, just like in the scenario you're describing. The only problem is, survivors can't use stealth to start making generator progress under this system the way you describe, because generator progress is slowed to a crawl until someone gets found by the killer.
https://forum.deadbydaylight.com/en/discussion/comment/1068977#Comment_1068977
Leaving your opponent to make progress on their objective so that you can make progress on yours is pretty much the opposite of going out of your way to help them do theirs. It's not comparable.
https://forum.deadbydaylight.com/en/discussion/comment/1068982#Comment_1068982
Again, please read my wording more carefully. There is nothing "substantially useful" about searching chests or doing totems at the start of the game.
That's the point, you can use stealth to avoid the killer and hopefully they will find someone else. You're in a team of four survivors, if you like stealth, then hopefully your have teammates that like to take agro of the killer.
If you're entire team is stealthy, then yes, the game won't progress until someone does something. I believe this is fair because if no one is doing anything, then of course the game shouldn't progress β why should it progress when no one is doing anything.
It's like saying there's two survivors left with a generator to complete, if both survivors are being stealthy because they are afraid of the killer, then of course the last generator won't get completed. The game shouldn't reward you for hiding in a corner or locker all game, anyone can do that.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1068942#Comment_1068942
That's true, but as I explained above, it's also missing the point. Survivors shouldn't have to wait for the killer to start making progress on their objective, or go out of their way to make that happen, before they can make any meaningful headway with their own.
Actually, a survivor shouldn't be able to stealth their objective easily, which is why you need to know when it's perfect to use stealth. Using stealth early game can help you avoid the killer and start working on a generator, odds are, the killer is going to find someone else and you will lose the penalty. Someone will have to be the first target, regardless of you like that or not β if survivors could just get by stealth, then they can lead into boring games for both sides.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1068882#Comment_1068882
All they said was that they don't want stealth play to be punished even more than it already is, and somehow you took that to mean that they don't care about game speed or killers having fun? That's some seriously impressive mental gymnastics.
I think you can already stealth in @ScottJund's idea because you can just wait for the killer to find someone else first. Then after the TWU, you can just jump on a generator. π
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1041848#Comment_1041848
Yep.
So theyβre just being dumb.
Babysitter is extremely weak and you would be better off with Borrowed Time because it prevents survivors from going down better.
Babysitter would need to give the unhooked survivor aura reading on the killer, no scratch marks, no grunts of pain, and no blood trails until the savior gets their safe hook rescue.
It would be 5/10/15 seconds, with 15 seconds being enough time to give you the safe unhook score event. π
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The first generators don't matter, forget them because once you start getting momentum and pressure, 2-3 generators for survivors will become extremely difficult to complete. In fact, once you have solid pressure, something as little as doing 2-3 generators will take as long as doing 5-6 generators.
Killers are fine, toolboxes and maps need some changes. If you shorten maps, M1 killers receive a magnificent buff towards their map pressure and reworking toolboxes prevent generators from flying.
I agree, playing solo survivor is boring and can be frustrating at times. However, that's more because of a lot of players aren't at their correct rank. Once the developers hit the sweet spot with their ranking system, hopefully soon, then playing solo will be less of a chore. π
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@SnakeSound222 said:
It's supposed to do that. It's done this since Deep Wound's inclusion. Doctor is one of the two Killers (the other being Freddy) who can get something out of Deep Wound, and it should stay that way. If you go down, then it's because you or your team let it happen.
I'm so silly, I let myself go down in front of a survivor when I could've let her mend me. π
I totally forgot other survivors can mend me, whoops!
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1063287#Comment_1063287
Hmm.. Well, it's not unlikely that the devs might make lighting adjustments to it in the future, given how many people have complained about the darkness. In the meantime, is it possible to boost your monitor brightness when you're playing on that map?
Hey Fibi, while @Peanits didn't confirm they are changing The Sanctum of Wraith, he did acknowledge how dark the map was.
Hopefully, in the near future, they will confirm a map change and make the map enjoyable because currently, darkness isn't the only thing that bothers me. It's a nightmare for Nurse players because the amount of bugged zones makes it near impossible to play her on that map, I'm not exaggerating the problem β it was ridiculous. π
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Okay, I appreciate the ideas, let me read what you posted and see what can stick:
Mori Rework:
There has been a continued discussion about Mori. If players see the tile that never turns over and is COLORED black. They know it is more than likely a Mori. - So what if we talk about a Constant. Where Mori is based upon a new meter that builds called "killer rage". Doesn't matter If the item is pledged or not. The more pallets that the killer gets looped through or palleted on. The more this meter begins to build. Which soon enough. Just allows the killer to go right for the "goal" and get to butcher their survivor?
I don't like this idea for one reason: good survivors are punished and bad killers are rewarded. I don't think we should add comeback mechanics that punish survivors who performing well, at least this shouldn't be a constant.
However, I think we should keep Mori as offerings, but they activate once the Exit Gates are powered.
Cypress becomes basekit, this means the killer will have a constant Crypress offering in every game.
If there are more than 2 survivors alive, Ivory will allow you to mori all survivors once the Exit Gates are powered, but only survivors you have hooked. This will not be basekit since this is too powerful to be a base comeback mechanic.
If there are more than 2 survivors alive, Ebony will allow you to mori all survivors once the Exit Gates are powered, but only survivors you have hooked, and the EGC will initiate after the 5th generator is completed. Obviously, this cannot be a basekit due to how powerful this comeback mechanic is.
Slugged survivors:
Nobody likes crawling around, so players find this an excuse to exit the match if they are left on the ground long enough. Lets put an idea here for Risk/reward. All hooking posts in the game allow a survivor to crawl to it. and begin climbing up the pole. That way we put pressure on killers to hook their victim or face punishment of not doing so.This might even work for the collective efforts of unhooking a survivor that was tunneled?
I personally don't mind slugging because you don't lose a hook state and can sometimes prevent yourself from dying altogether because you crawled away.
Wanna see an example?
NMCKE playing Dead by Daylight: Special Edition. View more XboxOne clips at GameClips.ioI think there are plenty of perks and mechanics that already soft counter slugging such as Unbreakable and previously, the recovery threshold was increased to 95%. If the killer is slugging for the 4K, obviously do not attempt a rescue and let the killer catch you with your pants down. If the killer gets value from slugging because survivors clump together or you got baited to save, then they will keep doing it since it works. π
The Ranking system:
As the games continue on. Eventually everyone reachs the top ranks, with good efforts. Lets make ranks mean something. LIke any game. It should become more difficult as you rank.
Less hooks on the playing field as you rank.
More generators on the map for completion as you rank.
This would encourage deranking for easier matches because both sides will have it harder as they reach higher ranks. We need a system that doesn't change the game at its core to prevent this, and I believe we can achieve this by changing the emblem system.
The killer emblem system needs to be removed and have a new system base of sacrifices and hooks.
0K or 2 Hooks = -1
1K or 4 Hooks = -1
2K or 6 Hooks = 0
3K or 8 Hooks = +1
4K or 10 Hooks = +1
Whatever threshold benefits the killer the most is what decides their win condition.
For example, a 3K with 3 hooks:
0K or >1 Hooks = -1
1K or >3 Hooks = -1
2K or >5 Hooks = 0
3K or >7 Hooks = +1
4K or >10 Hooks = +1
You got more than 1 hook, which is a -1 but since the killer got a 3K, which is a +1. 3K will take priority because it benefits you the most. π
The survivor ranking system is fine, it just needs more fine tuning in my opinion.
The Hatch.
The hatch is nice, because it WAS a good insurance card, but after the revisions it has created more problems than it has solved. Especially with a survivor stand-off. 2 survivors remain. Nobody does anything. The problem didn't get fixed.
options to explore:
2 survivors eliminated means the hatch appears on the map.
Survivors should be able to apply an action to the hatch to be able to unlock it again.
the last 2 remaining survivors can chose to lockpick the hatch, but the killer receives a notification, unless only 1 survivor remains.
---- Remember, these are JUST ideas! Discuss - ------
I like the idea, but it's not perfect, it definitely needs some changes to be a balanced mechanic.
The hatch will only spawn in once there are one survivor remaining or if all generators are completed. This prevents survivors from hatch camping and hiding until their buddy is dead.
Once there are two survivors remaining, a 60 second timer will start. The timer will only tick down when all generators are fully regressed and have no progress on them.
Once the timer expires, the EGC will initiate and both survivors will suffer a 50% penalty towards opening the Exit Gates.
If the killer sacrifices a survivor, the penalty still persists but the hatch spawns in opened.




