NMCKE
NMCKE
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@FeelsVeryBadMan said:
Imagine complaining about DCing when you're playing Prayer Beads. Sorry, but I totally understand why people DC against that.
You're saying that it's not fun for you, but ask yourself this: Is it fun for the Survivors?
DCing when you get downed or when it's a killer you don't like is not okay, but playing against something that has little to no counterplay justifies DC imo.
PS: I do not support DCing in any way, but I totally understand when people DC against something like this.
DCing for any reason (besides special reasons such as bugs and real life situations) is NOT okay. Just because a killer used an add-on that you didn't like doesn't make your actions valid. Stop blaming the killer for their actions, it's time that people take responsibility and improve their behavior.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/498322#Comment_498322
In other words, if killer closes the hatch is should be a guaranteed 4k? Because that's what it sounds like you are saying.
No mechanics should be guaranteed in this game, for either side.
I feel like the problem you're trying to solve with your idea can be easily fixed by adding a maximum/minimum spawning proximity to the exit gates. Yes, high mobility killers can take advantage of the exits, but it's better than nothing tbh.
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/498227#Comment_498227
If voice comms are needed and you help a killer out while pitted against not only a killer but other survivors then it is a completely different game mode, fixing gens or being chased it's not just 4 friends playing dbd you are also playing with randoms which many don't like to do.
Now If you join as a 2 man and 3 man, even a 4 man and 1 solo then one person needs to be the killer, that means it removes a choice from someone which they have right now.
Do you think that is right? To remove that choice?
I dislike swf on comms but at the same time I disagree with removing and option they have right now for simply using what the devs allow.
As for bringing solo up I don't beleive it can be done, nothing can close that gap as with comms you can adapt 9n the fly and coordinate.
How do they fix it? I honestly don't see how they can at this point and probably why as of late they haven't done much about it.
If a solo player joins, they can expect to be the killer because well, they are the only person who won't be separated by their friends. Even if it was a 3 man SWF with a 2 man SWF, you're still playing with your friends, since you're the team killer. You're still going to have a good time, and that's what matters, everyone is having a good time.
I don't mind :)
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/498177#Comment_498177
Completely? Giving solo's VC of course.
Obviously that's a non-answer given the devs stance on the matter. And just saying "more information for solo's" is too vague to address.
So first things first. We aren't really trying to address VC itself, but rather the mechanical advantage it gives players causing them to be boosted. However, the coordination factor through communicating plans directly is NOT problematic. That isn't to say that plans aren't useful, just that you can have a balanced game where only a subset of the population is properly coordinating like that.
However this isn't nearly as true for the raw data aspect.
Anyways I propose 3 changes (I have proposed them before btw):
1: Survivors will have an icon somewhere stating what action they are doing at the moment. This can show: Nothing, rescuing, healing, being healed, repairing, sabotaging, cleansing a totem or opening a chest. When the action ends it will flash if the action was fully completed and will simply change back to the nothing state without flashing otherwise. So for example you could know if a hook has been 99%ed vs fully sabotaged.
2: Survivors will know if another survivor is in the Killers terror radius or in a chase with the Killer. The chase thing is just like for the obsession, so this has been proven the be doable without ruining the atmosphere.
3: Survivors within 24 meters of a hooked survivor will have their aura revealed to the other survivors
Important things to note about this is that:
A: All of these pieces of information are things that are extremely easy to communicate quickly. This is unlike exact location which will often be hard to describe in a pinch.
B: These are the most immediately relevant pieces of information for preforming you own action. This lets you know if you are safe to do your objective. Do you know where the Killer is? Doesn't matter, he's busy so wherever he is you're safe to do what you're doing, and if he's not busy then you'll know to be on your guard
C: None of this information would be unknown to everyone otherwise. You already know if you are in the Killer's terror radius, you already know if you are near a hooked survivor and you already know what you are currently doing. So none of this provides an advantage of SWF players.
D: This is enough information to make informed cooperative plays even without VC assistance. You want to distract the Killer so someone else can make a hook save? You'll know that they are in position to make the save and they will know you are in a chase distracting the Killer. Will they know it's your plan? Who know's who cares, it's enough information to capitalize on.
E: It pushes players to do the right thing. You are far more likely to start doing gens if you see that no one else is. And you will know if the Killer is camping a hooked survivor in order to punish it, or that he isn't and you should rescue them. You even get told if there is no one in position for the save pushing you to be that person. Kindred does it better of course, but it still counts for something
Does this perfectly solve everything? Obviously not. But it's far better than just trying to push them out of the game. And it minimizes the use of things aura to solve problems, so even if it is a lot of information it likely wouldn't feel that way in practice.
If all of these changes were implemented it would be very hard to tell the difference between a SWF group and Solo's. And at that point we've done enough.
I like your idea, but I worry that extra information can ruin the atmosphere of the game. I mean, Dead by Daylight is all about the unknown and how to make a good situation out of a bad one. With your changes, despite closing the gap as much as possible, it won't save the core mechanics of the game. Sure mine doesn't either, but you can still play the old game mode and have that experience (just without your friends, like it's supposed to be).
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@GrootDude said:
@NMCKE my brother @KiraElijah told me about it. He said it got annoying quickly.
Exactly, but hey, time > restriction 😂
Anyways, I like the new mobile forum, but I don't like how you have to scroll down a lot to see it. It was perfect in December 2018 where you was always notified about stuff (even quotes notified people back then) and it was perfectly compacted.
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@GrootDude said:
@NMCKE I did too!😂 I had no idea how I got banned since I’d never even been jailed. I then switched to the desktop site and breathed a sigh of relief.
I have been jailed before, and it wasn't a pleasant experience.
You literally get a personal spam filter that breathes down your neck every time you post too much 😭
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Also, why did déjà vu get buffed?
BHVR pls it's OP!
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:)
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/498145#Comment_498145
You know when you have to result to belittling or trying to insult someone it generally means you are frustrated and have no real argument left, it's not how adults tend to conduct a discussion.
Let me explain once again and I will see if it sinks in this time......I used the word mode in reference to the op's idea as I see it as a new game mode, when McLean is talking about it and referencing it as a mode you yet again are taking it way out of context, I can see why you are so invested as it was your question but he went on to explain that it is 2018 and they always wanted to let the players play with friends, no where does he state it was ever meant to be a whole seperate game mode, it is why your whole argument on that is mute and rather silly, I will say my it again you are assuming with no proof to state otherwise.
I already gave example but just in case your having trouble with it, a 2 man and 3 man join the lobby, no one want to be killer so the only option is auto chose or it could be an indefinite wait (that's not hard to see happening since players sat for hour the hatch) the game choses and one person cannot play what they want or with thier friends, is that clearer for you?
There are other examples but I'm not going to list them all for you, it's time to think outside the box and take off the jaded glasses.
All you stated here is you have no counter to my point, I have came up with ideas in the past like I stated, like this one I accepted they weren't in the best interest of the players who would be affected.
I never said anything of the sort but another assumption seems the norm from you, casual does not mean not screwing around that's a common misconception, casual simple means people playing the game for fun and not taking it overly seriously as they arent that good, it does not mean the dont try to do there best.
You will see these players at the end game chat saying GG even if they die first, are camped, don't get a kill etc, it's the competative ones who are generally who are toxic.
You wrote that to peanits but the one thing you failed to realise is this is not your game, it is not up to you to decide that the devs vision is wrong, the devs have stated many times they want the game to be fun, that is the most used word from them, not esports competative or balanced around the 1%, fun plain and simple, maybe the problem isn't with the game or the devs but the players like yourself who seem to want it to be something it will never be and come to the forum screaming I want over and over like a toddler in an ice cream shop.
If the regular game mode is fun, then the second mode will be fun as well since it's identical! You're literally doing the same thing by doing generators, getting unhooks, cleasing totems, etc etc etc... but just in a symmetric way. In no way my idea is perfect, but it does balance SWF perfectly.
"Now, what about adding built-in perks and mechanics to bring solo survivors up to SWF level?"
That can work, but having too much information can ruin the atmosphere of the game.
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asked me this question a few weeks ago. He did some math and it turns out I've spent at least $200 on cosmetics and chapters alone.
Well, Dead by Daylight is $20.
Every chapter that costs auric cells net me $14 plus some cosmetics.
Roughly $200 dollars.
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@HavelmomDaS1 said:
1. Close gap between solo and swf
2. Buff killers
3.?????
4. Profit
It's the only solution for this dilemma, nothing else will work or just shifts the problem somewhere else.
You can do this, but giving all survivors built-in perks and informational mechanics won't solve the problem completely. Think of this as 1 over infinity, you're so close to 0 but... you're not actually touching 0. Doing your method will be like what I said above, we're so close to completely closing the gap, but we're not actually closing the gap.
However, perhaps that's good enough? Perhaps it's "close enough"?
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@GrootDude said:
Unfortunately I doubt Sony would allow cross platform play.
Sony allowed it for Fortnite, and it involves aiming. Dead by Daylight doesn't really require aim since the game is mostly movement based. So, really, I don't see why Sony wouldn't support cross platform capability for Dead by Daylight.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/498145#Comment_498145
"Good news! Even with this new mode, they can still play with their friends! For some reason, you seem to keep thinking they can't. Provide me with a specific example of when you and your friend can't play with each other on this mode."
When you both want to play regular DBD without this 5v5 crap.
Also you keep bringing up this mode thing. But you seem to forget that SWF is referred to as a mode in the same way that KYF is. However the actual gameplay of KYF is identical to just normal, so clearly it isn't the gameplay that makes them a mode.
It's more like how other games have a ranked mode and casual mode. They don't have mechanical differences, and so you would never say that you should change one without doing the same change to the other. However they are both considered different modes despite that.
KYF and SWF are like that. Different modes despite having identical mechanics.
So no. You can't fully solve the SWF issue. This game type just makes SWF much more tedious to do for anyone impatient. Not something that actually solves the issue. People don't need the SWF button to get access to a group chat. Even if you instabanned everyone who dodges players have a pregame chat where a discord link could be sent. And even if you removed that players can send it directly through steam. If someone is determined enough then they WILL get access to VC.
The only games I know of that successfully prevent 3rd party comms among teammates are games with hidden alignments, since trying to get an advantage that way could easily backfire.
So, if my idea won't work, how else would you completely solve the SWF problem?
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@Mandy said:
Yes there is an issue at the moment, hopefully it will be fixed shortly.
I thought I got banned for a second, until my forum friends were having the same problem. 😂 I was so scared hahaha!
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@Dreamnomad said:
Any idea that involves cross platform play can go screw itself.
Thank you for your helpful feedback.
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@karbo said:
What if you make a fine in repairing generators for those who play together? very simple solution, but it will give time for the killer!
Handicapping SWF wouldn't work because you're essentially getting punished for playing with your friends.
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@twistedmonkey said:
Swf was always intended, it was not crammedndown the players throats.
As for the game mode it is significantly different to the normal as you would have to be on comms to compete and work against other survivors and with a killer to get your goal.
I'm not saying swf isnt a problem but you also have to realise why locking someone out of something they bought the game for is not right due to lack of insight from the devs part.
1 - I dont know what say when you reference Europe as one country when it has around 35 or so countries in the European region all with different languages, it really shows a lack of understanding on how this system would affect them.
2 - 5k players seems a lot but how many killers would join it? What if those 10% of players only managed to pull in around 500 killers? Its a mode not everyone will want to play as you are reliant on info from other players while the normal one you are in complete control.
3 - well you have to take that up with the devs who have stated that swf was always intended to be part of the game, you want to remove and aspect from players due to their lack of insight?
Swf is unbalanced but you can't remove the mode from people who have spent a lot of money to play it that way, unless they did it for all they are effectively removing the game they bought to play due to a mode the devs put in.
1 - I dont know what say when you reference Europe as one country when it has around 35 or so countries in the European region all with different languages, it really shows a lack of understanding on how this system would affect them.
Again, European players will likely get their friends to play with them since relying on randoms to speak the same language would be astronomical low.
2 - 5k players seems a lot but how many killers would join it? What if those 10% of players only managed to pull in around 500 killers? Its a mode not everyone will want to play as you are reliant on info from other players while the normal one you are in complete control.
Um, I think you misunderstood how this game mode would work. 5 people will be on each team, 1 of those 5 people will receive enough votes from their teammates to become the killer. Therefore, there will always be 2 killers per trial since both teams will have their own team killer.
3 - well you have to take that up with the devs who have stated that swf was always intended to be part of the game, you want to remove and aspect from players due to their lack of insight?
SWF was always intended, I agree, but that doesn't mean it's perfect for the original game mode. Thus why I'm suggesting a game mode that's perfect for SWF.
Swf is unbalanced but you can't remove the mode from people who have spent a lot of money to play it that way, unless they did it for all they are effectively removing the game they bought to play due to a mode the devs put in.
You're still doing the same thing tho, you're hiding from the enemy killer while trying to perform your absolute best with you team. The only thing different is that you're competing against a different team.
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@Mochan said:
"because KB&M doesn't grant a huge advantage over control"
It actually does. Especially for killers, but also for survivors. You can't over-the-shoulder run on console the way survivors do it.
It's an interesting game mode, but I don't think the extra "complexity" of it adds anything to the experience, in fact it feels like it just dilutes it, you hear a terror radius but this killer is actually "Safe" what is up with that?
And who wants to compete on emblems? We want to kill or escape. It's not an interesting way to "win."
Also just to be clear: your team's killer is there to kill the enemy team's survivors, right? And the point is everyone of your team should bring Bond and Open-Handed, so you can detect the enemy survivors and tell your killer where to kill them.
Sorry, this is so far from what DBD should be, I think it's not a good game mode at all.
Worse, it does absolutely nothing to solve the SWF problem.
It actually does. Especially for killers, but also for survivors. You can't over-the-shoulder run on console the way survivors do it.
I'm talking about a HUGE advantage such as aiming. For instance, a console survivor can still loop a M1 PC killer. Also, sensitivity on controllers will be addressed by the developers soon enough.
It's an interesting game mode, but I don't think the extra "complexity" of it adds anything to the experience, in fact it feels like it just dilutes it, you hear a terror radius but this killer is actually "Safe" what is up with that?
You wouldn't know until you tried it. Imagine thinking it was a safe terror radius until it was the enemy killer that came around the corner to attack you.
And who wants to compete on emblems? We want to kill or escape. It's not an interesting way to "win."
Because the developers said so when they added them. However, my ideas are subject to change so perhaps it can be based off kills/escapes.
Also just to be clear: your team's killer is there to kill the enemy team's survivors, right? And the point is everyone of your team should bring Bond and Open-Handed, so you can detect the enemy survivors and tell your killer where to kill them.
Hmm, I sense a shift in the meta! Isn't that what you wanted, more strategy in the perks you choose?
Worse, it does absolutely nothing to solve the SWF problem.
It does solve the problem, me and @knell explained this countless times. This game mode is meant for SWF while the original game mode isn't. If we remove SWF from the original game mode and put it into a game mode that's meant for it... we just solved the problem.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/496376#Comment_496376
So the system wouldn't escalate to temporary bans or just ridiculously long queue penalties that are analogous to temporary bans?
My escalation process goes as follows:
If you're connected to your closest dedicated server and you dodge...
First Dodge: No Punishment
Second Dodge: No Punishment
Third Dodge & More: 5 minute queue penalty (You cannot enter a queue at all)
Escalation process resets after you played 2 games without disconnecting.
Numbers and suggestions are subject to change.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/496365#Comment_496365
You can, but that would be up to their discretion. We cannot guarantee that you'll be unbanned.
That's really cool that they will give a chance to appeal your ban. :)
I thought once you was banned by EAC, it's game over since BHVR can't help you.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/496358#Comment_496358
Yes, you can, if anything along both connection points is malfunctioning. Good luck proving someone's computer or router or whatever wasn't malfunctioning when they dodged.
Well, I guess that means an online game isn't meant for them if they keep disconnecting or dodging due to bad connection. At least they get 2 chances with my escalation process before they get punished.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/496353#Comment_496353
No, we wouldn't be able to help you there. If EAC detects it and bans you, it would just appear as if you were modifying files (which you were), so we wouldn't be able to unban you. If you choose to do so, you'd be doing it at your own risk.
Wait, if you get banned by EAC, can't you appeal the ban if you contact EAC and explain it to them? Just curious.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/496335#Comment_496335
I don't think they can. Dedicated servers don't know what you're doing with all your bandwidth or even what your bandwidth is. All they can tell is how long it's taking for the information to travel between them and you.
Actually, you can't really have a bad connection after dedicated servers unless you're connected to a server that's not in your region. You're allowed to dodge as many times as you want if you're not connected to a server that's closest to you. However, if you dodge when you're connected to a server that's closest to you, that's when the escalation process takes effect.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/496327#Comment_496327
Average human reaction time to visual stimulus is 250 ms and to audio stimulus it's 170 ms. If you're like me and are well above average, anything above 100 ms can actually ######### you over.
200ms is just a placeholder, is always subject to change. Now about your lag switch idea, can't dedicated servers detect that?
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@legion_main said:
@NMCKE Even if you take out SWF they will do what people done before which is queue in at the same time which means it would most likely add a lot of dodging in the classic game mode
This is where we punish survivors who dodge a lot.
If you dodge a lobby when you have 200ms or less...
- No Punishment
- No Punishment
- 5 minute queue penalty.
- 4 invalid dodges or higher will have a 5 minute queue penalty.
Escalations will reset after you play 2 games.
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@knell said:
https://forum.deadbydaylight.com/en/discussion/comment/496256#Comment_496256
@NMCKE can correct me if I'm wrong, but in this new mode, ultimately you as a survivor or killer have pretty much the same objective as in the standard mode. If you are survivor in Team A, then you run from a killer in Team B, and vice versa. If you are a killer in Team A, you go after the survivors in Team B, and vice versa. How is the overall gameplay any different, except it is balanced for communication and teamplay? Again, why would SWF want to play in a mode that isn't balanced for it, and reject the mode that is tailored for it, when objective-wise, you are still doing the same thing?
You keep saying that it isn't right to deny the game mode that people bought it for, but what about the people who bought Dead by Daylight before SWF was crammed down their throats in the standard mode, breaking both the balance and the atmosphere? Why are you so invested in maintaining a broken balance in the core mechanics of the standard game when SWF would have a much better option (both in terms of balance and different type of atmosphere) in this new mode if implemented?
You're correct. :)
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1 - it is a huge problem as the Europe region includes multiple countries 😉
Then they will have to deal with it, for now. We can't change everything just because only one country is poorly affected, and even then, most players won't go in solo since this is a SWF game mode.
2 - then it's a swf mode only and randoms have no reason to play, it also means only full loaded swf may get the benefit so around 10% of the user base.
10% is a lot if you do the math, especially with cross platform capability. Let's assume 50,000 players are active in Dead by Daylight due to cross platform capability, 10% of 50,000 is 5,000 players. We have 5,000 players using this game mode, that's not bad in my opinion.
3 - you really can't, the game is what it is, if the devs allowed others to play a mode you no longer can't simply for playing with friends you enjoy more it would be wrong and I can guarantee you it would never be done by the devs.
Then they will have to understand that SWF was never meant for that game mode. Dead by Daylight is an anti-social game, you're not supposed to share information to each other via comms. Remember, you can still play that game mode by yourself.
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@twistedmonkey said:
There is a few problems with the game mode.
It assumes for one all the players speak one language.
Secondly being able to mute is counter productive as without comms you will lose in thus mode as you have it seyip to be team play (DBD is by definition not a team game) and if one muted you can see them having abused hurled at them for joining.
Thirdly removing swf from the standard game can't happen, a lot of them bought the game to play as it is right now, by forcing them to only play another mode instead isn't right even if it is currently unbalanced you can't take away their game.
The problem with swf is the info they have and I can't see it ever being fixed, it's unfortunate but solo will never be able to have the same info a swf do.
I think your idea would be a huge amount of work, it would create major backlash from players who are being stripped of the content they purchssed and also end up being a very niche mode which becomes hardly used, so in the end not worth the work it would take.
It assumes for one all the players speak one language.
True, but this isn't a problem with dedicated servers because you'll be connected to your region. With some programming, BHVR can make it where only people from your region can join your team. Like I said, we will need cross platform capability because this requires a lot of players.
Secondly being able to mute is counter productive as without comms you will lose in thus mode as you have it seyip to be team play (DBD is by definition not a team game) and if one muted you can see them having abused hurled at them for joining.
This is the only flaw with this game mode, I'll admit that.
However, this is a problem with every game, and sadly, there is no way around it besides getting mature friends to play with you. If a random teammate is being toxic, mute them while reporting them in the corresponding category. It sucks, but not every game will be like what you mention, especially when the ACMs review reports like a boss.
Thirdly removing swf from the standard game can't happen, a lot of them bought the game to play as it is right now, by forcing them to only play another mode instead isn't right even if it is currently unbalanced you can't take away their game.
Yes we can, because it is the ONLY way to SOLVE the SWF gap. I understand that not everyone that plays survivor is a SWF, as well as them being commando unit, but it still doesn't make it right. Also, I know you didn't read it but... according to BHVR's EULA, it's their game and it's always subject to change.
Overall, you have a choice to fix Dead by Daylight by adding a new mode just for SWF. Yes not many people will like it, but it's a sacrifice for the better of DBD! With this change, developers can now individually focus on solo survivors without worrying about SWF breaking it apart.
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@knell said:
Given how you seemed to have spent a lot of time on this, you'll probably disagree, but for me, the most important part of your post is this part:
Remove the option to SWF in the regular game mode.
Since there's already a game mode for SWF, and because the regular game mode isn't meant for SWF.
I really hope that Behaviour takes this to heart. One of the most heartbreaking thing (regarding this game) that a developer has said in their stream was this:
"It's interesting that Dead by Daylight has gotten so much from one very simple game mode. It's fascinating, really. But then people will say, 'this is a great game mode, what else is there, could we spice it up... There's definitely a desire for something like that.
Personally I would be sad if we lost the old classic game mode. Like I hope we always got that available."
To give some context, this was in the same stream where they said this:
"That being said, however, this is a game where we tried to have this horror atmosphere, this sense of isolation, there's no spoken dialogue in the game, it's very lonely and quiet, except for the pounding of drums when you are about to die. And that's all intentional. It really builds up the feeling of the game."
For me, the "old classic game mode" is the pre-SWF mode, where the feeling of what the game is supposed to be was actually there. The thematic implementation of the horror element was actually there. The game mechanics of hidden information/time management were actually still there. And SWF had taken all of that away from the game. In some aspects, it became unavailable to many of us who actually enjoy the game for what it is meant to be.
___
Don't get me wrong, the rest of your post is intriguing as well - many people will probably be excited for something like that - but for me, the real "old classic game mode" will always be dear to my heart. I apologize for going off-topic on your post.
We will still have the regular game mode, BUT SWF are not allowed to queue in it because it's simply not made for SWF. Therefore, this is why I made a second mode that will make SWF actually work properly, namely, verus mode.
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@28_stab_wounds said:
Viable
- Nurse
- Billy
- Spirit
- Huntress
Viable w/perks and add-ons
- Clown
- Hag
- Myers
Heavily relies on perks or add-ons to do anything
- Trapper
- Wraith
- Plague
Not viable or requires fully mastering the killer
- Legion
- Doctor
- Freddy
- Pig
- Cannibal
Personal opinion, i think that, with enough luck and skill, any killer can be able to get 4ks, its usually just a matter of skill
Not to sound rude, but why don't I see Leather Faces, Freddies, Doctors, Pigs, and etc etc at red ranks then? Apparently if you master them, they can get 4ks like the Nurse, right? So what gives?
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Here's my feedback:
I like the idea of a 2nd objective, but there are some things I'll like to add. Every gas should allow survivors to repair 50% of the generator. This means if one gas can is used on a generator, it can now be repaired to 50%. If two gas cans are used on a generator, it can now be repaired to 100%.
Concerns:
Will Ruin make games last too long?
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@PolarBear said:
@Peanits If you're hooked and a killer is camping you, you should receive chaser points as you're essentially wasting the killers time just like you would be in a chase.
That's why I added some bonuses while you're hooked, because you're "distracting" the killer (kinda like chases, you're "distracting" the killer).
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Just played ~20 games tonight, 3 of them I got a DBD error crash (and Im guessing/hoping those games were cancelled), and another 1 where I got the crash about 2 seconds into a match.
Don't worry, you have to get this so many times that we reach unnamed numbers.
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Leather Face's chainsaw shouldn't be interrupted by pallets. He should be the type of killer who you don't want to be close to.
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As someone who recently changed to a Nurse main from a Pig main, I agree with all of your points.
I'll also add:
Jigsaw Annotated Plan because they increase the default Jigsaw boxes to 5 and increase the RBT time. This means more stalling with the traps, but they aren't deadly.
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My favorite survivor perk is Autodidact. My favorite killer perk is Hex: Devour Hope.
Survivor:
Decisive Strike
Why not? It's great for punishing tunnelers!
Killer:
BBQ
Nurse main, and I love the extra BP!
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Do you agree with my suggestions? I'm asking you because you're too cool for school! :)
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/494984#Comment_494984
So 3 inches then? How disappointing...
I'm crying right now 😂
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@Milo said:
@NMCKE 1st of all thank you for @ me. Literally no one does >:C
As for perks.
ID:
So its ONLY during the Collapse that they can open the hatch? If so you should specify that because the hatch can spawn ealier also closed. As for tunneling the problem is there's not really a fix unless reworking. Remember Me - have increased timer on the gate BUT the obsession still opens it normally. Dying Light - literally requires tunneling. STBFL - this one is diffrent it's ignore the obsession :d
LC:
I know what you mean but still - how would that affect the timer for the killer? Would there be 2 timers? Would the timer have a special added time in for example white? EVERYONE has the exact same timer so changing just 1 persons timer would be weird
(also remember DS exists how would that react to it?)
Hex: TB:
Okay. It's an interesting idea. I just guess if someone DS'ed while the current obsession is cleansing the totem, the game would throw them off it? And an interesting idea from you that just came to mind (which is probably dumb, as are all my 1 second thinking ideas)
You have a Hex tied to your Obsession's free will. Become Obsessed with a survivor. Your Obsession can see the aura of this Hex totem after 4 minutes. Your obsession starts with 10% speed penalty to repairing genarators. Every generator completed causes the Obsession to receive a 6%/8%/10% repair speed penalty. If cleansed by the obsession all effects are gone. If cleansed by none obsession the effects persists at 50% effectivness. (could be wonky with DS and could be weak...im bad at making perks for killers :/)
ID:
Okay, I'll update OP to reflect that. Thank you for telling me!
LC:
The Obsession's timer will be shown on the "LC" perk icon for the killer. If a DS happens, the 25% slow will happen to the new Obsession while the old Obsession will lose the 25% slow benefit. The perk icon will update to reflect the new Obsession's timer.
Hex: TB
This is pretty cool, I'll update OP. Thank you.
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@Milo said:
Inspirational Decay:
How fast could they open the hatch? Also this might be a little too good with Blood Warden.
Also it will have the Remember Me thing (tunnel the obsession)
Lost Cause:
I don't like the "Your Obsession's Collapse timer is 25% slower than normal". This would just be weird because everyone sees the exact same timer. Also this sounds like a good snowball potential. Otherwise it's just worse-ish NOED
Hex: Tough Bargain
Wouldn't the survivor just not cleanse the totem? Or try to cleanse it as late as possible?
Inspirational Decay:
They can instantly open the hatch as if they had a key. However, the Obsession don't know that they can open the hatch unless they pay attention to the collapse timer and even then, at maximum stacks, they have a minute to find the hatch during the collapse.
About the tunnel thing, how would change that while keeping the perk relatively the same?
Lost Cause:
The reason why I gave the Obsession a 25% slow down on the collapse timer is because they have to help their teammates if they get caught in the snowball. If you recall, the Obsession is not affected by the exposed status effect nor can they be mori'd by this perk. Therefore they have no reason to be afraid of taking hits or going for unhooks to save their team.
Hex: Tough Bargin
Yes, you can cleanse the totem late, but only the Obsession can. This means if the Obsession cleanses the Hex, the killer will know exactly where they are at and can chase them if they are nearby. Overall, it's all about preference because once you get to your 3rd generator, the Obsession will suffer a 30% repair speed decrease. Maybe they will cleanse it then because it's too much? Or maybe they will waste time repairing generators? It's a gamble for the Obsession.
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@Orion said:
That's not taking the game hostage. Taking the game hostage means it's impossible for the trial to end.
All of this
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Just wanna know if we can get ban if we change the icon or emblem in DBD. Want that's to be confirme by a dev if possible !
You can get banned from changing files due to the EAC policy, but they won't try to hunt you down either. In other words, do it at your own risk.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/494096#Comment_494096
Because people LIKE swf against a killer, and at least from the way the forum reacts no killers would queue against SWFs because obviously it's impossible to compete against it.
Nope, I'm talking about SWF with 5 players, and 1 of those 5 players will be their TEAM killer. The survivors can inform their team killer about what the other survivors are doing and etc.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/494033#Comment_494033
Yea, I read your comment, it wont work.
Why?
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@DarkWo1f997 said:
https://forum.deadbydaylight.com/en/discussion/comment/492962#Comment_492962
His Nurse is pretty nasty to be fair.
I'm starting to think Nurse only needs her add-ons reworked tbh. I don't want her to be trash, but I do want her to be fair. I know my rework isn't perfect, so do you have any suggestions?
Also, when we played together, you keep saying it's a guessing game. You're true about that, but when you're in the middle of no where, it's a free down for me because there are no LoS blockers. Idk, I want Nurse to be loved by both sides, like Spirit.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/494014#Comment_494014
No, it isn't, seperating queues would kill the game.
Not when cross platform capability is a thing within DBD because there will be a crap ton of players to compensate. Did you even read my comment?
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/493993#Comment_493993
Do solo survivor just not work on gens or something? Most killers have a heart beat, if you don't hear the beat you can usually tell it's safe to be on a gen, people like to act as if solo survivors do nothing and only hide in lockers, admittedly they can give info about blinding times etc, but I bait out pick ups if I know theres an FL in the game, it doesn't necessarily mean they're SWF.
Honestly, there's only one way to properly settle the SWF issue; that being a separate queue. However, preferably the separate queue should be a team based mode where it's SWF v SWF with both groups having their own killer to kill the other SWF team. We would need cross platform capability tho, because queues would skyrocket tbh.
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@se05239 said:
However, the developers said she's going to get reworked one way or another, so therefore, I suggested this to the developers. Perhaps my version is wayyyy better than their version so if they decide to take my ideas (yes, they have my permission to) then I basically saved her.
I doubt they'd go your way. If anything, her add-ons needs a massive revisit.
No, not in the slightest. You can still use her blinks to great effects, but the only difference is you have a cool-down time on them. Therefore, good Nurses would injure a survivor and then, blink to them to instantly down them. Worst case scenario: 2 blinks would set you back 20 seconds before you could blink again and down them. 20 seconds isn't that bad for a chase in my opinion, compared to other killer's.
Compared to the current Nurse, your rework is a pure downgrade. The Nurse is punished not only for failing her blink but then she suffers from a long period of nothing while being a 110% killer? Exciting.
you didn't even read the add-ons because some of them are extremely good, any feedback on them?
Most of them are pretty boring. I have nothing else to say.
So, if you had read my add-ons, then you would had seen some great combos such as:
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No fatigue and only a 4 to 9 second cool-down depending if you used your Chain Blink.
+
7 blink Nurse. Nuff said.
+
Super lunge. Basically, if the survivor is remotely close to you, they will always suffer a hit.
+
No fatigue with omegablink. Of course, you'll still have the cool-down but this is still very strong! :)
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u thought about it?
The last thing the developers need to do is increase the generator time. If they do, I'll literally stop playing survivor because 80+ seconds with Ruin is already boring enough. A secondary objective would satisfy the community tbh.
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Hey, don't let mistakes get you down, okay? As @Gay Myers (Luzi) always told me, "And yes, we all make mistakes, the important part is to reflect on them and learn from them." As long as you reflect and improve, you'll be just fine. :)








