NoShinyPony
NoShinyPony
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Almost always Not Mither + Tenacity.
And I'm not joking: Depending on your playstyle, you can consider adding Unbreakable since it allows you to recover faster from dying state.Edit: If you play No Mither because you are looking for a Hard Mode, then add Objective of Obsession.
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@Supernaut said:
If the cap were removed, I would play as Doctor and the games would never end.
Just saying...Haha, good one. But I mentioned in the OP that the overall cap of 32k should remain.

And don't forget: For farming, you need survivors willing to farm. At some point they would just leave through the exit gates. -
@Ryuhi said:
As a matter of fact, it promotes the opposite. A lot of survivors tend to rush altruism as fast as possible since it has more limited possibility than objective and boldness (you can accumulate objective FAST by working on the same gen as another person, but you can't co-unhook a survivor) And then after 1-3 unhooks, they switch focuses and ignore going for saves because they already got theirs. Therefore the impact is twofold: it causes them to focus a category that is deemed "harder" as time goes on, while also ignoring focus on the other aspects of the match.From my experience, the majority of survivors don't act that much on what brings bloodpoints but on what needs to be done in the current situation of a match.
I think it's similar to killer: If Deviousness has reached its max, the killer usually won't stop using their special ability.
Edit: At the moment, the game stops rewarding good actions and I believe it shouldn't be this way.
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@Orion said:
Why did you cut out the rest of my comment?Let's not derail this thread. It's about bloodpoints. If you want to discuss winning or pipping conditions, let's open another thread.
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@AlwaysInAGoodShape said:
Maybe OP could save us some time and include the better BP reward system too as part of this post (:Done.

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@Orion said:
I was actually referring to you dying. My point remains - how would losses matter if they were no different from wins?Dying also doesn't define if you win or lose. A survivor can pip/win while still dying. A killer can pip while killing less than 3 people. That is how the game is currently made. Please let's not dicuss the winning conditions here, this is not what this specific thread is for. (If you'd like to discuss this topic more in detail, we can open another thread.)
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@Ryuhi said:
The category based BP boost offerings are flawed as hell to begin with. As it stands they only have a possibility of earning 1k/2.5k/3k respectively, and thats based off of an 8k score in said category.Yes, the BP boost offerings should get another overwork.
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@Tzeentchling9 said:
That is why there are caps in the categories though. So players have to participate in multiple aspects of the match.You often don't have a choice. You have to adapt to the current situation. As an example, survivors can't stop helping their mates just because the Altruism category has reached its max.
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@AlwaysInAGoodShape said:
Do know that the category specific BP offerings currently would have to be nerfed slightly as they could produce an unintended amount BP gained with the improved systemThat's a good point, thanks for bringing it up!
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@Orion said:
Then you just gotta take the loss. How would losses matter if they were no different from wins?Bloodpoints don't define a win or loss anymore. The emblems decide on that.
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@Tzeentchling9 said:
I'm fine with the DS trolls having a cap on a BP category for not playing the rest of the game. Thanks.I'm neither using DS nor trolling. When I play surv I'm just doing my job and try not to get downed for as long as possible.
This problem is not exclusive to Boldness/juking. You can also reach the cap easily in Objective or Altruism, dependent on how the game is going.
The current 8k cap can also be a problem for killers.
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@Orion said:
You could try winning the chase... just saying.As I mentioned in the OP: A good killer won't lose the survivor. It's just a matter of time until the survivor gets downed.
@Orion said:
However, removing the cap will just lead to relentless farming, and you do not want that.There would still be an overall cap of 32k which isn't different to the current situation. Those players that want to farm are already playing farming games.
And this change would not only apply to survivors but killers as well.
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Why do you think it is necessary to buff this perk?
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@SmoothieKnight said:
I say we put an individual debuff on the survivors in SWF. Make their generator repair, self heal, and healing others with said debuff (as to not punish solos trying to be altruistic or needing a heal) a percent amount slower.I like that idea as well! And such a debuff could be implemented as easily as my original idea.
What I would change: Apply the debuff only on gen time, not on healing time. If gens took a bit longer, I believe that would be already enough for a killer to gain momentum in a match.
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It's okay when you play killer.
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Merry Christmas to you guys!

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@se05239 said:
They'll never implement that feature since it'd inconvenience their precious survivor player-base.To be fair, if killers could identify SWF, most SWF groups would get dodged on a regular basis. That would ultimatively leading to DbD losing a big part of its player base and killing the game.
@se05239 said:
along with some sort of motivational incentive for Killers to face themThis. Give killers an incentive to face SWF. More bloodpoints would be the easiest and fastest thing that comes to my mind.
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@SirMurphAlot said:
@NoShinyPony no dont give me this ######### about be respectful, i gave my opinion ... because you insulted me with thats how life is likeSo I "insulted" you with saying: "That concept is not exclusive with DbD, that is how video games work! That concept is not even exclusive to video games, that is how life works!"?
That is neither an insult nor a justification for being disrespectful to me. I am happy to have discussions about this game but not like this. -
@The_Crusader said:
This is a good point. SWF always bring their most broken toys. The syringes, BNP etc.As killer you have no way to know or prepare and it can really screw you.
When you see that the survs are bringing items with them, you have to assume the worst. 4 SWF with 4 medkits? You are allowed to dodge the lobby.
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@SirMurphAlot said:
killers should get a perk to counter aura reveals like alertFrankly, killers would not play that perk. Killers play perks 1) that help them in the chase and 2) perks that help with finding survivors.
@SirMurphAlot said:
What i meant is for the exit gate not during chases to stop teabagging at the gateOkay, yes, I get that.
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@SirMurphAlot said:
Quit talking out your assIf you want to have a serious discussion, treat others with respect.
@SirMurphAlot said:
Your right it favors killers. But how the way you guys talk killers shouldnt have any chance of beating any top SWFYou misunderstood. This game favors survivors. And against the top SWF groups, a killer doesn't stand a chance unless they play nurse (and few exceptions).
@SirMurphAlot said:
no your guys argument doesnt work because you took a small percentage and somehow twisted it in meaning that it was a huge percentage. Thats not how math worksWe are talking about balancing a game. Games need to balanced around top players. That's a fact and not anything that we made up.
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@ModernFable said:
They need to make content to make money, I understand that. I also understand the bug and art teams are not interchangeable, so:Slow down the release of new chapters and focus on cosmetics for revenue.
This. Totally agree.
In another thread, there was a suggestion to make a Health Chapter (https://forum.deadbydaylight.com/en/discussion/35430/dbd-needs-a-healths-chapter-similars-what-rainbow-six-did).
I see it like that: Either a Health Chapter or not a new chapter every 3 months.
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If you could see who is SWF, then SWF groups would get dodged and DbD would die.
Luckily there are only few SWF groups that play so well that you can't beat them at all, no matter how good you are as a killer. If you get one of those 0.X %, then don't let that ruin your day.
(And yes, a game should be balanced for the top players. DbD is not balanced for the top players at the moment, but that's another topic.)
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@ModernFable said:
Testing different builds, reporting bugs, and fixing bugs is Behavior’s job.The customer is in no way obligated to make sure a product ships working just because the developers give them the tools to do so.
True. I believe it would help if for the next roadmap, they would not plan a new chapter every 3 months and instead took their time.
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Not every killer always has a terror radius. If the killer camps, a surv can wave their arms.
What makes SWF strong is that they can coordinate who is going to the hook and who is staying on a gen. That saves a lot of time.
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@SirMurphAlot said:
Can we get a perk that would discourage campingPerks that discourage camping? Make Your Choice. And almost every killer runs BBQ. The problem with BBQ: If the survs hide their aura, the killer must assume that everyone is close by the hook and therefore there is no sense in leaving the hook.
I agree that camping is no fun (for killers, too) but since the already existing perks did not really help, the devs could overwork how bloodpoints and pips are gained.
@SirMurphAlot said:
Could we also get a grab attempt on survivors as to discourage teabaggersI get that teabagging can be annoying, but look at it from this perspective: If a surv takes the time to teabag, they lose some seconds in a chase. Often that can be the 1 second that you need to down someone before they would have reached the next pallet.
@SirMurphAlot said:
could you add something where if a killer is carrying a survivor and they drop from a height it could add to wiggleThat can't be done with the current map designs. As long as there is no hook destroyed, the killer must be able to carry a surv to a hook (not taking perks and bodyblocking survs into consideration).
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@xllxENIGMAxllx said:
1. Apply same system when there is D/C's ( 3 players - 4 gens 2 - 3 and 1 - 2 gens ) now you apply the same but with gen time for SwF ( 2,25% per SwF for a total of 10% )
2. Put an overall increased time to repair gens solo/swf both affected.what do you think about that change.
I'm not sure if I understood your suggestions correctly so I have to ask:
Are you talking about when survs are working on a gen at the same time? (Since the numbers you listed above are reffering to survs working together on a gen.) Or a you talking about a general increased time, regardless whether survs are working on a gen together or not?
So should that time be added to no.1 or do you mean the devs should use option 1 OR option 2?
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@SirMurphAlot said:
@NoShinyPony i have the rarest blood type should an experiment just involving my bloodtype dictake how it affects youThat comparison doesn't work and @GodDamn_Angela and @thesuicidefox are totally right. Once more: People can constantly get better at a game and it needs to be balanced for the people who the play the game how it is supposed to be played.
The people that have problems simply need to practice more or they have to accept that they will continue to lose a lot of matches since they are not good enough players. That concept is not exclusive with DbD, that is how video games work! That concept is not even exclusive to video games, that is how life works!
And the problem with DbD: This game is at the moment not balanced well enough. Against a top SWF group you can only stand a chance with Nurse and few other exceptions.
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Prestige clothes are a reward for lots of grinding. It's a sign that a player has put a certain amount of time into the game. I don't see the necessity to lower the amount of Bloodpoints you need for Prestige.
A reward for Prestige? Prestige itself is the reward.
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@Nickenzie said:
Whenever a survivor is repairing a generator for 25/20/15 seconds, that generator is highlighted in white to youToo strong. That's why they made Discordance the way it is.
@Nickenzie said:
until the survivor stops repairing that generator ... the survivor can stop repairing every 14 seconds to prevent the perk from activatingAnd that element would make the perk useless in most matches.
But I agree, Surveillance needs a rework.
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3 gen Doc. Who doesn't love a game that lasts 45 minutes? :'(
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@SirMurphAlot said:
Im taking into account normal players, ones that dont spend countless hours to play this gameYou can't balance a game for "normal players". A game always needs to be balanced around the top players.
If there are discussions about perks, killer abilities etc., one should keep the top players in mind, not "normal players".
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@PureHostility said:
I have to disagree.As a solo only player, in my whole dbd experience that spans over over 1,8k hours, most unfun games are when SWFs are present in the game.
Then we have roughly about the same playtime and made different experiences. That happens.
Do you think that "nerfing" SWF is in general not a good idea?
Or would you be okay with my idea if it only concerned the SWF players and not the solo players? -
@pandorayr said:
hello, u play on ps4 right?Yup.
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@Entità said:
It's the same action for the animation, not for the meaning, the usefulness and the tactics choices a large number of objectives implies.At the moment, most groups play "focus on gens, but friends before gens" and that's the way to go. The "friends before gens" part is usually performed better by SWF than random players. And random players are more likely to waste time with totems and chests. That's one of the reasons why I believe that my idea would work well as a balance for the current game.
@Entità said:
Not all parties begin before the matchmaking, with the SWF mode: sometimes, in the lobby, a small team sees a player who speaks the same language and invite them to join... How could the system be sure about solo players?That is a valid point, but how often does that happen? I would not dismiss this idea when it would not work properly only in 0.X % of games.
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@PureHostility said:
You are punishing solo players, who may need these precious seconds to GTFO from this shithole SWF has just created.I understand that you sometimes get bad games with SWF groups when you play solo surv. But the problems (like getting farmed by other survs, trolls, survs dc'ing) are in general a lot worse with random players, not with SWF.
In an average match as a solo surv, you will have more success if some of the other players are SWF. Therefore I believe my idea is a good one.
An additional point: You can't balance a game under the assumption that - for example - 25% of survs in a match will troll. Trolls don't count for balancing, trolls get banned.
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@Entità said:
I understand the problem, but gen repairing is still boring: would you add extra time to fix each of them?I prefer secondary objectives
To me it doesn't matter whether I sit on a gen or a chest or a totem or a Halloween event petula flower: It's the same action. You sit down and press a button. Harvesting the Halloween flowers has not been more exciting than repairing a gen.
The big advantage of my idea is that it's
1) easy to implement into the game and
2) SWF and random groups are treated differently, so it creates balance. -
@Maximus7 said:
They need to hold off on the next chapter and have an update where they focus solely on balance issues that reputable players / the community in general wants addressedBefore balancing, I'd prefer a focus on bug fixing but in general I agree with you.
When it comes to balancing, I hope they don't listen to the players who scream the loudest - instead listen to what some experienced streamers have to say. And the devs could sometimes be a bit more confident, sometimes you have to say "no" to the community. -
@Orion said:
You can't simultaneously say that getting chased is not a major concern and that it is a threat. They're mutually exclusive concepts.There is no use in getting rabulistic instead of focussing on arguments.
You could tell your opionion on whether the chase is what makes this game fun for you, for example.
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@aarongai said:
The only logical thing to do is to give all Survivors the tools SWF groups use, then buff the Killers to help them deal with the stronger teamwork that Survivors will have.It's not possible to bring random survivors to the same level as SWF without them having voice communication.
Since the game is kind of balanced for non-SWF, the flexible gen time would be an easy way to bring some balance to SWF matches without changing a lot of different things.
You have to consider the amount of effort the devs would need to put into the game when they would make changes to balance SWF. This is a comparably effort-saving idea and I am convinced it would work.
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@Kind_Lemon said:
As a killer, the most fun I have is not in chase, but when survivors step in my traps, trigger my traps because the survivors weren’t being careful, and removing (through Hex: The Third Seal) the assistance survivors get from auras.Okay, that's sounds like you have a favourite killer.
I love the chase, you love it when survivors walk into your traps.But you probably agree that playing against super stealthy survivors is not a lot of fun when you spend 80% of your time with simply looking for them everywhere?
Are there any killers that dislike chasing?
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No, I think it would be too powerful.
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@aarongai said:
I know SWF groups are a problem, but addressing it by inflating generator times isn't how it should be done.I get you. Repairing gens is not super exciting, therefore you need to be careful with raising the gen time.
Nevertheless, I stand by my suggestion. Compared to other options, this idea is simple and could be easily implemented into the game and it would not change the game for SWF groups too much.
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@Bigyo369 said:
I like this idea, maybe it could be that way, that solo survivors won't get higher repair time even if the other 3 guy is swf, so there is no punishment for solos.Glad you like it! Imho it would be okay that in mixed groups everyone gets the same gen time, since solo survs benefit from being in a group with SWF players (and it would keep the thing simple).

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@Dreamnomad said:
Why should we have to wait longer between chapters when they are already working on all the things you've suggested. The timeline wouldn't change much even if they did.Of course the timeline would change. Take a look at what is happening at the moment: We got a new engine and since then so many players have a problem with the game crashing on a regular basis. I think this a good example why the devs should be allowed to work longer on the game until Chapter 12 is released.
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@Dreamnomad said:
I don't like it.Why do you think it's not a good idea?
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@PureHostility said:
Why are you punishing solo survivors?How is it punishing? Nothing changes for a group of 4 solo survivors. And if solo survivors are matched with a SWF group, the solo survs benefit from the other survs playing more coordinately.
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@Orion said:
If being chased is not seen as a concern, then that means the Killer is not perceived to be a threat, which, in turn, means that the game's balance is lopsided.But being chased is a threat. If survivors aren't good enough and get downed too fast, they will lose the match.
If you are a survivor and getting chased, you are under pressure to last as long as possible before you get downed. (And with a good killer, you WILL get downed.) The thrill of the chase is the fun part of the game.
And isn't it the same for killer? Is the chase not what makes this game fun for you? Would you prefer helpless survivors that will get down within a couple of seconds after you found them?
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@Master said:
So you believe that a full squad has 15% more power than a team full of solos?The numbers are a suggestion, I think they work for a start. The important question is:
Do you like the idea itself that gen time should be different, depending on which kind of group the killer is facing?If you like the general idea, then let's discuss this more in detail and let's work out some good numbers.

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@Orion said:
The interaction has to be initiated and controlled somehow. What were you expecting, exactly?You didn't get my point. I mean: When it's not a group task but a personal task for each surv, you could just assign each surv to their personal gen. You don't have to bother with making totems or chests an additional objective.
@Orion said:
I strongly disagree. I think that if the weak role doesn't see the presence of the strong role as a concern, that means something is fundamentally broken in your asymmetrical game.We play that game hundreds, thousands of hours. There is no horror anymore (if there ever has been). And it is asymmetrical. 1, 2 or 3 survs won't win against the killer. It has to be a group of 4.
As a surv, you won't win a chase against a good killer. You will go down. It's just a matter of time.
If the amount of chase time would be reduced and instead the focus of the game would switch to survivors hiding, there would be no reason for me to prefer DbD over other horror games.