RamblinRango
RamblinRango
About
- Username
- RamblinRango
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Comments
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@AChaoticKiller said:
not good combo ruin is a better pick simply because oppression has a god forsaken 80 second cooldown and there it's up to chance for you if that survivor fails the skill check.
Actually I think ruin would work great with this. I do hate the 80 second cooldown though
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@novacone said:
https://forum.deadbydaylight.com/en/discussion/comment/1787392#Comment_1787392
the perks ability shouldnt be reliant on the survivors, it will do drastically worse against the people you need it to work against, which are good enough to always hit the skillcheck. its useful but only if you end up getting to 1 gen left and at that point you're going to lose anyway.
It's more reliant on gens than survivors imo, the difficult skillcheck is an afterthought to the combo
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@BigBrainMegMain said:
The gens don't regress unless they either fail a skill check or no one is on it.
Doesn't Oppression activate a "very difficult" skillcheck if someone is on it?
You must not have read/understood my last sentence, it makes a gen blow up 90% of the time. Also they don't regress if someone fails a skillcheck, the gen blows up and loses progress normally because Opression forces that difficult skillcheck upon activation.
If nobody was on the gen when it activated that's when it starts regressing and that's when surveillance activates.
Guess I should've included the difficult skillcheck part in the description bit
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@thefallenloser said:
Do people not wear onsies where you live or?????
This post was made by onesie gang
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It's working, I've killed everyone my past few games as Twins and playing against Twins as survivor has been fun. My only complaint so far is that Victor gets stuck every other time I pull him out
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They posted a list of known issues they plan to fix alongside the update, people think they should've just waited until it was less broken.
They're not wrong but it's not that bad either, I just played my first game against the Twins and it was fun, killer did good too
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Guys it's okay, Elodie has a reindeer outfit
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Disguise itself as in? As a survivor?
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I think it would be a solid perk that hurts late game when one of the last gens gets blocked. I like Checkmate or Intervention for the name
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I had an idea for doors as passable/lockable walls, and someone suggested that doors be brought into the game and keys used to lock/unlock them
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Maybe instead at the end of the timer a series of difficult skill checks could trigger where you try to keep yourself awake? This would force survivors off of objectives and give them a chance at not falling asleep, but it would buy you less time than an alarm clock
Either way I do think Freddy is a little strong
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Someone should pin this
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I always thought the trappers traps were painfully obvious to spot, they're huge and oddly colored meanwhile the hag gets to finger paint a triangle in the dirt
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@Exerath1992 said:
https://forum.deadbydaylight.com/en/discussion/comment/1783531#Comment_1783531
I see what you're saying, death still needs to feel like a penalty. How about:
Upon death, suvivors enter a ghostly realm where they can not be seen by0 or see other players that are living. There is a greyscale filter and survivors do not have items/perks. Survivors may exit through the exit gates at any time to leave the trial. They can go around the map to locate and pray at death altars, each requiring ~30 seconds and at least 5 extremely difficult madness skillchecks. For every 2 death altars prayed at, the living survivors are informed of one of the killers perks, with a maximum of 3 revealed. Once all 6 alters are complete, dead survivors are provided a small amount of blood points in the survival category upon the end of game or exiting the trial.
This gives some miniscule value to help the living survivors and score some bonus blood points for the dead survivors, but is very boring and tedious so its still a punishment
That's a great idea! Literally a small blood point bonus for the living and some extra BP and gameplay for you. Definitely a step in the right direction towards something new.
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@dezzmont said:
https://forum.deadbydaylight.com/en/discussion/comment/1783403#Comment_1783403
Its not an idea. It is hardly even a concept. It is the pitch for a concept. You got like 5 more stages to go before this actually becomes a real idea.
I am going to say that the core thought process here isn't a good one though. Player elimination being something you will go very far out of your way to avoid is sorta core to DBD, and for the people most affected by losing games without much control (solos) the cost of death is extremely low as they can immediately enter another game. For SWF you can't, but your also in theory more in control over the match than anyone else: A duo has more control over the match than two solo survivors and a killer combined. So if you biff it early as a SWF group having to wait is a very fair 'cost' to that control: You had all the tools to live and everything was stacked in a way where if you played well you really couldn't die, and you died anyway. So any death is a fair one for you.
The fact that SWF REALLY don't want teammates to die compared to Solos who can be a bit more casual about it and say 'These guys are potatoes, I am going for the hatch' is also a key balancing mechanic because it allows the killer to apply more mental pressure to the more coordinated players, which is kinda important. Keeping death sorta unpleasant so SWF make mistakes trying to save a teammate from it and thus accidently ensuring it is actually part of the game's design and why the devs have said pretty much flat out they will not nerf camping or tunneling any more.
If no game state ever makes you feel bad, then the game's entire emotional arc gets screwed up and suddenly chases are kinda boring and doing exposed centrally located gens doesn't make you nervous and thus doing well in bad situations doesn't feel GOOD. It just becomes rote 'Hold W and press M1 at gens simulator' once survivors aren't stressed enough. That stress is kinda a hugely important spice to making the game work.
Its like trying to make getting struck out in Baseball feel less bad because 'that was your turn to play the game and the mean old pitcher didn't let you...' If you take away the consequences for poor performance and let every batter walk to first or whatever no matter what, suddenly the game just kinda sucks and there is no real tension in batting, even if you need to land hits to win.
Trying not to die isn't unique to SWF though and I think the "SWF exists, therefore" arguments need to stop forum wide. Death is death and saying the cost of it for a solo compared to SWF being low is not a good reason to not have an afterlife. Also if the cost of death is so low for solos then what would it be taking away?
Make actions in the afterlife award the killer BP and now what? You have a whole SWF farming you BP. Give ghosts a timer before they fade away, now they can only do so much. There's a ton of ways to improve on this without altering the base game, which so many people desperately want to do.
It's more like striking out because that "mean old pitcher" was good, so now you go to the cool shaded dugout and wait for the game to end.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1783433#Comment_1783433
When you actually have somewhat of a plan of how this gameplay mechanic should function, try pitching the idea again.
OooOoookay. Lmao
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1783403#Comment_1783403
An idea can be elaborated upon. If you want to garner support for your idea, elaborating upon it would be very beneficial.
I did, it's not my fault if you have no imagination. Maybe try adding a few extra OoOs to your ghost sound?
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1783017#Comment_1783017
How am I to support the ghost gameplay idea when you haven't actually explained what it is beyond "now you're a ghost WOOOOooooOOOOOooooo"?
You just said it cupcake, it's an idea lol
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I just want something new in the game
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@Zayn said:
I think most players would just rather move on to the next game to be honest. Interesting idea but don't see much use for it.
Fair enough but I'm telling ya if someone out there expanded on this, found a use for it, it could turn into something.
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@MrLimonka said:
https://forum.deadbydaylight.com/en/discussion/comment/1782997#Comment_1782997
If the ghosts could freely move around, they could just follow the killer at all times.
The dead player could then just constantly tell their SWF teammates where the killer is and what he is doing. Something like an Object of Obsession, only now it would also work against stealth killers. Massive nope.
Bam, now your teammates AND the killer are invisible to you as a ghost. Do you or do you not support ghost gameplay, sir?
Edit: Let me add on a little example here just so we can get a picture on the afterlife
- You die, you are dead now.
- *poof* You're a ghost in the afterlife, it looks kinda like the DreamWorld and your objective is to touch the gravestone for 1000 BP
- Now you can travel through the.. Ghost portal.. and leave the game... or something.
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@Unseen_Force said:
https://forum.deadbydaylight.com/en/discussion/comment/1782951#Comment_1782951
Well it just seems like most of this idea is for survivors when you only mention killer 3 times and one of those times its how survivors can trap killer lol.
And right now, survivors should have to build breakable walls, instead of them spawning in.
Fair enough lol
You say that like breakable walls work against the killer? I mean I never see them used so that might be true, which if it is, replace them all with DOORS!
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@MrLimonka said:
You do realize this would be heavily abused by SWFs?
How so? If they didn't let it affect normal gameplay then ghosts would have their own things to do, ghost stuff man.
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As long as the lever is highlighted when dropped from a far distance, say by a dead survivor, I think this is a good idea and would add some gameplay. +1
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@Unseen_Force said:
https://forum.deadbydaylight.com/en/discussion/209415/new-gameplay-mechanic-doors
So more cool stuff for survivors and another inconvenience for killers?
Just trying to get something new in, I thought it sounded pretty balanced no? What do killers even want these days? It's been awhile
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I want to dual wield flashlights while we're at it
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Kindred if you're solo
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The depip is the penalty there I guess, can't penalize dying in Dead by Daylight
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You better watch out, you better not cry, you better not heal I'm telling you why...
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@OllieHellhunter said:
So basically a better version of breakable walls?
I forgot about breakable walls tbh, but yeah. They could replace some of those too
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So you're saying Empathy is a good perk?
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@M4dBoOmr said:
I am not playing that much survivor but when I do, all two, three games it happens that OUT of the blue, a survivor who gets hunted by the killer runs into my direction (from pretty far away) and kinda leads him directly to me and... of course the killer hits me/ or stars chasing me while the other guy sits 5 meters away hidden in a corner
(this happens a lot...)
This is the one of the reasons I run Empathy. If I see you running straight for my gen, I'm out and good luck to ya ;)
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Literally any indoor map
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Cowboy killer gets my full support.
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Some people suck man, luck of the draw. You can report body blocking if I'm not mistaken
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I run Vigil, Leader, Sprint Burst and Kindred.
Bask in my glory
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On a less serious note.
You Dirty Ape!: In the event you are grabbed mid vault/jump, escape and stun the killer for 3/4/5 seconds once per game. "Take your stinking paws off me, you damn dirty ape!"
Honk if you're hooked: Every time you hook a survivor gain 1 token. Use 1 token to pull out a small clown horn and honk it, twice. This pleases the entity greatly.
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Crocodile Tears: Remove skill checks for other players that attempt to heal you. Additionally be healed 15%/30%/50% faster (Does not work with self healing perks/items) "Those are just crocodile tears, you'll be fine!"
Salt the Wound: After hitting a survivor, start a 10 second timer, at the end of the timer force a difficult skill check that if failed will cause the survivor to scream. 60/50/40 second cooldown. "Strip the flesh, salt the wound."
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1779562#Comment_1779562
Oh yeah?
What's the counter to Deathslinger?
What's the Counter to Spirit when you're Exhausted, and in the middle of a chase without Iron Will?
Please, explain.
You can't be in any given ######### situation and expect there to be some magical counter god button. Just play the game is what he's getting at. Mindgame, break LoS, sneak
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Nobody here would EVER tunnel.. Unless a survivor (verb)
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Perk tiers shouldn't be touched, a level 1 holiday sale gamer shouldn't have access to the same stuff that OG year 1 dedicated fans have, which is why we have things like shrine of secrets. You earn it.
It takes 0 thought to make the next tiers of a perk, it's literally the same perk but stronger.
I've been a P3 Quentin and Pig for years now and have had all perks on him/her for just as long. If this game is too "grindy" because you have to spend the currency you earn by playing then maybe you're just bored?
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How are people arguing over this? Great idea, +1
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Same, my buddy got tunneled through a borrowed time. I feel like they're playing it safe because they relied on bloodlust more than they'd like to admit. I also want to say it's taking a few minutes longer than normal to get games. I wonder how many killers decided to go survivor for the weekend