Raptorrotas
Raptorrotas
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1735609#Comment_1735609
Basically the map thing, I can't find the game that did it, but once the match is over it would go to a top down of the map and just have an icon to show where each character is, and then it would draw a line and show where each player was at the time during the match and certain events like survivor going down, and gens popping etc, I think it would be a really good tool to see what you missed especially as killer.,
I think White Noise 2 had such a replay-map.
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You do realise that BBQ is a perk the encourages killers to play in a way that benefits survivors?
Its literally designed to make killers leave a hook and go for multiple targets. Not to mention enough counter play options or conditions.
Survivor problems solved without them needing a perk, its a killer perk. And yet survivors complain about it.
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Identity V having a blast with Persona 5, Detective Conan and Danganronpa, and ######### Junji Ito stuff.
Personally, theres nothing wrong with adding manga/anime stuff to DBD. The problem might be incompatible artstyles. It can beretty hard to get anime characters to look like themselves in "realistic" character models. IDV's style can adapt characters more easily.
The "Weeb" crowd are quite the hypocrites too, dismissing anime as childish and then demand a clown or midget doll.
Doesnt help that the anime crowd keeps asking for jojo or REALLY unditting stuff. We all know that Dio is just an Sakuya copycat anyways 😂
Edit: Subaru would definitely fit dbd, hes kinda the shmuck to end up in such situations, but im having a hatd time recalling anything re:zero fit for a killer slot, and I only recall that vampire lady that isnt too op to be a killer in dbd. Well maybe betelgeuse, he looks the part.
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Those juicy unhook bloodpoints are good bait.
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Well, last time the devs posted a chart for "red ranks", they later admitted they only looked at the killer ranks for it. After we got the usual drama and pitchfork mobs.
Its pretty normal to ask for charts with all players being red.
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Theres a way to visually show a characters' orientation, witjout using nehative stereotyping?
Sorry but both lazily declaring their orientation in the lore OR using (negative) stereotypical clothes are kinda bad.
Ass free chaps dwight when? Could celebrate pride month with village people skins for the original cast. /s
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In the same line of thought.
Should extended continous repairing of gens be bannable?
When survivors scream about camping within seconds, the same rule should work for gens, eh?
(Obviously bait and sarcasm)
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Just make afk crows more agressive/ less lenient
Or add a crow timer for survivors not touching generators.
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- It wasnt reverted to 3 seconds or nerfd to 5 when its interaction with Enduring was removed
- Thematically, becoming the obsession is a drawback or negqwtive consequence of using DS, in reality Survivors dont care about being the obsession unless they get rancor'd. This might be more of a "Obsession" problem than DS' tho.
As alreqady stated, the 60 seconds gve too much freedom to survivors to do stuff unrelated to tunneling and still benefit from this perk. ( Remember Potw gets nerfed because of this reason)
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@DerpyPlayz said:
https://forum.deadbydaylight.com/en/discussion/comment/1686561#Comment_1686561
Erm you are like talking about a gameplay overhaul, it sounds interesting but doesn't really have anything to do with the topic.
Well, its probably a difference how we see the game. I think its pretty much on topic. Survivors get a tool to relay info, but get punished more for messing up. You're right that its gameplay overhauls, but isnt that what the compensation is about? Survivors get a new basic mechanic to relay information ( not get spoonfed by the game, big difference), so the compensation should be something thst affects all trials, regfardless of killer or perks chosen.
While my examples or ideas might be unsuited in a different perspective, they're basic mechanics that asffect all survivors. Theyre just ideas after all, we could also make injured survivors worrse at repairing generastors or stuff. But i felt that just debuffing speeds" instead of punishing risky/stupid plays would be too hard on bad survivors "who just talk about their friends and cute boys". Afterall there sre still solo playser who would get hit by the vcompensation too. Adding delays to actions ( generastors/ doors / chest) to only add progress after the initiation animation is done, will affect gameplay too, but will fix gen/door tapping in the process too.
The killer abilities are more relevant to the killer-killer-balance or the " killer tier gap". In my opinion it's off topic as survivors shouldnt really care how much we buff the weaker killers as long the top stays the same. Let's say we buff all C-F rank killeras till theyre about as strong as Hillbilly, how did that effect the balance between survivors and nurse/spirit? While closing the gap between killer tiers is important too, even if rarely discussed as such, its irrelevant to this topic.
TLDR: the solo swf killer compensation is a gameplay overhaul, why would gameplay ovehauls be off topic? As long as survivor gets harder in exchange for those information relay tools.
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Why solve it with a perk? Thats just another bandaid. The shadowwborn/ base fov thing is already jarring enough.
We could just reduce the maximum turn rate of survivors to make 360's harder to pull off or remove them completely.
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The closest we can get to closing the swf gap is by
- Display survivor perks and items to other survivors in lobby
- Add a ingame message system ( " focus generators" ) ( my example can be used as "killer in chase, im being camped, or " just genrush idiots). " I need healing" might be useful too.
- Optionally add voicechat ingame.
I think any aura reading or UI changes wouldnt really be gap closers as they buff the people using comms too.
Now taking the above as basis, I'd say the killer compensation should be base mechanics, not Killer abilities. Ive been thinking about making survivor mistakes more costly for survivors, among other tweaks.
An example would be to punish survivors more for getting hit mid action. Survivors could flinch when getting hit while repairing, healing etc, taking away some of their hit sprint ( you cant use the full hit sprint because you're rooted in place by the flinch animation). Same with vaults, you get hit in "midair",you fall to the floor and have to get up before sprinting away. This could have fancy new animations too.
Making being injured harder on survivors could work too, harder skillchecks etc might work, although i doubt less movement or vault speed would be viable choices. ( Movement speed afterall is one of the strongest changes there is)
Making the obsession state hasve automatic detrimental effects on survivors. This might come off as offtopic, but DS' description treats it as a detrimental consequence of using DS, while its not really a negative effect. I suggest minus X seconds needed for bloodlust accumulation among other things. Its kinda bad I always pick skillcheck stuff for negative side effects.
Theres also things as gen tapping removal or simply adding a delay to the door switches ( those kinda levers need to be pulled down first, then the effect comes)
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Turn her into a 110% wraith that only can cast his ability while standing still, has a time likmit and cant see survivors during it?
I think that would kill her viability. Slightly adjusted basekit indeed.
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I'd say the passive reload should be slow if he gets to keep the normal reloading, but thats already being said alot.
But his reload should definitely be changed from "Hold for X seconds to reload ALL bottles" to "Hold to reload X bottles per second"
We could also always increase the gas lingering duration or the maximum spread of the gas, Improvements to how it spreads and behaves can always be a nice QoL change.
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While there are things worth buffing in his kit, I think it'd be grest if they streamline his normal addons to have effects for all tiers of his ability.
The mirrors and tombstones change his ability enough to keep focusing on T1 or T3 respectively, but the other addons should have effects regardless of his Tier.
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Why do people always forget that selfcare has the same effiency as being healed by 1 another person.
If you take more than 16 seconds to find a healer, selfcaring wouldve bern faster fpr your game progress
Its a really strong ability and makes you self sufficient.
Afterall you dont need to power the gens, you just need to last longer than those other 3 suckers.
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You used an addon in anticipation of their usage of certain perks to counter those perks, instead of focusing on other possible benefits of other addons. Your anticipation was correct and were able to mitigate or negate their usage of those perks.
They were salty they couldnt use their perks. Thats literally the reason they insulted you.
The devs considered the addons passable when they reworked exhaustion, its still valid now.
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1677818#Comment_1677818
How are they trolling? They just want to start a discussion.
I was trolling, not them
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It's as if survivors dont need other survivors to escape themselves, regardless of repair progress.
Actually, you're a worse teammate if you rescue survivors too early. You gotta squeeze out more than 5 seconds out a hook timer.
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So Bamboozle is a problem because its duration or usage outside of "intended use" ?
Just like DS?
I am just trolling, ignore this.
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Im all innsupport for exposed hits or instant downs to award more chaser emblem for the hit. Afterall they'd still only get the chaser pooled points for one chase. They wouldnt suddenly get doublenpoints for the chase.
Bloodpoints in general can always be adjusted, so why not?
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Looping is genuinley boring.
Not "boring" like survivors are saying " [Nurse, PH, DS, Spirit, Hag] is boring" but it is mechanically boring to just run in circles.
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@KayTwoAyy said:
I cant help but laugh at the few (presumably SWF) gamers who shrug the Hag's problems off as other players inability to counter her.
Her counter is the single most boring playstyle in the game, and that is the root of her issue. I play a game for entertainment, and should therefore not be forced to choose between winning and enjoying the game. "Enjoying the Game" is a constant the developers should be striving to achieve, and winning is the changing variable.
To address the responses furthermore, @Zagrid I do not personally have an issue with countering Hag. She is a very easy (and boring) killer to counter. I cannot, however, control my teammate's actions when I solo queue, and therefore am at the mercy of others in every Hag match. Mistakes made against Hag are magnified when compared to errors against other killers.
@Raptorrotas get your holier-than-thou attitude out of this forum, if you have nothing constructive to offer here. You don't know me or my experience in this game, and you are fundamentally flawed in your thinking if you believe your comment was at all funny or warranted. It is evident you have little experience in the field of game design or even in providing thoughtful criticism. Boring is not a catchword, when the medium in which it is refering to is meant to entertain. It is at that moment an indication of one's failure to succesfully provide entertainment.
- Quite the Hypocrite to wail about attitude and experience when you dont know mine either.
- It's as if survivors would be spamming the vault button when running towards vaults too, weird, as if they know the button prompt would pop up soon. IF THE HAG ######### KNOWS ITS GONNA POP, whats wrong with that?
- If you trigger the trap, you dont need to crouch because you messed up to crouch before it triggers, the following attack is the consequence of that.
Newsflash, In this game and community boring IS a catchword. Nurse boring, pyramid head boring, Deathslinger boring, anything that cant be bothered to counter by anxthing but looping is considered boring here... Its boring to lose. You prhase your title and first sentence in the most " obnoxious survivor main" possible and expect people not to connect you with those kinda guys? In that reply you call me out for you even call it EASY to counter hag, so whats the problem? Then you go and call out other teammates....
I have that picture saved because its so fucing accurate for the mindset of most solo survivors. Its not that swfs buddies play better otherwise, they're just likely to forgive each other for they are friends, not some random XxxBlendettechumpxXX. If anything swfs buddies are more likely to get carried by the third party app and then cry about getting stomped by killers eay out their league.
Also, killers dont play hag most because ...She's a slow set up killer that is harder to get into before showing good results than other more in your face characters.. Also a DLC. Personally, I dislike low eye position killers, that might turn others off too
Want constructive criticism? Your idea to change the trigger conditions wsuck. " you can deny traps by walking now but not really" is waaaaaaaaaay worse than currently, even for survivors. Her trap radius, the disorienting and everything about the traps is fine, they dont debuff or hurt you, are announcing their activation and only result in the hag now standing next to you. Theres a reason she's one of the older killers that has barely been touched.
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Your idea removes the pressure on survivors to do anything but eoither rush gens or get chased if found.
Without the timer, theres no pressure on survivors to do risky things like going for an unhook.
Additionally, depending on how many gens get done before a rescue, or the average hanging time, hook suicides might even become more prevalent. They cant wait 45 seconds on a hook, why'd they be okay with hanging even longer?
This idea can probably be spun to be a huge buff for swf compared to solo. With only voicecomms giving certainity that you'd be rescued at all.
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Lets do like in Identity V then.
Because of your witty idea to remove grabs, Survivors are now by default ( no warnings) exposed when performing any action or vault.
What? Were you expecting the removal of grabs to be without balance consequences or compensations?
Alternatively, why is healing/mending not also a grabbing option too?
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We could also always just make survivors exposed during all actions. IDV does like so instead of grabs and its mostly working better than grabs in dbd ever did.
I think grabs themselves are good. Obviously not in a perfect state or bugfree. But it adds flavor to the game and even saves the killer some time ( no weapon wipe and picking up, or a whole chase in case of nonvault grabs)
I doubt it'd be hard to adjust perks or emblems to apply to grabs too, while we're at it, Instant downs in general dont work well with emblems lol.
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Damn, remember when they just screamed OP off the tops of their lungs?
"Boring" is such a bad catchword.
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Why would a real solo survivor care for the camped scgmuck anyways?
Real survivors only do care for the normal game flow until the hatch might come into play.
Funny how swf's suicidal altruism is leaking into solo mindset.
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@Orion said:
There was a suggestion a while back about making the 5th perk slot for Hex perks only while the others are just whatever, but with Undying this would be completely broken. Giving killers a 5th perk slot without any restrictions would be even more broken.
I think making it " teachables only" could work in some cases, Its similiar to the new HB and Nurse addons, but better. Although I'd support that addition on both teams, although there would be meta survivors and some killers just have bad teachables in comparison. (Poor wraith)
The Hex only restriction would be better if they were stronger or you could only have that one hex. Currently, it'd be better to restrict the 5th slot to thrill or undying as theyre support hexes.
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The problem that killers face is that their objectives have feelings and opinions too.
You wont find generators complaining about getting finished in one sitting, Or that you didnt switch to new gens after doing 30% of progress.
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Natural selection 2 has small cysts (look like footballs) that create fledhy/mossyovergrowth around rhem. Non-alien pkayers ger slowed down on that floor.
Same concept could be used in dbd.
"Blight monster killer" throws a cysts that slowly grows into those cankers (those from the blight event). Unless cleanes they will periodically release a poison cloud. Or form paths of scourge between those things, or do other things to spread gooey floor and illness-debuffs.
There are lots of ways to create area denial.
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Got a concept myself for a Jailor or prison warden type of killer.
- Hold M2 to spawn a wall of entity spikes in front of you. The spiked wall segment will try to connect to existing structures within a certain range and spread among it.
- Pallets and windows will be blocked for a short duration if covered in spikes.
- The longer you charge the ability, the further away the initial wall segment will spawn.
- Direct contact with the spiked walls or affected structures will slow down survivors by a small percentage for the duration of contact.
As this isnt a damaging ability, I'd add a secondary ability.
- Hold STRG to bring up a crude map of the trial to place an trap anywhere on it. You can place up to X traps. Theyre invisible or cloaked until triggered.
- The trap trigger range is over 10m.
- When triggered, those traps summon a big circle of spike walls around them after a brief delay. These walls stay for a longer duration than those of the primary ability, but can be disabked by disarming the trap.
My concept would add a new debuff called "wounding" which'd injure survivors once it reaches 100%, thos would additionally be applied by touching the entity spikes.
There are many good concepts, many could probably work as they are on paper. But in the end it depends if the game can handle it. In this case the constsntly spawning walls would probably lag a lot.
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My opinion is that "Boring" and "Unfair" are catchwords used to not say "too strong". Most complains boil down to the killer being able to down survivors faster than other "more fair" killers.
Did you ever see those ideas to "fix" the Spirit? "Remove her invisibility and maker her see even less" - definitely just a small QoL tweak for survivors. /facepalm
You cant fix the "boring" or "unfair" out of killers without nerfing them.
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Lol @azame
UB became popular again because people were slowly finding out it might be used to negate DS' only weakness: getting slugged
Also, priotizing gens has always been good strategy. You dont need to unhook someone within 5 seconds. Dont know about you, but most survs do tend to focus gens once their buds interrupt their chat about cute boys to tell them the killer is currently in a chase.
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Comms in a game desigbed without them will give unfair advantages.
Its downright saddening to see so many not even get that point and just "hurr durr different genre"
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I doubt that'd lead to anything other than Farm by Farmlight.
It would hurt the game so much.
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The problem with "slower than survivors" killers is that they NEED a movement ability.
Stealth is too unreliable to catch people off guard. And you see what riots the spirit is inciting with her invisibility. A mirror myers at that speed would be useless.
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How is it a poor comparison?
- Comms can be used to give more intel than the game is supposed to give.
- Teams outside the game can break the balance of the game
- The first makes the latter essier to do.
I remember doing this crap in old parasyte maps back in WC3. It happens in all modern deduction games. I remember markiplier & co doing it on town of salem.
Ofc that crap doesnt happen in private lobbies where EVERYONE is friends and/or in the same voicechat.
But once theres advantages to be had, its gonna be used, and not just to talk about their days and cutr boys.
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Theres an iniversal truth in every video fame:
- Players optimise the fun out of video games
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Voicecomms is one of two things to actually close the solo-cwf-gap without further buffing cwf.
Yet its addition would crash the survivor-killer balance hard.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1662845#Comment_1662845
Absolutely not. The SWF's greatest competitive edge is having eyes on the Killer for 90% of the match. I've played SWF and know exactly how it is done. Every member of the SWF gets intelligence from every other member via the 5th Per (Comms). They get:
- Eyes on the Killer, and each one calls out the current position where they see him/her at or going toward.
- They report any Totems they see and/or eliminate providing a count.
- They coordinate safe rescues by calling out when the Killers leaves and whether or not they still hear a heartbeat.
- Can can rally together within the game at different locations to do Generators increasing the speed of the Gen-Rush.
- They can give the location of a Gen as they move off, chased by or luring the Killer, so other people can safely finish it.
- The can (and do) trade swag they bring into the game so the best Survivor can use it. (like giving a Tap with right Perks a Rainbow Map)
- They can coordinate body blocks to increase the chance of a wiggle out.
- They can coordinate hook destruction to increase the chances of a wiggle out.
- They can coordinate movements perfectly so just the right number work Gens while just the right number move to rescue.
- Any information Perk possessed by one Survivor is pretty much possessed by all of them due ot the flow of information.
While I think your comments about planning are also true, it is NOT what makes the SWF powerful or gives them a competitive edge. When I play with my friends (and we agree NOT to use Comms) we do all the things you mention and it does not give us a competitive edge. When we were using Comms we could dominate and bully a Killer. It broke the game. That is why I feel so strongly about it, because me and mine tested it. It needs to be addressed.
Oh it seems I was misunderstood because i forgot to distinguish between Swf and Cwf (communicate with friends) like I usually do. I fully agree that Comms utterly break the game, yet Swf in itself ( 4 friends in the same lobby) only gives minimal in trial advantages over playing solo. The real problem is the real time communication.
Yet "most survivors only talk about their days and cute boys" in voicechat. /s . You're quite right about the flow of information. A grunt of surprise can count the same as" Im in a chase now, you're safe to do gens" or "Omg lol my sister fell down the stair and - oh killer on me - she didnt have a scratch on her". Its like chatting about Rob's dreamy eyes cant be interrupted for a moment to give killer intel.
The best and easiest way to balance solo and cwf is sadly to just add comms or a ingame message system. A button press for " Focus Generators" is so powerful as it can mean both " I'm chased" and " I'm being camped", depending on context, the same as we currently do the hook gymnastics. Obviously followed by a rarely discussed killer gameplay compensation (not abilities, basic mechanics)
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Yeah, Ive had thst thought too. Maybe additionally raise her eye position in crouch a bit.
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Swf's advantages dont influence the trial mechanically but rather the lobby or the mindset of the survivors.
- They know each other
- More likely talk about each others perk loadouts
- Care for each other
- Be able to make use of the lobby time to formulate a strategy
- Will more likely make altrustic choices over vulturing the hatch
- Change the mindset from "I escape" to "We beat the killer"
The last point is interesting as it's leaking into the "common sense " of every survivor player. Sudeenly survivors dont lose even if they dont escape. 1 survivor escapes and somehow THEY ALL won. This might be now me ranting or getting way off topic, but SWF is in a weird spot too as the game itself doesnt acknowledge them, no scoring differences and all that, you dont get BP for your mates escaping as example. Yet the game steadily somehow became a team game.
TLDR: Swf's advantages are just in the planning phase in or beforethe lobby and a more altruistic mindset as you know those other survivors.
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@Bard said:
https://forum.deadbydaylight.com/en/discussion/comment/1658998#Comment_1658998
...what?
How does that even happen?
I mean, I hate Mario Party so I guess I don't really get it.
Mario Party[a] is a party video game developed by Hudson Soft and published by Nintendo for the Nintendo 64 game console.[1][2] It was released in Japan in December 18, 1998[3], in North America on February 8, 1999[4][5] and in Europe and Australia on March 9, 1999.[6] The game was targeted at a young audience.[7] During development, Mario creator Shigeru Miyamoto served as supervisor.Check the Controversy part.
Basically there was a mini game which needed you to rotate the hard plastic analog stick, as fast as possible of course, to win. People got blisters by the friction. Instead of using the thumb to rotate the stick, they used the palm or the base of the thumb. Happened to a Childhood friend if i remember correctly.
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Kidnap them and tape them to a gaming rig SAW™-Style ?
Or just show them some gameplay and see if it is in their taste. And be honest about the community lol.
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@Saitamfed said:
https://forum.deadbydaylight.com/en/discussion/comment/1658998#Comment_1658998
It's not competitive, for being competitive it needs a clear goal, you can say that your goal as a killer is to kill everyone but It is the goal or a winning? Because killing four survivors too fast grants you nothing but a depip and a low amount in BP, so if it were killing the four survivors you shouldn't depip or have a short amount of BP.
The same goes as a survivor, you can say your goal is to survive and escape but if a killer is AFK then you will likely depip as well. You can sometimes get killed and yet you earn more points that those who have escaped from the exit gates and they may depip and you might earn two pips. So if the goal is to escape, then you should have a guaranted pip if you escape or survive.
The game awards you more points if you're interacting with each survivor and the killer as well, because the game is made to be interactive and the ranking system it's not a way to meassure "your level" so don't even try to drag it into the thread saying And why it's there a ranking system? The ranking system is, or should be there to prevent newbies to have unfun matches.
Escape and kill 4 survivors are the goals. Why else would killers "only want to 4k"?
The ranking was tacked on and doesnt fit correctly anyways. Thats been clear day one. Survivoes not fulfilling their goal getting better results is a good example tho, thanks for that. As you said, it's designed to not reward players for playing to win, but to have a great time and butterlies and rainbows.
A system like our emblems would look funny in football etc. " doesnt matter you scored 7-2, the other team had more passes than you, they win."
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Lul casual non competetive party games.
There were special rubber gloves being sold by nintendo for people who kept injuring their hands while playing mario party 1.
PEOPLE INJURED THEMSELVES TO WIN IN A CASUAL PARTY GAME.
Dbd is by definition competetive.
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@Blueberry said:
I honestly just ignore it most the time in solo queue and just pump out the gens. To actually have Ruin be heavily impactful the killers gotta be playing really well and your team messing up a lot.
It seems fine to me. I've had games using it where they get the Undying instantly and now I'm down my perks. Seems high risk enough to warrant its strength.
If it really bothers you just run anti-totem perks to take them out quick and now the killer is playing with only 2 perks.
Its funny how the new ruin was treated as a joke until ... it respawns if cleansed? Didnt survivors IGNORE it before undying was a thing?
It feels like this combination is the survivors current complaint of the month .
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@Orion said:
2v6 can be balanced. 2v8 will just be completely broken in the survivors' favor, especially with your rules that, for some bizarre reason, limit the killers even further while leaving the survivors' ability to genrush, bodyblock, etc., completely intact.
I agree that survivors do need some tweaking and not just killers too. Identity V gives survivors a 30% repair ( or was it action? Its been a while) penalty AND they have to fix 7 "generators" (of 11).
My obligatory "check the Identity V rules for duo hunter mode"-post btw. :)
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Why would playing the game normally need to be skillful?
