Raptorrotas
Raptorrotas
About
- Username
- Raptorrotas
- Joined
- Visits
- 13,646
- Last Active
Comments
-
- Killer FOV fix
- Survivor instantly stopping regression mid chase without breaking running animation nor slowing down
- Solo-swf rebalance
- Killer compensation for solo-swf rebalance
- Killer QoL changes
- Killer buffs
I posted a concept of punishing survivors for getting hit duringmactions, sadly it didnt get any replies. It'd be a rework of how animation work because they need to be split in may parts etc.
- Getting hit during continous actions (repair, healing etc) should lock survivors in a short animation similiar to failed skillchecks.
- Getting hit while vaulting should replace the remainder of the animation by a slightly slower version, like slipping off the window frame with your hand and falling down on the other side.
- Im thinking of increasing the timeframe for grabs to last a bit longer than survivors need to stand up, ending those interrupted grab cases?
- Depending on implementation this would allow survivors to interrupt pickups easier and earlier, but ending the pickup animation instantly.
-
If spirit had an animation for going into phasewalk, the whole "leaves a husk behind" thing would be completely useless.
-
I feel really stupidnright now, lol.
No, blindness doesnt affect those interactable objects. Their auras keep being revealed because survivors would cry, afterall rbt are "too strong" lol
-
@lazerlight said:
https://forum.deadbydaylight.com/en/discussion/comment/658198#Comment_658198
What??? Heck no! Both sides should be able to get the equal amount of points! Because if survivors could only get 1k points per category (as an example) then no one would play as survivor!
Killers get points and experience by just seeing survivors and breaking pallets and hitting gens. And since they never get "eliminated" from the match, they keep getting experience.
If the caps are there it's because Survs should be able to reach those caps. If it's virtually impossible to reach the max points in a category then that category needs to be reworked.
Dont come at us with "survivors should not make the same points as killers" get outta here.
Just gonnanmpoint out the irony with
- Reunited
- Pressure
- Assist
Yep, survivors have bloodpoint scores for walking near each other.
--------
Some of OP's ideas dont sound right, especially the myers one, unlike ghostface you dont have to be in danger to get exposed, thus potentially getting "free" bloodpoints. Same on legion.
Im not too sure if rewarding a survivor for failed abilitties is the right way to go, though.
-
Blindness only blocks aura reading
-
Check out the the identity V rules for 2v8
- Only 2 really big maps are in rotation forthat mode
- 7 of 11 generators need to be completed
- 30% repair penalty on survivors
- Survivors need 3 hits to be downed, instant down counts as 2 hits. Everyhing below full health is injured.
- Both basements spawn, i think there are more hook spawns too.
- Hooked survivors cannot be unhooked for 30 seconds i think... But i dont know if thats within the normal sacrifice time or additional time (woohoo anti camping)
- (There are also special shop phones that allow killers to purchase upgrades and survivors to purchase items.)
- Survivors can carry 2 items.
Im not sure if that were all the rules.
While yes, devs have dismissed this mode in the past, after copying the idv skillchecks ui for dbdmobile, they sure could copy similiar rules for this mode.
Also to dismiss the whole "omg 2 killers hunt 1 persons" and " one camps and one hunts" ideas... If 2 killers focus on one person, that are 7 free survivors to do what they want. And if one only camps, that other killer has to hunt 6 instead of 3 survivors...
From actual experience in such a gamemode, and comparable to survivor strategy in both games... Splitting up as killer works better, and camping doesnt work.(although randomly coming across a chased survivor is nice)
-
Survivors will just go back to lobbydodge until all their mates are "just 4 randoms in a lobby" …
Happened before, will happen again.
-
A 50% escape chance seems rather unfair in context of 4 solo survivors vs killer, considering the definition of absolute wins (reaching the 100% goal; you escaped or you killed alls survivors). Its like tossing 4 coins, but the killer only wins if all emblems are heads. Each Survivor gets a win if their emblem shows the number.
While I somewhat disagree, I understand why some (or most) killers consider 3 dead a win already, especially with the hatch survival chance boost to the last survivor.
-
Franklin and overwhelming presence skrewing over survivors? Well, duh theyre made to "somewhat" counter items. And are useless in any other scenario because they dont have such effects.
Survivor item related perks enable their actions without items ans boost the effiency of using items, or simply allow you to getbetter items in chests, which slso can contain useable itmes.
Actually, survivors having items and being able to bring them from the lobby into the game instead of them being in-trial random objects only is the only reason killers can see survivors in a lobby.
Well, maybe some skin combinations of survivor might reveal a possible skill level of the survs.
-
Personally i think that every character (both survivor and killer) should only be able to put teachables in that 5th (or 1st) perk slot. As "character passive"
But that would probably meta survivors... Well, I "guess" that meg and blendette wozuld strill rule as meta queens then.
But as already said, much discussed topic because of the amount of perks, but often dismissed because it'd mess the current balance up withoutreally changing the meta.
-
Survivor win by escaping or jumping in the hatch, although hatch might feel cheap for skipping steps in reaching that goal, but escape is a win.
Swf have a vague win condition, afterall their goal isnt changed "you (singular) win by escaping" there are no mechanical factors forcing a certain perspective as what counts as the group's win, like penalties for killed survivors.
The killers goal is to kill all survivors. Theres not much to say here. Doing 50% cant be a win, and the game used to mock killers for less than 3 kills.
-
It doesnt matter if killer are being stupid and kick the gen in the chase or if the gen was regressing beforehand. (Not to mentionthe chased surcivors' stupidity to turn around would a killer kick the gen in chase)
We are talking about survivors touching a generator to stop regression instantly, without changing animations, losing speed nor halting in "repair position".
The balance of time usage between applying regression and denying it is even not that important in this topic.
The "repair for 1 second" or "repair 0.72" charges fix wouldnt even hurt people NOT tapping in a chase
Any input besides mockery or do you really do not understand this issue? Also totens are working as intended.
-
IdV has a similiar mechanic:
If all survivors are incapacitated (dead, hooked or downed) they can give up, i think it even gives the killer the remaining sacrificescores.
But if survivors are alive, a majority vote might be necessary, with living survs having more weight.
Also would need to have a time limit before being useable.
-
@PolarBear said:
Why is this even a problem? Don't kick the gen unless you know it's not gonna see activity soon or use overcharge.
This is a problem because durrvivors can do it when in chase, in a moment, without even breaking running animation nor stopping to "actually work on that gen for a moment".
No one here is even complaining about durrvivors doing it behind a killers back.
-
All positive effects from all brown addons, maybe with removal of brown addons included.
If the devs really skew the balance towards survs that much, with kindred or those currently much discussed "current action HUD', simply ramping up some variables might be a good "bandaid" while they brainstorm actual changes or new mechanics.
-
I cant tell HOW the killers will need to be buffed, but apparently the devs are currently working on somewhat lessening the gap between solo and swf, which is information, which will still buff swf too, although not as much as solo.
This'll probably result in a time period lasting a minimum of 3 months with a really skewed ingame balance.
All killers would need to be buffed to compensate for the risen general power potential (or level) of survivors, be it some general buffs to killer mechanics or individually improved abilities and addons.
-
Just to make sure:
"Raising solo to swflevels by providing information" is a good thing for solos, I can agree to that. BUT it changes the core balance of the game.
There'd need to be a lot of perk changes, general killer buffs AND individual killer buffs (theoretical example: gen regrssion is doubled, trapper now has 12 traps and can carry 3 by default, wraith has X.... And so on)
As already mentioned, solos arguably need that boost, but killers cant wait 3-8 months for compensation while enduring playing against "only swf".
-
@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/657648#Comment_657648
What you don't realise is the devs are giving the info that SWF has to solos. Look at the title of this discussion. Does that affect SWF in any way? It only affects solo players, SWF gain nothing from it.
Any mechanical info the game gives you reduces the information swf have to think, ask, receive etc.
Asking for current status or action becomes redundant an allows for quicker strategizing.
it might lessen the gap between solo and swf, but ANY BUFF to solo is also a buff to swf.
-
"Macht gens und unhook mich erst kurz vor phase zwei"
My buddies dont seem to get time management on unhooking.
-
@Okapi said:
https://forum.deadbydaylight.com/en/discussion/comment/657576#Comment_657576
Just because the devs are slow to make balance changes doesn't mean they shouldn't make any at all.
But waiting months for "balance" when youre getting stomped isnt a nice forecast.
Imagine horde had godmode for 6 months on a pvp server. (Yeah obscure WoW reference)
-
You know whats better than 4 good survivors? 4 good survivors that know each other survivor is good (swf)
4 good survivors who can coordinate their work are even stronger (cwf)
Of course there are good players that dont need swf or to be a menace, you're right on that point.
-
Skipped the last 3 pages of comments or so, but i thonk people are kinda overreacting to OP's maybe badly worded proposal.
Wouldnt "Making ruin basekit" be synonymous to overhauling the skillcheck mechanic?
"All" Ruin does is making failing skillchecks more punishing and hitting them less rewarding.
Skillcheck chance, sizes, fail penalty and success bonus are viable variables to slightly change the speedbonus of people breezing through great skillchecks.
Ruin would obviously be slightly tweaked based on default values.
If basic skillchecks were different, survivors would adapt like they say they always do.
I dont really see the problem with this proposal other than the wording.
-
Already discussed a lot recently, but there are a lot of
idiotspeople who dont see it as problem. Dont wanna call the out as survivormains but ir's most likely."Regression on a generator lasts until X charges are repaired" isnt really that big of a buff for regression concerning it takes ~320 seconds to regress a generator from 99% to 0%
-
@AWesley91 said:
Simple question for those who think 3ks and 4ks should be common for killers.
If a survivor player has a 0%-25% chance of his character living, do you think many people will play survivor? Seriously. Are you brain dead? Have fun with your 30 minute ques. This game literally requires 4x as many survivor players as killer players.
A 50% survival chance would be soo much fairer, afterall "2/2 is balance"... Not.
Survivors win by reaching their goal, getting out. Killers reach their absolute goal by killing 4 survivors, thus preventing their escape. As a side note its funny that only killer goal is considered vague so people push for that " doing 50% of your goal is balanced"-crap
Survivors want that sweet 50% individual survival chance...
Toss 4 coins at the same time. Do it once or as often you want. Tell me how often you get 4 heads. Thats the chance for an absolute killer win.
It takes all 4 survivors failing their chances for the killer to absolutely win.
-
Patchnotes:
- Killer Demongorgon added
- Survivor steve added
- Survivor nancy added
There, your spoilers for the patchnotes, the next szuff will be revealed soon
-
It's probably being treated as an blood hound, getting the whip until it does correctly.
-
The pounce/lunge/dash seems to have a big hitbox and might hir multiple survivors in a line/ on landing position.
Also it is definitely faster than pig and closer to HB speed.
-
Swf AND Cwf have NO mechanical differences to solo players. All advantages come from external knowledge the game simply isnt designed for you to have.
Grouping up removes uncertainity about skill level, experience and intentions of other players.
Cwf grants real time information exchange. On a a basis of asking and receiving.
In this case giving solo survivors aura reading or hud info is even stronger in some situations; you dont need to first inquire or ask about mechanically given info.
You cant nerf swf without putting in annoying artifical restrictions. That'd be like spirit's and legions stupid gauge mechanics suddenly being implemented for every other killer.
----------------
2 escape and 2 escape is not a win for the killer. He did only half his goal.
Half the solosurvivors failed at their goal. Half did succeed. For each individual survivor theres nothing wrong.
Putting swf or its' team mentality into theat scenario, its a failure, the team only did 50%.
2/2 is a draw or a loss.
-
I'd create a sadist former prison warden who creates entity blockers or walls to hinder survivors and can pull up a map to place traps, which spawn huge circular wallswhen triggered, from a distance.
Should play like mix of doctor and trapper/hag i guess.
-
Jumping into the unfinished mount hyal back then in wow classic.
-
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/653414#Comment_653414
It seems like you dont understand how Balance works.
SWF gets way more info than Solo Survivors. IF the amount of information is the same, it can be balanced around this. Currently, there is no real Balance possible, because you cannot balance the strong and the weak Killers all together, same goes for SWF and Solos. Lets say you buff all Killers to work vs 4 man SWFs (not gonna happen, but just imagine). Solos would be screwed. But if Solos have 100% the same information which 4 man SWFs get, you can actually do this.
The idea given by OP is not new, but it is actually really useful. Instead of guessing if someone is going for a Save, you can see the Icons - 1 Survivor being chased, two on the Gen. Ok, so you might want to leave your Gen to go for the Safe.
The problem is that the game is not balanced around that amount of information.
Yes, obviously you can lessen the gap between solos and swf that way, but it'll boost balance in favor of survivors a lot. "Current status hud", ping-tools, default VC ingame, lots of possible (good) solutions. Even a killermain like myself can see that.
Another huge factor would be the devs habit of only doing one thing at a time:
Imagine having to play unadjusted killer for X months with all survivors you meet having the power/info potential of a blendette depip squad. (Start at X=1 and increase it, let's see your "thats unbalanced bullshit" tolerance)
Third problem would be how to buff the killers, you see the threads in the forum, not even the killermains are united in how to approach this. "Killer mechanics" , each killers "ability and addons" , would the devs dare to tweak perks or survivor stats. This step is a clusterfuck in the community, imagine it happening for the devs.
-
@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/653215#Comment_653215
I never called anyone sweaty, 2k is the balance goal.
Never said YOU did...
"But nows your chance to win an upvote:"
"We asked 100 survivors in the forum what they consider a killer going for 4 kills? Here are the top five answers:"
- Sweaty Tryhard
- Tryhard
- Sweaty
- Noob
- Cheater
(Yeah it's a rather obscure reference but the truth)
-
@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/653194#Comment_653194
The game is balanced if you know what you’re doing.
Might be true but telling a killer that everything above a 2/4 ratio is sweaty tryharding, or doing 50% of your objective is your actual "balanced" goal is kinda cringy.
Meanwhile survivors escape with doing 1/6 of their objectives. (Im kinda nice enough to equal the hatch with a gate instead of crossing the exit line, that comparison would be 1/7 objectives needed)
-
@WolfPad06 said:
I've said it before, I'll say it again.
Posts like these perfectly illustrate how the community mindset is not on a 4v1 asymmetrical horror game, but a 1v1+1+1+1.
Survivors believe they should be able to contest, deal with and overcome the killer on an individual basis, no teamwork necessary.
@DeadByMoonlight if your team got sacrificed before the exit gates were opened, you lose.
Getting to the hatch first is your one last hope to survive, if you fail at this, you will most likely die; as you should.
Get over it and move on to the next game.
You're halfways right. The survivor mindset IS that it is indeed a team or group game (only 50% pure 4 random trials )
"All 4 must escape" "blind altruism" "nothing wrong with swf and cwf although it wrecks the balance".
But then they want the safety net (or horrendous imbalance factor) of being strong enough to solo the killer when they fail as a team.
Those people want the advantages associated with of both types of gameplay.
- 4 randoms need to be mechanically stronger (game mechanics)
- A team that gets coordination and communication.
Currently theyre having both and it's showing
-
Wow i wish i could tell survivors to only do ~1 gen each and then stand still because thats balanced with such confidence.
-
@oxygen said:
Pretty sure kb+m on consoles is a question for the consoles and not DBD in particular. I know it's obviously pretty controversial in some genres but unless games can opt out of console kb+m support I don't think anything would get in your way.
https://forum.deadbydaylight.com/en/discussion/comment/651316#Comment_651316
Not really a fair comparison. There's a difference between something without a clear answer/"use at your own risk" like kb+m on consoles, MLGA, custom icons and all of that, and something that has been explicitly confirmed as okay by the devs (voip applications).
I know its not a real comparison.
I mocked the guy before who called it "advantageous" (cheating ) for killers. Maybe shouldve quoted him.
-
4 Kills =/= 4 Escapes
A killer has to work more for 4 kills than all survivors for 4 escapes.
A survivor's goal is to individually escape, if the others get out, thats fine and dandy but not really your concern.
-
As bannable as using discord on pc to give yourself an advantage.
(Not bannable)
-
While logically in itself, your assumption forgets something.
The game is designed and (argually) balanced for the current system.
Which rarity of item should become infinitely available to survivors? What about the others?
Are killers gonna be compensated for that boost in survivor potential?
-
Outdated concept and it doesnt get deleted because "muh counterplay"
-
He reminds me of the killer screen in the old day . Being called petty noskill killer was pretty judging compared to the more objective "you were sacrificed/ you escaped" survivors had from the beginning.
It "motivated" killers to do better, and might be a reason why 2 kills arent a win but 4. The game otright told killers they sucked when they didnt fulfill the objective.
But instead of 4 titles for pip status, there should be 8, depending on pip AND escape status.
-
Get injured without medikit. Count to 16 while finding another survivor without telling them what to do or where you are on voicechat.
If you cant manage to do that, selfcare wouldve been faster and more efficient in generator progress.
-
"Wow thats one ugly m..." *teabag teabag teabag*
-
Yes, most aspects of pig can need buffs, but the timer on dying might not be one of those.
-
Well they're going to "slightly adjust" nurse soon™. Maybe her fatigue gets increased for "counterplay"
Legion has that long fatigue after their weak ability because "######### this killer" and stupid survivors needing many inbuild weaknesses in killer kits to deal with them.
No scratchmarks, removal of attack cooldown reduction for frenzy, instant dismissal of frenzy upon missing or attacking the same target twice, removal of the timer reduction on hits...
-
Well, it would be interesting to tie his stealth to the crouching instead to the NS-buff, atleast for a ptb test.
The stalking would still be tied to NS
-
It seems to be really fast. Like a chainsaw sprint or blink.
-
Swings between brokenly op or quite useless in my opinion.
The touch of death part (i assume its like tombstone myers + mori allowed) is about the same as RBT, except theres no limited ammo but the death isnt as soon the timer runs out.
The tranformation part seems iffy, the transformation lasts some long time and will mostly be a guaranteed hook IF its applied IF found by the killer. The way to get charges depends on the survivors. I just assume goading survivors into a trapped vault would be more useful than hoping thex dont notice the particle effects on a generator.
Both abilitties could be seen as " omg howd that hit me, lame bullshit" by survivors and quite uninteractive with the killer. "Press the button to send ALL survivors" it's even worse than with old freddy who atleast had to tag survivors.
Its an interesting spin on the rbt timer mechanics but i guess this lady would be less fun to play as to play against.
(Pluspoints for female killer with standard stats)
-
The Teethface
-
The tunnels are good. Also the pounce attack is better than pigs ambush because its way faster.
(The pounce is also what a lot of survivors would want HB's saw be nerfed to, as solo ability)
The combination of a map mobility tool and a inchase skill is way better than what you give credit for.
Never watched ST, so i can only deduce thast the DG is some sort of attack hound used by some mindflayer dude.. Now its the Entity holdsing the leash and whip instead.
Also from DbD's lore for freddy, the entity is capable of nerfing the inherent abilitties of their prey and guests, thats why the DG can not connect to the upside down, but to to something else the entity already created as replacement (entity being like a game dev and reusing assets like spirit world or dream world lol)