Raptorrotas
Raptorrotas
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- Raptorrotas
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@Raptorrotas said:
For a long time I've had this concept in the back of my head which I'd like to hear some opinions about.
I want to make it more dangerous for survivors if the killer attacks them during an action. As it stands of today, unless you can grab them, they can for example keep breaking a totem and then still zoom away with the after hit sprint, especially if the reliable grab bugs out.
What I propose are simplified mini stuns or changed animations resulting in less hit sprint. While it'd be easy to simply slow the survivor down, the animations itself should be changed to give the survivor and killer more feedback as to what happened.
Most survivor actions can be split up in in multiple segments in their sequence; take "grabbing window, jumping/climbing over it and landing" for window vaults. Getting hit during such a segment could result in every following segment be replaced by a differently animated one. Instead of "grabbing window, jumping, landing" we would get "grabbing window, getting hit, botched jump making the survivor fall, getting up again"
For continous action like repair, sabotage, cleansing or healing there should be a small "getting hit" animation similiar to failed skillchecks that either completely stops the interaction or pauses the progress like the one from failed skillchecks. While i personally am for extending the timeframe for grabs or such interruptions for a short moment after the survivors stop those interactions, it might be too much.
Obviously this would need a lot of work for the animation team, as they'd need to create a lot of different segment for each possible sequence. It also depends in how many segments each action would be split into, as it'd be more accurate to have more segments.
As somewhat equivalent exchange on the killer side, this concept would also apply to pallet stun saves, flashlight saves or interrupting the killer during the hooking animation (although the last is questionable at best)
Tl;dr
- Replace the rest of a vault animation by a slower version after getting hit.
- Mini stun survivors with "getting hit" animation during continous actions, similiar to failed skillchecks (repair, sabotage, cleanse, search
- Add animation for such occurences.
I guess implementing these flashlight interrupts could only work if the same punishment for getting hit during an animation for survivors too.
(Shameless self advert, but has this threads' idea too)
But i guess if flashlights got essier to use, we might cut their max charges or minimum charge drain per use
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Oh i misunderstood then.
(Pickup animation start-blinded-remaining pickup animation-survivor is free) i remember that crap. Especially since the flashlight user got such a long headstart too.
I thought OP wanted the "remaining pickup animation after the blind" skipped.
Edit : i seem to be too uninformed for this topic lol.
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Not that i'd like flashlights buffed in any way.
But what if flashlights interrupted the pickup animation the moment the killer is blinded.
Survivors then couldn't use the "remaining" animation to gain a headstart.
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Taking For Honor's executions as example, moris certainly are (or could be) able to express a killers personality, which doesnt really happen normally in trials.
Well spaghetti code aside, adding a mori slot to cosmetics wouldnt be hard.
But i think moris are too rare (too special) of an occurrence to consider this.
Now if obsession / rancor was basic mechanism or something similiar....
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Im more curious if it was survival rate per survivor or per trial. Its a huge difference because per survivor is more accurate.
God i wish i remembered the correct calculations.
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If this is real it looks more like a streamlining process for stuff, like EW1/ pigycrouch and NS both using this new status now. Maybe they'll tack it on wraith too, for consistency. Although i admit that the red stain part seems nice.
(Similiar to adding DW to BT)
Isnt there a hag addon that currently 'deafens' the survivor, sounds like it'll be getting that new oblivious thing
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He has the exact same numbers as any other killer.
The difference is that his extremely short weapon has the same range as trappers machete. They even stretch his claw during the attack animation to somewhat mitigate the visual dissonance.
Good thing no one has proposed the stupid idea to adjust short weapon killer range yet.
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If you prefer hoodies over a metal hook to the shoulder then thats your choice ;D
Play the brooding teens and enjoy it as much you want.
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Yeah forgot the fact that she has to set up the teleport first.
She's fine but her teleport shouldnt stop momentum. Her teleport is a chase tool, not map pressure.
And freddy's teleport is a joke, in IdentityV thats a support skill with ~2 seconds max that can be used by ALL killers.
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A dot that doesnt tick isnt fun either.
But who cares, right? Afterall it's not survivor "fun"
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But "noed op" and "no slots left in mah loadout"
No need to take a perk ro mitigate some problem if your cwf can carry you or you whine until the devs nerf it.
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Thanatophobia and sloppy butcher combined have less impact on healing speed than selfcare, even with thanatophobia at full power. Maybe that combination of killer perks is a counter to selfcare and forces you to get healed by others or a medikit?
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What, a feature that helps the killer? You must be joking (obvious sarcasm)
I remember the first time i heard survivor breathing after running etc... It was when i played survivor for the first time.
Bad fov, never working sound.
Imagine survivors having to play against killers who arent gimped by game mechanics.
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@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/617762#Comment_617762
Or you know, they just like playing Dead by Daylight, which the Nurse doesn't play.
Well that logic does only apply to survivors it seems.
All other killers except CANT play DBD like nurse. They get looped instead.
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Every other killer has survivors leading the killer around on a chase: survivor is in control.
For nurse it's her skill that dictates the flow of the chase.
With those dc survivors are only feeding their "random are trash" agenda, which in itself only happens because theyre so used to swf or cwf that their perception of a a normal trial is warped.
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Havent played him yet but...
The only drawback to being asleep is that his abilities work on you. Thats it.
(Oh and that 10%repair addon)
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Yeah that happens sometimes. But some "what if " abilities are rather common.
-"Survivor can interact with stuff the killer cannot, so lets make a killer who can"
Appearance: V1: This Killer wears a worn-down hoodie and tattered pants hold together by Tape and crude patchworks. I'd like for him to have som sort of Scarf to obscure the lower half of his face. I'd like the scarf to have physics similar to the huntress's veil, i think it'd look nice. -Inspiration: L4D Hunter or Raziel V:2 Alternatively it could be a much wished for werewolf, the weapon would be his own claws then Weapon: Fake beast claws A pair of wrist mounted crude blades on each hand,...Lol found my old (older than huntress i think) concept, it's pretty barebones and more " dashing andclimbing walls" than just jumping over stuff.
The biggest problem with such parkours movement focused killers would be the current focus on long cooldowns for each ability use.
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Survs definitely can run more than 2 seconds and still be invincible.
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Well then it would be YOU whoch tells everything to your buddies on discord. Not much a difference in terms of swf-communication.
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Legion was able to get over pallets quickly, remember how survivors reacted.
I have an really old killer concept on the steam forums which was quite similiar. I think a jump/dash killer would need some sort of interaction when colliding with "walls" or the "ceiling", like a small "wall jump chain time window" or whatever suits that particular killers kit.
The "nurse with collision" idea could work, but not with the current trend of ability restrictions.
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If you asked survivors if exhaustion addons are fine they say no becauee theyre survivors and those addons debuff them.
The majority of them wont think about balance etc, they'd just diss the addons because they negatively affect survivors.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/584030#Comment_584030
It isn’t per survivor. It is the whole team.
God that qutoe is too good not to troll.
43% escape rate for the whole team is quite high.
(It means 43% for a 4man escape)
This is really obvious bait.
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Survivors will obviously claim op. Because most of them are allegedly potatoes.
"Outside x metres" might be a legit middleground.
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Lets brainstorm
- Darker default traps
- Arm traps that are on the ground without having to pick them up
- Carry more traps by default
- Traps could spawn armed in better locations (already in the way of loops etc)
- More traps?
- Better trap aoe (survivors can borderline walk through them
- Survivor snap to trap location instead of the trap adjusting to survivor position (this use to move traps into walls, and currently makes his UR useless as he still has to get there and put it back into the right position)
- Personal idea: have traps slow survivor movement speed by x% for y seconds after getting out a trap (stacks with hindered). This would make traps have an effect on injured survivors.
- Skillchecks for disarming traps, maybe even injury on failed skillchecks.
Theres a lot that could be done just with his current traps.
Alternatively he could hasve some sort of resource (scraps) he can spend on placing different types of traps:
- Beartraps: like they are now
- Wire traps: trip survivors (small animation like missed selfcare skillchecks) and reveal their location/ aura to the killer. Maybe the same x% movement speed penalty for y seconds.
- Barricade pallet spots/windows/doorframes or just place a barrel somewhere to block a way. (Can be disarmed/removed too)
- Place some sort of trap on the barricade to trap or injure survivors who remove the barricade.
Well thatd be a full rework i doubt many want to see.
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Funny that killers get judged by the top players while survivors want to be balanced for the low rank potatoes.
As discussed, there are also potato killers, but apparently theyre irrelevant for the balance.
The typical double standard.
Baaaaiiiiiiittttt.
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They could make it that frenzy attacks drain a bit of frenzy instead of ending it, also it doesnt have to be 50% attack cooldown reduction, 20% - 30% might be okay too. That multiple hits on the same target dont decrease DW anymore seems wrong too.
If we wanted to rework them into another killer, possibly a "multiple bodies" or "doll" type because "Legion" (duh), we could copy HELL EMBER from IdentityV a bit.
Edit: i dont own legion because i thought them a bit dull on release. So my opinion might not be relevant.
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Try finding IDENTITY V's rules for 2v8.(Japanese dbd "clone" for mobile/pc )
Shouldve made a draft with the rules as i tend to recite them in most 2v8 threads.
- Only "big maps" in rotation
- Both basements spawn
- More hooks?
- 7 of 11 generators must be completed
- 30% global repair speed penalty
- Survivors take 3 hits to be downed
- No same killers
- Special shops in trial for items or upgrades for killers. Currency is earned parallel to bloodpoints.
- Theres a 30 seconds period after hooking a survivor in which he cannot be unhooked (not sure if stops sacrifice progress or not) ( this prevents camping, duh)
To those naysayers: 2 killers on 1 survivor means 7 dudes on 7 generators. Same for "1 hunts, 1 camps". From personal experience, such camping RUINS the game for the other hunter.
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Killer still has to find, chase and HIT the survivor.
If survivors were escaping the killer instead of stalling, the problem wouildnt exist that much.
Another point is: survivors dont win when 5 generators are done, noed is neither unfairly snatching your victory or "giving kills to bad killers". He planned for such a situastion by picking such a perk.
Theres enough perks " rewarding bad plays" on both sides, one fampous exyample being DS.
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- Prevent activation by cleansing all remaining dull totems
- Deactivate it by cleansing the correct hex totems
- "Just prevent getting hit"
- 99% the gates to prevent time pressure from normal collapse
The killer also handicaps himself until gates are powered.
There's plenty you can do against your described situation.
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Affects all hooks, higher % or bonus effect in basement. Ez design philosophy for this perk.
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I present to thee
Iridecent Spiked Boots
- Removes steering penalty
- Removes forced forward movement
This'd be the most OP thing i can imagine on Hillbilly
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@Theluckyboi said:
I would make kindred base kit, only for solo players
But then Swfs lobby as 4 random dudes again to get that benefit.
If you buff solo /nerf Swf expect this to happen.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/607297#Comment_607297
I guess you don’t remember the outrage when the nerf was announced, huh?🤔
Are you familiar with the five stages of grief?
This forum has something similiar it announcments of gamechanges or changes in general
After the announcement of the nerfs we whine and flame because we dont want to have it true, we get angry because we consider it i justified, we bargain with our own propositions to not let something get gutted completely.
Then comes the nerf and the depression, the bargaining phase lasts until ca 1 week after a that, then acceptance.
My "forum memory " is rather short but ddnt it happen quite exactly like that with legion?
Yes its especially volatile after the announcement because of the "long" waiting time before it actually happens. It would have been not so volatile if survivors didnt rub it in though.
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Joke aside, its the current hot topic. It'll recede slightly once
survivors target spirit nextthe complain wave about the actual nerfs is over.Gosh atleast its just a killer nerf. Magine the outrage if survivors got touched.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/607251#Comment_607251
SHH!
Don't remind them!
Dont worry, they'll remember once they made sure that devs gutted nurse instead of just twewking her.
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GIF89a?
While the boogeyman from SH6 effecrtively is only a PH clone, i kinda like his design and think I'd fit into DbD. Though his weapon sucks.
Edit: well inserting media doesnt seem to work for me.
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@Vlyse said:
Nerf her base power so that she can only blink in the open. She can't blink through walls or through floors. Maybe even remove blink through obstacles.
It'd still be a strong power given Doctor, Leatherface, and Clown exist.
"Slight changes"
Another of those "awesome good survivormade" ideas we killers unjustly lobby against.
Its good that the devs dont listen to this caliber of survivors... Most of the times.
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So you want it to be balanced for teamplay and have features for it but then want it be about solo play if you screw up? Rhetorical question, dont answer.
I don't get survivors.
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Wouldnt SWF also benefit because they do not have to ask for information as much as before? freeing more time for actual strategies than just asking for status.
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Survivors can also run into illusions to dispell them.
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"oh no thanatophobia plus sloppy butcher counter Selfcare if thanatophobia manages to reach full power" I love that argumentation. The Selfcare penalty to healing is more than both killer perks combined (with thana at full power btw).
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Ultimately, there are 3 kinds of survivors: Solo, Swf and Cwf
Bottom barrel of solo survivors is the standard at which swf and Cwf want survivors to be balanced around
SWF negates the randomness of teammates, it doesnt suddenly make your teammates actually good, but you'll know what to expect. And you're less likely to get mad at them because theyre your friends.
CWF (Communicate/Cheat with friends) uses external means of communications in this game to give themselves a huge strategical advantage.
Here are some facts/points about this whole situation to consider (from another thread)
- You cannot put restrictions on Swf/Cwf, they have proven willingness to spend minutes getting into lobbies as " 4 randoms who coincidentally happen to be on teamspeak". It would happen again.
- If implemented, Ingame Voicechat cannot have restrictions like range or being able to be heard by killer, as Cwf would avoid those restrictions by using external programs like discord, skype or TS. It'd instantly degrade into a tool only used to hurl insults at killeres or nonmembers of the Cwf-group.
- The whole advantage Cwf happens outside of game mechanics, unless you add coordination tools, you cannot change the difference between normal and CwF
- Map rework is not an Cwf issue, it affects all survivors.
- All buffs to survivors will be boosted by Cwf, most nerfs mitigated or lessened.
- As example to the former point, providing information tools will also help Cwf, reducing the need to ask for or provide information, freeing time to strategize more.
- Just because ~95% of survivors are potatoes doesnt mean that the potential "sweaty tryhard cwf depip squadettes" dont' exists.
- "Omgogsgzotgl staaahp chaaaasing meeeeh" is equal to "killer on me, rush gens" in terms of information provided. The myth of survivors "just chatting" is laughable.
The braindead solution would just be to add Voicechat to the game.
Somewhat better would be to add Quick messages (similiar to IdV or CounterStrike) or a Ping-Tool (apex legends etc) to this game. Nevertheless, such a boost in information would NEED survivor nerfs or killer buffs as compensation, preferably in the same patch and not 5 months later.
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Even after the oh so atrocious healing adjustment , Its still better than getting healed by others.
Obviously it's more useful for people who juke a killer instead of stalling until hooked.
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well, we could also reduce reload time or reload slowdown if giving more ammo isnt possible.
also possible would be to make the gas itself more dangerous by tweaking AOE, slowdown or duration.
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@DWolfAlpha said:
How bout this then. Instead, make it so that a survivor's timer isn't accelerated by attempting to escape the hook while being face camped. The timer still progresses normally, but you have a better chance of just escaping. Sure, the killer can just down you, but it gives a slight chance to someone that has no chance.
If there wasnt a penalty for trying to unhook yourself, it would be spammed UNTIL you unhook. I guess that'd result in a ~80-100% selfunhook rate before reaching stage two. I dont know how fast the self unhook action is, but i think you have a minimum of 28 attempts even if it'd take 2 seconds.
Thus possibly resulting in more camping.
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I have an absolutey absteract and weird Idea to change him.
- Put his TR-reduction stealth effect into his crouched-stance instead of his fickle Nightshroud-buff
- Stalking stays with Nightshroud
This will let him ambush a first prey even if he is spotted by a second one.
One of the reasons I dislike his kit is that getting spotted disables "both" of his powers.
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I dont see how bonus points for hooking someone in the basement which are awarded instantly will make the killer camp more.
If it'd be a second bp/s like the sacrifice points, the concerns might be actually valid.
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Well, there's certainly enough empty space in the back of the basement to allow for placed objects.
A workstation or table might be suitable for Pig, trapper or Hillbilly.
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@AzdrubaelVect said:
https://forum.deadbydaylight.com/en/discussion/comment/603429#Comment_603429
probably 4 of those 5 pallets were unsafe and mindgameable, survivors at max can get 1 loop out of them if at all.
Oh no, fair and mindgameable pallets, the horror.
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It's still faster than getting healed by others.
The thing "making" SC not as good would be survivors either being cockily under the impression that they're not getting hit soon or that adrenaline will heal them "instantly"
