Reshy
Reshy
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@Faulds said:
When you play as pig you are annoyed by survivors taking their traps off in one or two boxes. When you play survivor against pig, you are annoyed by a pig magically finding the box you need to search (because the others failed) and blocking it. I think an idea to help with those two issues in one shot would be to make 5 boxes spawn, and make survivors go through four (no more no less). Pig mains would have consistency with their traps, and Pigs wouldn't be able to box camp anymore (since survivors would always have two boxes to search on their last one).
Used to be that way, but too many survivors somehow managed to die to pig regardless so they removed the mechanic.
@GoshJosh said:
Eh.. RNG is a part of the game. Trapper has to deal with it too. I’m more in favor of being able to re-search a nearby box if the game detects the Pig too close to the last box a survivor still needs to search. Also, don’t see why she should have the privilege of knowing where the boxes are. They’re already serving their game-delaying purpose.
IMO I think trapper's traps should start opened already just for that little bit of map pressure early on. Also maybe just make them spawn in better positions.
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@Dream_Whisper said:
The game feel bit too slow and harsh for killers, these days. Especially when Holding W and Map Design/Issue is a key aspect in which Survivors can literally make to any strong or decent tiles and make it there in time.
Crazy life improvement change I would love to see, is what if Killer's Movement Speed outside of chase is buffed to like 5 meters per second. (Instead of the Standard 4.6 or 4.4 m/s) as this gives any Killer the ability to patrol the map well, especially since the Devs are very agaisnt the nerfing of Gen Repair Speed, fixing Survivor's Map Spawns, or balancing certain tiles in any maps.
Before you all get vocal about.... What about certain Killer's like Wraith's Clocking Speed or powerful slow killer like Nurse being able to catch up so quickly. Well, I did say all Killer's based is buff while outside of Chase; so that means Survivors will not only need to constantly aware (as always), but they would need to engage with the killer in a chase as much of the time as much as possible to reduce their powerful base speed back to regular speed. Losing a chase can be bit risky and Holding W shouldn't be the most meta strategy when the Killer's need to catch up in like 20 or so seconds.
Of course, I wouldn't mind scraping this idea, if the game is more balanced for both sides and more quality of life improvement for Killer players are met. I just want to know what you think?
Either that or the equivalent of E for killers, where they get a sudden boost in speed similar to the Blight Serum but on cooldown and not blocking your base ability. Gap Closers currently only exist on some killers, and everyone else is kind of left holding the bag. I'd also almost say make Agitation base kit as well, just so if the survivor tries to run you to the corner of the map you can more quickly hook them.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2792283#Comment_2792283
A killer spam hitting you on the hook and making you crawl across the map just to hook you anyway and still spam hitting you on the hook is insanely more toxic than anything a survivor can do to a killer. No, a survivor bouncing up and down and clicking a flash light is nowhere near as toxic. You want to try to make that argument, but it simply isn't one. Killers can be and often are way more toxic to survivors than they are to killers.
Play more killer then, you clearly haven't seen a flashlight SWF before and how toxic they can be. Especially the post-game chat.
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@SilentShepherd said:
https://forum.deadbydaylight.com/en/discussion/comment/2792276#Comment_2792276
The game should be oriented towards FUN for both sides.
Do you see me complaining about Legion's tracking ability? no. But Doctor's AOE Reveal scream is so stupid, plus it adds stacks and when you reach 3 stacks you can't even use pallets anymore. So first it breaks hide and seek component of game, and then it breaks the chase aspect. IMO Doctor needs a complete rework so he's not such an anti-fun toxic killer.
Sure, why don't we give him an actual ranged attack skin to Nemesis or Pyramid Head so he can down people at loops. Or maybe make him work as a longer range version that doesn't work in loops.
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@Smeagolthevile said:
I really dont get the argument of 'survivors will just run around the hooks and swarm the killer' like... let them. That means they arent doing gems. Hook someone, let the survivors do what they will with them. Just because they unhook doesnt reduce the amount of progress toward a sacrifice.
Like yeah, as a killer it can be frustrating to get swarmed by survivors in a swf but a hook is a hook. Hook them and walk away, thats all there is to it.
I'd agree if survivors didn't have like four or five different perks that invalidate a killer's pressure. Dead Hard for a 3rd health state, Borrowed Time for a 4th, Unbreakable for a 5th, Decisive Strike for a 6th, Dead Hard again for a 7th, and Iridescent Syringe for an 8th.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2792265#Comment_2792265
This trickster thought it would be funny to spam knives on hooked survivors, reload them from a nearby locker and then do it again and again until they die.
Whining that the Killer BM'd. This is the exact same as Killers whining about Survivors twerking in the exit gates. Suck it up.
the killer thought it would be funny to watch me crawl all the way across the map to the open door just to pick me up at it and throw me on the hook and then proceed to spam throw their knives at me like they did the other survivor
Whining that the Killer BM'd. Same as Killers whining Survivors twerk behind pallets or at the exit gates.
Killers that do this in game shouldn't be allowed to play it. A line has to be drawn.
Oh yes; Killers hurting Survivors feelings MUST be banned! Because Survivors demand it!
Spam throwing knives on hooked survivors who can do nothing is toxic
Watching survivors crawl to a door a mile away just to hook them when they get there and spam throw knives on them is toxic.
No more toxic than Survivors twerking for no reason. Can we ban Survivors for clicky-clicky flashlights? That's toxic, too!
Or does this only work when Survivors feel bad?
They could've picked me up long before that but decided to waste my time and hold the game hostage knowing my only other option was to disconnect
Except OP could still die, so 'hold the game hostage' was usual Survivor main truth-bending to demand Killers get punished. Being toxic is not bannable, holding the game hostage is, so OP claims it's something worse to scream for punishments.
Killers that do things like this should be banned from the game.
Once again; demanding Killers be banned for hurting their feelings. Because Survivors demand second-class Killers be proper little servants and never anger their overlords. And never win. And never pick certain Killers or perks.
Basically 'Don't make Survivors unhappy, for they shall call for your banishment.'
So in what way was OP not whining? Because it all looks like whining to me.
Again, I'd really like to see BHVR or someone run a bunch of bot killers and see what the impact on the forums is. Can survivors tell the difference? Will the survivors still BM and talk trash? Will the survivors clicky-clicky and spam crouch the literal bot? Will the survivors say the game's too easy?
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I'd rather some QOL options on killer. Make kicking gens do something without a perk. Give killer an FOV slider. Make blood not blend into the dark brown maps so much, make it easier to locate downed survivors so you don't get the awkward bush dying thing; maybe even make it so that killers have some sort of benefit for splitting pressure like gaining stacks of Save the Best, or some sort of perk to encourage hooking different people like No Way Out or Furtive Chase (Maybe instead make the effect instead of terror-radius make it action speed).
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I think Nemesis should get a 3rd zombie on the larger maps.
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@AngyKiller said:
Has anyone else noticed every 'Unfun mechanic' is literally a masive Killer nerf? Nothing Survivor-nerfing in that list at all.
Almost like OP just wants to scream to remove Killers who kill them. Huh. 🙃
Honestly, someone should do an experiment where they run DBD killers using the actual bot code and see what survivors say if they get matched with a mindless bot 12 games in a row. Do they still BM it? Do they still think the game is challenging in the least? Etc.
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@Emeal said:
All it takes is one player who wants to die, or one weak player who is bad to screw it up for everyone.
Yep, it's a team based game.
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It'd completely invalidate Mad Grit.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2792174#Comment_2792174
Nope. Every word you said was wrong. I was playing solo and wasn't using any of those perks you mentioned. Also as I said (if you would've actually read the post) the killer didn't do this to just me, and I wasn't the only survivor that died. In fact only 1 made it out if I remember. Try again? Also besides all that, none of that would have made what the killer did Ok to do. They did this to be toxic and make the game as miserable as possible for the survivors. None of it had to happen. They didn't have to be toxic and do these things. The intent is in the action.
If that's the case then it's not really warranted. But as a new killer at low MMR I still run into SWFs like 75% of my games, and they run those perks and purposely antagonize the killer. If you look like you're in a SWF then the killer will act like you are (since there's no way to tell most of the time except by analyzing their behavior and lobby). Like if you pick Kate and wear one shirt, and another survivor also picks Kate and wears that same shirt, the killer will assume you two are a SWF. If you both bring an item, especially the same item the killer will 100% think you're in a SWF. It's just a bad state that killer is in right now that they have to play like they're always against a SWF and it can be aggravating the amounts of BMing that go on.
Honestly, if you wanna complain about toxic behaviors start with survivors. Killers have to play reactive to what survivors do, and a lot of survivors are really toxic and cocky when they know they have those perks I mentioned, which every killer has to assume that everyone is running these days.
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@KateMain86 said:
I had a match against a very toxic trickster where they decided they wanted to make the game as miserable as they possibly can. This trickster thought it would be funny to spam knives on hooked survivors, reload them from a nearby locker and then do it again and again until they die. This happened to me and another survivor but before I died, the killer thought it would be funny to watch me crawl all the way across the map to the open door just to pick me up at it and throw me on the hook and then proceed to spam throw their knives at me like they did the other survivor. There was no reason for them to do this other than to be an extremely toxic troll. Killers that do this in game shouldn't be allowed to play it. A line has to be drawn. Spam throwing knives on hooked survivors who can do nothing is toxic. Watching survivors crawl to a door a mile away just to hook them when they get there and spam throw knives on them is toxic. They could've picked me up long before that but decided to waste my time and hold the game hostage knowing my only other option was to disconnect. Killers that do things like this should be banned from the game. They are doing nothing but making the game miserable for others who are just trying to play the game and don't want to put up with a toxic troll's pathetic gameplay. This has to stop. It ruins the game and does nothing but further the conversation of how toxic people are in this game.
Let me guess, Dead Hard, Borrowed Time, Decisive Strike, Unbreakable; and the killer got tilted that you were in a SWF with your four friends also running those same perks and decided one of you are going to die.
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@lonesomekill said:
https://forum.deadbydaylight.com/en/discussion/comment/2791087#Comment_2791087
Yeah i thought maybe a wire connecting generators to be repaired. It highlights only to survivors and is broken in 2 places. Maybe. It could randomly replace the 5th generator as a task, and show up on the screen after 4th generator is done.
I think skill checks that take up more of the screen and require more of your attention would be better and give the killer the slightest chance to sneak up on you.
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@fulltonon said:
If you hook 5 times with 4 survivors remaining, 5 gens will be done 100% of time since every survivors can waste 180seconds of time safely with just shift+w and safe palette with dead hard each time.
game just doesn't work without tunneling/camping since it's fundamentally broken, you can't really fix it.
I mean BHVR could fix it, but they'd need to balance for competent survivors and SWFs, but they seem to only balance for fresh install survivors.
@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2791981#Comment_2791981
They should be punished, but I am not sure if quickly tunneling that single person out is the most fun way of punishment. Also in my opinion it is not a fun game where early on it is decided that one side has no chance of success. 3 survivors have drastically less chance then 4, if this happens early on, the survivors have 0 chance of success.
Also there are cases when someone doesn't need to be a weak link to get tunneled out of the game. And even a great survivor can be camped out the same like a noob - they both hang the same way on the hook.
And if you want to say that "But killer is also not fun", yes I agree they need changes as well, but it can be handled separately, and this thread is not here to discuss that.
A camping killer has no pressure. It takes two minutes to die on hook. In that time survivors get roughly 360 seconds of generator time, out of 400. That's basically the entire game right there.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2790154#Comment_2790154
I'm saying that the best case scenario as you said isn't 3 gens. On average, and especially for solos, even more so if they don't have Kindred, especially considering how people become weirdly altruistic against reckless facecampers, 3-4Ks are pretty often because people make bad calls (or don't have enough info to make the best calls). Which is why I think stuff like Kindred to some extent should be basekit. Then people would not have the fault of not knowing killer is camping, and can thus just power out generators.
I think it has more to do with SWFs feeling entitled to getting the whole team out. Hence why they tend to run the second, third, fourth, and fifth chance perks.
@SilentShepherd said:
https://forum.deadbydaylight.com/en/discussion/comment/2791869#Comment_2791869
Don't tell me to run Calm Spirit. Survivors DO NOT KNOW WHICH KILLER THEY ARE FACING.
It's so easy to type in a forum, "just counter him dude!" but what you are really saying is I now have only 3 perk slots because my 4th perk slot must be Calm Spirit from now until the end of time just in case a Doctor pops up in my match.
also, using rocks and obstacles to hide from a killer is done by every survivor every game.... survivors have 3rd person view to achieve this all the time. There is FUN anxiety when you are hiding and the killer is walking past you on the opposite side of the rock and doesn't knwo you are there. Or the killer came to search for you after you completed a gen, and you are circling a thick tree to remain hidden.
But the Doctor RUINS ALL OF THIS. The guy literally just uses his AOE and boom, next target found. It's beyond stupid. I dont know why the devs would ever greenlight this ability, it destroys one of the CORE ASPECTS of this game.
I mean that's just something you have to live with. Circle of Healing and Medkits are useless against Plague but people run them anyway because they're very strong and give you nearly guaranteed value each game. Start running calm spirit more often to counter Pain Resonance, Infectious Fright, Doctor, Freddy, etc.
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@TeabaggingGhostface said:
Id prefer it if you just got tokens for landing either 2 basic attacks, or one extended lunge
Could make it pallet based, kick enough pallets get more coup.
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@Sally_S_gay_son said:
https://forum.deadbydaylight.com/en/discussion/comment/2791243#Comment_2791243
So in that case the killer can still have his kill if he refuses to leave the hook and the other person who is in proximity is not doing a gen, so they are also wasting the team's time (as I explained the buff to speed would decrease with each gen so 2 people would not be able to finish all the gens if the third person is standing in proximity and the 4th is on the hook).
Killer is already abusing camping at 5 gens strategy and securing a kill for minimum effort - that effort being winning one chase and downing one survivor.
Killers should get buffs and everything for all the other stupid things in the game, but this strategy is literally broken and devs should address it so they can make the game better for everyone.
Why would a killer camp at 5 gens unless they know for a fact they're against a SWF? Most survivors will go down after the first gen or two pops.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2791178#Comment_2791178
That‘s because Queue times are messed up right now so survivors are waiting long periods of time for matches. This leads to MMR brackets expanding and low MMR killers meeting high MMR survivors
Maybe that's because killers are being driven away with how pathetic and unthreatening they are?
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2791311#Comment_2791311
Often the tunneled players complain that the game is too short if they get tunneled out. With this they would get 2x more chances and play time. Also the whole team benefits, it is generally better to have 4 survivors alive then to only 3 alive: 2 repair gens, one is tunneled, one is unhooking.
Also if the survivors notice that the killer is tunneling, they don't need to go for unhook immediately. The survivor can hang there for some time before reaching the next hook stage and possibly wait for a moment when it is possible to do a safe unhook.
With the state the game is in currently, I don't think survivors need more second chances. If anything they need to die more quickly so that they have at least some respect for the killer rather than clicky-clicky t-baggy.
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@Hektic3000 said:
https://forum.deadbydaylight.com/en/discussion/comment/2791208#Comment_2791208
I totally feel you on the killer aspect of the game. Just because I can get a 4k doesn't mean it was fun or enjoyable, and I play for fun 1st I could care less about kills I just want to feel like I have time to actually play the game. I don't want to see myself having to play the game perfectly just to counter a 4 stack just goofing around, its kinda not fair, and most of the time its more so me playing against their perks and not them.
Yeah, it's not really a skill issue for killers, since even the best killers still lose out to these perks. The perks are just too strong in the ability to completely invalidate a mistake on the survivor's part. Many of the perks are the equivalent of a survivor completing a generator only for it to explode and go back to 0% progress with how much time you can get out of them due to killer's relative slowness. Like survivors running in a straight line with a 10 meter head start can make it 60 meters before they're caught, and if you get outplayed by the 'E' then you add another 40 or so meters from the failed hit that they can get on you. That's able to get you to pretty much any loop you want.
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@RakNieborakYT said:
My idea: Remove awakening from dream world. This makes game unfair cuz Freddy needs survivors in dream world to use his power.
Makes sense, nightmares can have your pulse racing like you're running a marathon.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2791157#Comment_2791157
Yes maybe gen speeds would need to be addressed with this change, because it removes some killer pressure.
Note however that your numbers are just some theoretical worst case scenarios: survivors need time to find and move to the gens, they need to work only on the gens that will be finished, never get interrupted while you chase someone, and assumes that it takes so long to catch a survivor, which is also not true, and gets faster as pallets start to disappear.
I mean sure, but it also assumes that the person leaves the gen immediately and doesn't let the survivor on hook wait there for a bit which if they're camping they 100% should do.
Also survivors tend to spawn right next to a generator 80-90% of the time. If the team is a SWF they're unlikely to ever run the killer into each other, and SWF tend to be common at mid-to-high MMR.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2791158#Comment_2791158
If perk is that weak and has counters, why i am facing with a million DMS + PR combo this days then? And like i said, if you block gen for not kick, this mean less generators for check. And Artist is not killer who needs to run all generators. She can send crows to other generators while running to most repaired generator. She is pressuring 4 generators same time. And i am not even saying one survivor is already on hook. This is really so strong pressure and you really need to make great coordinate for beat this. And this is imposible because i am solo-q. I can not comm with my teammates. We can not plan we should block which generators for fix later.
Artist is so powerful at an overwhelming level with this build. The things you say don't work. Because the Artist has the power to put pressure on different generators at the same time.
Probably because that's the only reliable slowdown these days. Ruin can be ignored with a competent team up until the last gen, and then you cleanse it. Pop is only usable on mobility killers, whom are in the minority. PR + DMS gives slow down that can't be cleansed or played around as easily. Realistically, this combo just gives survivors a reason to run Calm Spirit. I know, you might have to not run your full wombo combo of E, BT, DS, and UB + the one person running COH.
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@Sluzzy said:
I don't think killers need any help, survivors are the ones that need massive buffs.
Why's that? The game's already insanely easy for survivor. If you have someone run the killer for a minute (very easy with DH/Pre-Drop), you get 180 seconds of gen time out of 400. If they also happen to have the other perks for BT and DS then that's another minute the two survivors on gens can get for 300/400 without basically any effort on the survivor's part. All that's left is the last 100 seconds where survivors might encounter the slightest of difficulty.
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@EntitySpawn said:
While it's only a small sample size of 10 games atm, I have escaped 8 games and all 8 of those was 3-4 people Escaping.
The 2 losses was because people rage quit/gave up early for some reason (no idea why)
I honestly expected to do terrible after not playing for so long as a solo Q.
SIDE QUESTION: Can I check how many rewards I have left for the event? And how do you actually get them? I might have them all already I'm not honestly sure, I dont pay much attention after
The game seems to be balanced around a 3-man escape currently. First hook usually takes a minute, and that's assuming you find a survivor immeditally, that's 180/400 seconds on the generator. Assuming someone immeditally leaves to go unhook, the person with BT/DS can buy at least another minute giving the other two another 120 seconds of gen time for 300/400. It's just not a good state, Generator times have not been looked at since 2017.
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The big problem is not the camping and tunneling, it's how long it takes to down a survivor and hook them. It shouldn't take over a minute to get your first down, and once you get that first down they shouldn't be invulnerable for another minute no matter what. A minute with three survivors on gens is 180/400 completed. Add another minute for the unhook and you get to 300/400 with two survivors staying on gens. It's not possible to pressure survivors fast enough with anything short of Blight or Nurse.
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@AngyKiller said:
- 1 Survivor would loop the Killer near the hook to get that 50% speed boost while 2 others do gens.
- SWF groups would sacrifice SoloQ's hook state to get this speed boost. This would make SoloQ even less fun, as they are forced to 2nd stage to benefit SWFs.
- Camping is sometimes the right call. This punishment ignores that fact for a blanket buff to Survivors, no matter the reason the Kiler is camping.
- Every single 'punishment' for Killers has been horribly abuseable. Stop it.
Honestly I really wonder just how many people survivor mains think should escape per game.
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@Zolfo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/2790872#Comment_2790872
No they cannot.
BT? Who is saving you and giving you BT if the killer has NOED?
DS? The same. You have no DS if you are still on the hook.
NOED, if not found quickly and destroyed is one kill guaranteed even for the dumbest killer.
Considering how you can completely cheese the End Game Collapse, it's very likely they'll just 99 the doors and go for your NOED. If the survivors are in a SWF and well coordinated they can still get the save, especially if they trade someone who has Decisive Strike and Borrowed Time on them. You down them and hook them, the other person gets saved, you down the person who got saved but after taking their BT, Dead Hard, and DS; and if the team's competent the person they traded for will also have those perks too.
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@theblimp said:
When people play in swf groups increase their mmr score so they against better killers in matches. For each member of a group increase their scores more.
Even the best killers can't do much against a SWF:
https://youtu.be/i7PWRbK8OrA?t=387 -
@Starrseed said:
I really wonder when the message spread to all survs that stuff like that was already testet and the survivors are responsible for it not getting live because in a heart beat they found a way to abuse it
Because Camping is the symptom not the solution. If you're at 0-1 gens, there's no reason to leave the hook, and with a competent team it's very likely that at least 3 gens go by before the first down. If they're really 'skilled' and use E they can loop for a whole 5 gens. At that point game's over. Killer literally cannot hurt the survivors fast enough to have any effect when the gates are 99'd. Killer gets slowed down for several seconds, survivor gets a massive speed boost, gates don't regress, and there's no risks of dying in the exit zone. So the killer has no reason to leave.
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@lonesomekill said:
https://forum.deadbydaylight.com/en/discussion/comment/2790866#Comment_2790866
Maybe a fear state that slows generator repair only. Gen rush can be an issue for killers. Not make skill checks harder, just slower?
I mean I would like if skill checks too more forms than just the Press a single button at the right time. I'd honestly prefer minigames like Among Us where you at least are doing more than just pressing the one button assoicated with skill checks that you can almost do without even really looking at it.
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I think that it'd be better if the token is refunded if you don't land a hit, and if you get a hook you get another token.
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@Raptorrotas said:
https://forum.deadbydaylight.com/en/discussion/comment/2790770#Comment_2790770
I'm aware.
Im just stating that "fun" makes for a bad reasoning.
"Its not fun to be camped" isnt the same as " Trapper is unfun because of the current trend of newer maps being brightly lit and lacking foliage to cover traps ".
The first is a appeal to feelings and the other is a proper argument.
Honestly, the game should be night time for survivors and day time for killers. That'd be more thematic I'd think.
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@ShamelessPigMain said:
18.29 isn't much to sneeze at, especially considering that medkits with faster speeds, ready accessibility, and Built to Last exist. The 9.14 second heal is the bigger problem, which the personal healing penalty won't do much to solve.
The more subtle challenge is that if you drop it down to a 50% bonus, you get 10 & 2/3rds seconds for a heal, which is reasonable, but we also get an atrocious 21 & 1/3rds second personal heal. Plus, none of this is considering group heals, which at 50% healing speed bonus is a 5.3 second heal. So even if we adjust it down to 50%, we get a 10.33 altruistic heal, 21.333 personal heal, and a 5.3 second group heal. Even now that we've gotten one tolerable heal speed, we have 2 more ridiculous heal speeds. It's impossible to have three reasonable numbers in all three different scenarios.
So, we should probably work on bridging the gap between these numbers before anything. What would be much better than flat-out dropping the personal heal speed is an decrease to the personal healing speed penalty and then a general decrease to the heal speed bonus. We could also consider adding a cooperative healing progress penalty, like we do for generators. That way, we get a more reasonable spread of healing speeds so it's easier to balance.
It might be a good idea to maybe renew the idea behind boons while we're at it. Maybe let Plaything and Pentimento work against them, maybe make it so that there is a limited amount of procs you can get out of a totem, maybe make it so that they don't all stack onto one totem, etc. etc.
In the meantime, you can just play some instadown killers, and you'll be at a significant advantage now that they either waste time healing or are just plain down a critical perk slot. I got back into Ghostface, and ever since, my games have been pretty decent.
Could make it so that if you kick a boon totem it becomes an inverted "bane totem" which has an inverted effect of some kind.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/2790736#Comment_2790736
I mean I've seen plenty of times on these forums where people say "just run Detective's Hunch or Small game" as a "solution" to not having time to check every Nook and cranny for totems when trying to prevent NOED.
What's the difference?
Survivors don't even need to get rid of NOED if they have enough second chance perks. E, BT, DS, etc. can negate stuff like NOED long enough to run out the exit gate much more reliably than spending all game fishing for totems and hoping you didn't just waste all your time.
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@InnCognito said:
I watch my buddy play this game only now. He plays about 2-3 matches every other week. My last time I played was November.
I use to like this game, because a person could play the game, as a survivor about anywhere. Including their Hotel and travel the next day on the road. Log in and it was an easy game to get into.
Today this game has too many strict rules, lack of 1:1 counterplay and the grind for new perks is much too long. Plus the game just doesn't feel scary anymore. Since everything is too bright and cheerful anymore after the texture updates.
I kinda liked the old, slower paced version of the game. and not this new style that requires juking and gymnastics the entire time.
I've been put-off also by the Hatch closing and lack of it. Because when team mates were bad, it was a glimmer of hope for a person to press on and try to win.
:-(
It doesn't help that the red stain is much brighter and easier to see, the fog is much less thick than it used to be on survivors, and survivors can chain together second chance perks back to back which makes them not scary. For example you can Borrowed Time into Dead Hard into Decisive Strike. Any sense of tension or risk just deflates when you can trivialize unhooks. There's also the fact you can chain tiles together basically effortlessly, and if you're caught out and can't just E to the next tile you W as far away from the generators as you can and go down there to waste maximum time. Just running in a straight line away from any non-mobility killers is way easier because there's no good way to make distance on a survivor that's not trying to loop other than to also hold W and hope they don't make the tile in time (Killers only gain distance of .15 meters a second on a survivor at best, so a 10 meter lead on the survivor's part lets them run about 60 meters before they get downed, and that's assuming no E to gain another 10 meters for free). It's why there's a massive gap between killers like Blight/Curse/Spirit/Huntress/Artist and basically everyone else. Those killers can punish W-ing away either through projectiles or mobility powers. Killers like Myers/Freddy/Oni/Doctor/etc. can only slowly waddle their way closer to the killer and hope and pray there's not a god pallet or window in the 60 free meters the survivor gets.
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@AsherFrost said:
I really don't want to watch my teammates play "ring around the Rosie" with the killer around my hook instead of saving me, so I'm against this idea.
Every time the devs have attempted a similar "fix" they had to remove it due to survivors using it as an exploit rather than actually trying to save their teammates. As such I would much prefer killers get more of an incentive not to camp, or survivors get more in the mindset of rushing gens against a camper so the strategy stops paying off so well.
I looked it up, and generator repair times have not changed since 2017, despite all the new perks. Something to make the generators take a bit longer to do might help with camping as there's less issue of leaving the hook and all the generators being done before you can even get a second down.
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A werewolf would be a neat idea for a killer. Maybe inflicting a special killer-specific debuff on the survivors when they get hit, similar to nemesis but a bit more impactful than being a virutal health state.
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@Raptorrotas said:
Youre right. Unfun stuff has to go.
Nurse's fatigue is unfun. remove it.
Shocked survivors can still throw pallets and vault, validate it and make shock instant.
Trapper traps being highly visible is unfun. Make them transparent from survivor perspective.
Pig has too few rbt and they suck. UNFUN give her infinite zraps and make it lethal at the exits again.
Billy nerf was unfun. Unclunk him.
Limited evil within is unfun.....
Just calling everything unfun isnt gonna make a good argument.
Funny thing is that all of those killers besides nurse is in a pretty bad state.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2786093#Comment_2786093
That's not a solution. You would need to equip 10 perks with this mentality to prepare for everything.
God, Imagine if they gave killer like 8 perk slots. What utter madness that would be.
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The biggest issue is the existence of safe loops, directly adjacent loops, and the proliferation of second chance perks. A survivor runs the safe loop till you kick the pallet, then goes to the next safe loop and runs it for a bit till you kick the pallet again or blood lust for the window, and once they get caught or mind-gamed they dead heart to get a third loop where you have to do the prior all over again.
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Problem is that killers lack teeth, with the abundance of second chance perks and how close a lot of loops are it can take minutes for an m1 killer to get a down. That's roughly 180 seconds of gen time, and there's a good chance those three gens just pop if you took more than 20 seconds to find a survivor.
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/2790564#Comment_2790564
Gens can't be touched until camping and especially facecamping doesn't get addressed in a systematical way
Killers camp specifically because they don't have map pressure aside from sitting on someone who's hooked.
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/2784681#Comment_2784681
Exactly, they try to avoid players using filters in game just because the game is supposed to be dark, but this doesn't stand anymore, all maps almost are bright, especially Coldwind Farm.
Basically, and due to this survivors just slam out gens, which haven't had their timings touched since 2017 despite the addition of all the new second chance and healing perks.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2790531#Comment_2790531
Not quite true. Killers with basekit tracking include Doctor, Cenobite, Artist, Legion, Twins, Plague, and Demogorgon.
If we expand that to be not just literal tracking in the form of screams, Killer Instinct, and in the case of Plague the increased audio cues, but also things like addons for aura reveal and more sideways tracking like sound notifications for power interactions, we also have Wraith, Huntress, Trapper, and Nemesis, at least that I can remember off the top of my head.
Additionally, maps have been gradually lightened, which further moves hide and seek into the "occasional tactic" barrel, and stops it from being the point of the game.
The game simply isn't about stealth anymore. Sometimes it works, but it's not a tactic you can expect to work every game against every killer- because some of them were designed specifically to make you change your tactic, like Doctor.
Sadly it's kind of turned into gen-rushing simulator, I don't think generator time has been touched for years even with the inclusion of new massive maps. One survivor just loops the killer for as long as possible, throwing as many pallets as they have to and if you don't have the requisite slowdown, anti-loop, mobility kits necessary to catch them quickly before you lose 3+ gens then you're looking at best 1k.
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I like this idea.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2789663#Comment_2789663
This is basically every map for survivors at high-level. no anti-loop or ability break pallets instantly = lose if survivors are good at using them. When they reduce pallet count on other maps, the reduce pallet count translates into more maze tiles which are just as safe if not more broken in many cases. For example Suffocation pit has like 6 or so maze tiles in middle and it often leads to cases like T-L into T-L or like all Jungle gyms/long wall short walls that are just as god pallet-like as Gideon's pallets. If the map doesn't have +5 maze tiles with strong windows, than they make the map as big as Mother dwelling, disturb ward, Badham etc. etc. so the killer cannot hope to ever pressure generators.
So your either have
1) Indoor god pallet central
2) Outdoor mix of strong window/god pallet central
3) Map too big.
Every map is training wheel map so get used to it, killer mains™. Please take last sentence as a joke.
Just shows that the core chase mechanics of DBD ought to be looked at.
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@SilentShepherd said:
Anything that is ANTI-FUN, that is, that makes playing the game not fun, should be looked at. For both sides. The aim of game play design should be to create abilities and gameplay that does not break the core tenets of the game and is not overly stressful that it ruins the game's FUN aspect.
- Bubba's chainsaw able to facecamp, insta down AoE multiple targets, and has many charges, AND can turn directions
- The doctor's AOE reveal scream. This mechanic breaks the fundamental tenets of the game. The hide and seek aspect of a HORROR game is completely nullified with this broken, stupid mechanic. And it even penetrates upper or lower floor levels. It's completely stupid. The killer doesn't have to search for you, you remove the tension and fear of the killer looking for you.
- Nurse blinking through walls. Again, another stupid ability that completely breaks the core tenets of the game. This time, the CHASE aspect. The chase aspect of a horror game is the most tense, exciting parts of this game. And Nurse completely ruins it with this stupid mechanic that allows her to simply teleport through obstacles, pallets, and even walls. This is ANTI-FUN written all over it.
- Decisive Strike should be CORE on all Survivors. Being tunneled out of a game is one of the most frustrating, anti-fun things in this game.
- The game needs to stop being about kills/escapes. A kill should be worth a lot of points, and an escape too, yes, but the game needs to utilize all of those amazing stat tracking that we ALREADY have.... and combine everything into an overall GRADE and Title Score for each Survivor. So even if you die, you helped your team succeed and escape as a martyr hero... which is a core thing in all horror movies... the hero who takes on the killer so others can get away. People would not feel as bad for dying anymore.. when they get a good score and the title "Heroic Survivor" for achieving a lot of points to contribute to the match, even if they died.
I have a few more to add to the list.
How about we also make Borrowed Time, Unbreakable, Dead Hard, Soul Guard, Mettle of Man, Adrenaline, Calm Spirit, and Iron Will all base kit, so survivors never need to worry about the remote possibility of dying.
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Could just put a hard timer on the trial before the EGC happens. That'd put pressure on survivors to make more risky plays in an attempt to break the 3 gen rather than this slow dance that can happen where survivors go and tap on the gens for a bit, get hit, run away and reset in the middle of nowhere, and then come back and the killer can't leave as the survivors are (smartly) splitting up and pressuring multiple gens. But if the skill between the survivors and killers is similar enough this stalemate can last for easily 10 minutes or more.