SadonicShadow
SadonicShadow
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- SadonicShadow
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@xxaggieboyxx said:
@SadonicShadow i love how survivor mains are squirming because their meta perks are about to get changes AND pallet vacuums are gone.and about a month ago they were like oh these dont need nerfs but now they are suggesting alternate nerfs because they dont like the one that is balancing and planned
Survivors will ALWAYS kick and scream every step of the way when it comes to protecting their precious meta. All changes are unacceptable to them unless it directly benefits them and harms the killer. They want a 1v1 meta that gives them an advantage over the killer. Thankfully there are some sensible survivor mains like @weirdkid5 that understand the advantage survivors hold and wish to see the game balanced fairly.
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@Nos37 said:
I thought that the Calm Spirit buff did prevent the visual notification that comes with the madness tier up.I thought that Horvath explained in last week's stream that the Doctor will still see the white fuzzy aura around the survivor's name-portrait in the lower left and that's it.
You could be correct. I might have misunderstood what he said. I thought he said that it completely stops the sound of the scream but the killer will still get the visual notification ie the red aura from the scream.
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i would love there to be a bloodpoint bonus for reaching rank 1. Like say you reach rank 1 you get rewarded with a 50% bloodpoint bonus as long as you remain there and then also reward each pip with bloodpoints so each pip could give you a 25% bonus aswell. In short if you double pipped at rank 1 you would get 100% extra bloodpoints post trial.
Edit: This is something the devs really need to look into. Make Earning pips and ranking up worthwhile by giving everyone something we all like as killers or survivors. Good ol' bloodpoints. I would also like to add that if you derank the next pip you get will not give you 25% extra bloodpoints. This would discourage deranking.
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@Speshul_Kitten said:
Sprint burst is probably the most realistic perk in the game. People need to get over it. Yeah the exhaustion part makes sense, but if you saw a killer coming to you, wouldn’t you start running at your top speed??Realism is irrelevant. This game is not a simulation. These changes are about balance not realism.
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Once they rebalance the maps and completely kill the time wasting loops is when i will agree that bloodlust needs to get the axe. Bamboozle might counter a good portion of the broken spots but that is absolutely no excuse what so ever to remove bloodlust now. I should not have to bring a single perk to counter piss poor map design. The bullshit development strategy of giving us perks to make up for poor design decisions in the game needs to stop. Fix the broken spots and bloodlust can go.
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@Runiver said:
@SadonicShadow said:
@Runiver said:
Not the worst idea I've read.
Could be worth testing.I'm not sure about all the nerfs tho. Breaking dulls is really quick, and getting 3-4 dulls before the killer even started a chase sounds really easy, and would make the gens nearly as fast as the base gens.
Imo, it's gonna make rounds even faster overall.
What is your opinion about my suggested tweaks to OPs idea?
I think there's better ways to balance the game and make it more fun than going dull hunting, especially since anyone getting caught before dulls get cleansed would just get camped and you wouldn't have time to repair & go.
The actual change I'd like to see for gens is the following :
Keep the regular repairing time of 80s.
Make it so some generators are mostly unsafe, and out in the open.
Make the "safer" generators to be unlockable via some manoeuver, aka using a switch to open a door, moving a harvester, and such, which would also lead to more hiding spots for hex totems.What would this allow ?
It would make non-campers to be able to effectively punish gen-rushing, since the generators would be rather unsafe.
It would still allow people to fast repair against campers, since the killer would put no pressure on generators whatsoever.Which would basically force people to unlock parts of the map to be safer, which would lead to longer rounds overall for both sides.
This would be an interesting change. The only other thing that would need to be done is rebalance the maps so that all the killers can have the capability to end chases quickly since alot of the pressure comes from having a hooked survivor and it can be incredibly damaging to a killers ability to pressure gens when a single survivor can occupy so much of the killers time with broken map balance.
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@Unit said:
Orion said:If the Killer camps a single Survivor, you can repair three and a half generators, and that's assuming you only start the second the Survivor was hooked. No need to buff Survivors for failing to stay off the hook.
Yeah but you have to take in consideration of their enjoyment. They might be new at the game punishing them like this will make them quit.
Then good riddance. What will make more people quit is by trying to force them to play a certain way. As a killer i am given agency over how to go about killing. It is the right given to me by the entity. The means on how i do it are not relevant so long as i am not cheating. I am not there to make sure the survivors have fun i am there to kill their asses and by golly i can do it be it if i want to park my ass and watch them slowly die or if i want to take a more proactive approach. That decision is mine to make and the moment the devs try and push a system that forcefully limits a killers options is the day this game will not have enough killers to queue up the lobbies.
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What @Wolf74 said also to add to his post latency plays a big role on stun/hit trades and since this game is peer to peer you just have to deal with it. My advice is to stop being greedy and try harding for a stun at every pallet. Throw the damn thing and run.
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I also feel that adding in rewards like this could potentially alleviate some frustrations with the game by changing peoples personal win conditions from being kills/escapes to pips. If ranking was rewarded people would begin to derive satisfaction from ranking up vs how many kills and escapes they can actually obtain. Perhaps getting a pip could also come with a reward aswell. Black pip is no reward since your reward is not deranking. Single pip is a 50% bonus to bloodpoints for that match and double pip is 100% bonus to bloodpoints for that match. So for example if you reach rank 1 you could possibly be rewarded with double bloodpoints for pipping at rank 1 and 150% extra bloodpoints for double pipping. Reach the high ranks and playing well is thus rewarded.
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@Runiver said:
Not the worst idea I've read.
Could be worth testing.I'm not sure about all the nerfs tho. Breaking dulls is really quick, and getting 3-4 dulls before the killer even started a chase sounds really easy, and would make the gens nearly as fast as the base gens.
Imo, it's gonna make rounds even faster overall.
What is your opinion about my suggested tweaks to OPs idea?
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@Runiver said:
@SadonicShadow said:
@Runiver said:
Do you want to make casual players to feel bad about themselves ? Because that's what is gonna happen, and devs don't want to displease people who suck at the game. They actually designed most of the game toward them.That should not be a consideration at all and its sad if that is the devs reason for not providing an incentive to reach rank 1 because it is so easy to reach rank 1 in the emblem system. The devs need to rethink there stance on this. The hurt feelings of casuals because they cant reach rank 1 dont matter.
Oh, yeah. They should remake this game competitive. But as I got answered by devs themselves on that matter :
"The rank system and the game itself would be way different if I was the one taking the decisions, but the decisions are way above my paycheck."No wonder why I renamed my game "Dead By Marketing"
This game might actually be in a good place if we actually had someone like not queen making decisions on what needs to be worked on because she knows how bullshit this game can be since she loves to play killer and being our community manager she sees on a daily basis our wants for this game and what is a hot topic that needs to be addressed.
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@Runiver said:
Do you want to make casual players to feel bad about themselves ? Because that's what is gonna happen, and devs don't want to displease people who suck at the game. They actually designed most of the game toward them.That should not be a consideration at all and its sad if that is the devs reason for not providing an incentive to reach rank 1 because it is so easy to reach rank 1 in the emblem system. The devs need to rethink there stance on this. The hurt feelings of casuals because they cant reach rank 1 dont matter.
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I think its an interesting idea to help slow the game down but it would also become really problematic. You have some maps like the game and lerys that can hide totems reasonably well and then you have maps like macmillian estate and coldwind with totems that are pure trash. The entire totem spawn RNG system would need to be overhauled for virtually every map not to mention they would also need to hide 3 additional totems decently well which will prove to be a pain most likely.
I like your idea but i want to suggest some changes. Keep the 5 totems per map and keep the base 80s gen time. Each totem standing will add 10 seconds to the gen time making gen times 130 seconds at the start of the match. Then to fix hex perks from going down so quickly with the terrible RNG make it so that you can only run one hex perk at a time and tie the hex to all 5 totems instead of one totem meaning that all 5 totems have to be destroyed before the hex goes down. This would provide further encouragement to find all 5 totems instead of trying to slam the gens.
Edit: This system would require some heavy testing. I have a feeling that the gen times of 10 second per totem would be a little to punishing. It would need a PTB and alot of feedback.
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Typically if i see a toxic clicky clicky tea bagger with D strike i ignore them. They want me to follow them so that they can use the broken loops in this game to waste my time. Don't take the bait. They will typically follow you around trying to get your attention if you ignore them which works to your benefit. I had one toxic survivor that tried to bait at the start of the match. Went for her friends instead. Needless to say i killed every last one. All 3 of them DCed. I managed to get my little toxic survivor to DC when i dropped her right as she hit her d strike and she dident get the free escape. I made sure to rub it in with a good chainsaw spam and head nodding. She promptly DCed. Feels good man.
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Heres a better proposition. Instead of camping your first hook how about we all camp DS users. Camp and Tunnel every obsession to teach them the error or their ways. Killers rising up against the tyranny of crutch perk oppression.
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As a survivor i focus on having fun. If i get a decent amount of points and safety pip i consider that a win. I dont care if i die just so long as it was a good game. As a killer i consider it a win if i get 3 or more kills. 0 - 2 kills just does not feel like i was an accomplished killer.
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@Master said:
@SadonicShadow said:
@Master said:
@SadonicShadow said:
Honestly the only change killers need to be feared and a force to be reckoned with like the nurse without it actually buffing the nurse in anyway is to rebalance the maps. The nurse is the best killer because she can ignore the vast majority of bullshit present on alot of maps and in turn end chases quickly. If there was a stiff reduction in pallets, like less than half of what we currently have and space them out very well with each pallet location mind gameable, then completely kill the old infinites such as coal tower, groaning storehouse, iron works of misery etc by reworking the window loops and killers would be in a good spot.Agreed, but such changes would never be allowed by survivors who want to keep their safe spots where they can run in circles and dont even have to think about what they are doing
All we can really do is hope the devs consider it. Map balance is like the root of all evil in this game.
Just look how long they take to change a single perk like DS that is completely broken.
Changing all maps would take insane effort and I can tell you that it wont happen sadlyBy the time the DS nerf hits it likely will have been 2 years that cancerous perk has existed and only now is it getting addressed after so long. Damn perk should have been gutted at most a month after release but the devs only recently have begun to get some sense of what needs to be done. Sadly this isn't enough and i agree that we likely won't see any overhaul to map balance or core game play just minor tweaks at most.
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@Master said:
@SadonicShadow said:
Honestly the only change killers need to be feared and a force to be reckoned with like the nurse without it actually buffing the nurse in anyway is to rebalance the maps. The nurse is the best killer because she can ignore the vast majority of bullshit present on alot of maps and in turn end chases quickly. If there was a stiff reduction in pallets, like less than half of what we currently have and space them out very well with each pallet location mind gameable, then completely kill the old infinites such as coal tower, groaning storehouse, iron works of misery etc by reworking the window loops and killers would be in a good spot.Agreed, but such changes would never be allowed by survivors who want to keep their safe spots where they can run in circles and dont even have to think about what they are doing
All we can really do is hope the devs consider it. Map balance is like the root of all evil in this game.
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@ChesterTheMolester said:
It make no huge difference but that small detail would make the game a little bit better, not to mention it'd cut a lot of the last 20 seconds of a match.This and only this in my opinion would be acceptable for a built in mori. With one person left if they go down its the end of the line. Nothing short of a miracle would save them. The entity should reward the killers by having the final kill be theirs.
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Honestly just like @Runiver it is variable for me. I have a love hate relationship with this game. I would have to say perhaps a 5/10. The game is fun sometimes but other times it can be so frustrating i just want to uninstall and never look back but it does have its moments. I have over 500+ hours in the game and despite the enjoyment i still get out of it the horrible state of balance and how much of a slog it has been trying to get the changes we have now makes this game worth a 5/10. DBD is unique and special but damn if things couldn't be better.
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@HeroLives said:
SadonicShadow said:Some wise advice.
I don’t run and heal run and heal anyways . I
always find a safe spot ,then heal. I was just pointing out a new weakness with the perk nerf, and possible outcome Bc NC could benefit from this. By all means bring nothing of importance to the thread to “look cool” captain dick.Then this change should not be a problem for you. Yes, this new weakness is pretty clear. That is the point of a nerf.
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Some wise advice.
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Nurse is an amazing killer and she is top tier for a reason. No question about her killing potential. She is who you play if you want to go full sweaty tryhard or be competitive however i found myself in the same situation as yourself. I acknowledge that the nurse is the best killer in the game in terms of killing potential however i hate playing her. For one i am ass at her and two i just don't enjoy her power. That is why i main Billy. Out of all the killers in this game he is the only one i find the most fun playing. He is effective, not a braindead M1 killer and hot damn is that saw of his sexy especially with his amazing addons. If you want to be some what effective at high ranks without playing nurse the Hillbilly is your best bet.
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@Visionmaker said:
Bring solo players to SWF level by giving solo players in-game chat, voice chat, and a LFG function.Then balance accordingly.
This. Its the only realistic option if you want to balance SWF in a straight forward manner without alienating solo players. The only other option is to remove SWF but that would unfortunately kill the game.
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Honestly the only change killers need to be feared and a force to be reckoned with like the nurse without it actually buffing the nurse in anyway is to rebalance the maps. The nurse is the best killer because she can ignore the vast majority of bullshit present on alot of maps and in turn end chases quickly. If there was a stiff reduction in pallets, like less than half of what we currently have and space them out very well with each pallet location mind gameable, then completely kill the old infinites such as coal tower, groaning storehouse, iron works of misery etc by reworking the window loops and killers would be in a good spot.
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@Brady said:
I love it, by not running around a pallet and actually attempting to lose the chase than outrun is thrilling.I really suggest using perks like Lightweight, Urban, Iron Will, Lithe, and Technician. Stealth play is so much more fun, also more effective. I think anybody in this thread can agree that not relying on pallets and relying on outplaying the killer has better results.
Pretty much this. I like to mix and match my perks but Ironwill + Urban evasion is pretty much mandatory for me now. I have lost alot of killers by breaking line of sight and then hiding and if it wasen't for these perks it just wouldn't be possible. Honestly getting good at losing the killer with skillful jukes and using the environment to hide is what i personally consider the true measure of a survivors skill. The ability to remain undetected and if detected the ability to efficiently lose the killer is what makes a good survivor because any potato can run circles around plywood and hit there Decisive if they screw up. Funny thing is the people that heavily rely on the crutches and sea of pallets to stay alive typically end up dying anyways where as i make a clean escape and get the most points while not even being noticed by the killer once in some matches. Really is more rewarding and i wish more survivors would play like that.
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@switch said:
The devs idea was better make dstrike not drop survivor on use, im ok with being stun for 4 seconds as long as no drop.Same. The devs idea is perfect and what i always hoped D strike would become. No more free escapes in any form.
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@Skorpanio said:
I challenged myself once to only use Object Of Obsession.
Went well!
I got a nightmare or two berore the killer decided to quit.
But you can bet you ars on that I'm gonna try this out!
M8 you wont regret it. It is a ton of fun. You feel so vulnerable and want to do everything in your power to avoid the killer.
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@Master said:
In some recent devstreams devs said that they decided to add a blurr effect to the clown gas because it is annoying to be blinded. I heard that flashlight blind will be reworked too, do we know when this will happen?No clue when it will happen. They have yet to say anything else on it. My guess is sometime before the end of 2018. Would be really nice if the blind just faded to black vs a piercing white. Its especially problematic for people sitting in dark rooms or have a sensitivity to light.
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i am a Claudette main and a Billy Boi main. My favorite food would in all honesty have to be Caesar Salad. I have never been much of a salad person but Caesar Salad is my guilty pleasure.
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I have never had any issues playing against BBQ and Chili. The survivors have alot of counterplay when it comes to the aura reading. Hide behind a gen, get within 40 meters of the killer, make your movements unpredictable, etc. It really is not that bad.
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@deadmaster98 said:
I love the idea of making hex totems better, as they are incredibly weak against competent survivors. Your idea though sounds a little strong, especially on maps like the Game where the totems are a lot harder to find. But then again, it's still a better solution than leaving it as it is right now.I always thought it'd make everyone happy if the killer got to choose which totem he wants to activate, so at the start of the game you can see all dull totems and you go towards one and activate the one you choose but that's just my opinion.
It does have the potential to be strong but honestly that is what hex totems need. Thats also why small game would be so good. It would be an excellent counter to the totems. Its just an idea. It would be really nice to try out in a PTB. If it turned out to be too strong the devs could make it so that you can only run one hex perk at a time.
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no one cares.
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I think a good way to address the horrible totem situation in the easiest way possible without the devs having to put in a crap ton of work is to tie the hex perk/s to all 5 dull totems in the match. Example: Say you run Hex: Ruin. In order to eliminate Hex: Ruin you have to find and cleanse all 5 totems on the map. It works the same way if you have two hex perks. the hex perks will no longer be tied to a single, specific totem but all 5 of them. If you have Ruin + D hope the survivors still need to cleanse all 5 totems before the perks are eliminated.
With this change it would ensure that hex perks dont get obliterated at the start of the match because even one good totem is all you need out of the 5 to get use out of the hex perks. I think this would also help double as a secondary objective since the survivors would be motivated to find all 5 totems or suffer the consequences from allowing the perks to stay up. Thrill of the hunt would also make alot more sense.
Edit: This would also potentially make small game a meta perk which would be quite interesting.
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@Russ76 said:
other than removing SWF how would you fix it? and i think if you remove it a ton of the players will also leave. I know I, for one, came to DbD because of friends.Give Solo survivors optional voice comms and text based chat > @steezo_de said:
@SadonicShadow said:
@Russ76 said:
other than removing SWF how would you fix it? and i think if you remove it a ton of the players will also leave. I know I, for one, came to DbD because of friends.Give Solo survivors optional voice comms and text based chat in game so that they are on par with SWF then nerf them accordingly.
The thing is text-chat in game would go against the lore, and there are people that really like playing immersed or just plain out like solo'ing. There's a point where you get good at reading your teammates and you're just a good survivor so you don't have to rely on communication that much...Yeah, it helps but a lot of people just have good situational awareness, and knowing what your partners will do next is more than enough than saying it.
Personally I think too much is put in the comms aspect of SWF and not in the fact that people just know each others play-styles.
It would be an acceptable loss to help achieve parity between SWF and Solo. Remember the key point i said however. Optional. Solo queue can disable all forms of communication if they want to play immersed. It will just have a little UI notification then telling the rest of the team that this player has opted out of comms.
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@Russ76 said:
other than removing SWF how would you fix it? and i think if you remove it a ton of the players will also leave. I know I, for one, came to DbD because of friends.Give Solo survivors optional voice comms and text based chat in game so that they are on par with SWF then nerf them accordingly.
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@Twiztidt1969 said:
No I am not great at this game by any means and don't claim to be. But I do enjoy playing it. I don't mind that I die in this game and don't escape most of the time. It is about having fun trying. But the devs seem like they don't care about the lower ranks that just play for fun. I don't try to rank up because every time I get above rank 12 it is all camping and tunneling. So I don't want to get gud. I just want to have fun.Then this game isen't for you and you need to stop playing it. This game is in such a terrible state because for the longest time the devs catered to rank 20 noobs like yourself and it completely ######### all over the balance and made this game a nightmare to play at high ranks. If you don't want or desire to improve at this game and instead resign yourself to bitching on the forums because you want ez wins then seriously, Uninstall. We dont want you here.
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Here you are.
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Because of crybabies like you.
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@Khalednazari said:
Visionmaker said:It's an exploit. If timed properly, it cancels the DS activation. It works because the killer's attack miss animation takes priority over dropping a survivor.
Think of it as the same as hitting DS the same time you're being spirited away onto the hook, or hitting DS during a pick/drop up animation while they're dribbling you.
Even though DS won't activate, it will still go on its permanent CD.
Oh, this is really interesting! I might give it a try when I play as a killer.
I have tried it a few times and it never works. From what i understand it requires alot of luck and impeccable timing but it can't hurt to try if dribbling is not an option.
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@jiyeonlee said:
arent you agro people before with ruin?this is very 8years old
your idea is not kind of abandoned
you are using no one stupid enough to think like this way perk and its too overpowered perk
Umm...What?
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@DocOctober said:
Alright, let's say "remove" as in remove the current functionality. I know that the devs won't delete a Perk.I'd prefer it if NOED would have no one-hit, but a greater and permanent movement speed buff. Kind of like a No One Outruns Death. A 6/9/12 percentage would be good. That gives most Killers the speed of a cloaked Wraith on Tier 3.
+1 I would be fine with the instadown going away if it meant the speed and cooldown side of NOED got buffed. Also if the instadown got removed then the perk should no longer be a hex.
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Aesthetics and music won't do anything to make DBD scary unfortunately when its the broken gameplay mechanics that make DBD into less or a horror game and more of a ring around the rosie bully the killer benny hill simulator. If the killers were a fearsome force and the survivors were truly helpless in the face of such overwhelming monsters then it might be scary but that will never happen.
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I 100% agree. I cannot hold a steady 60fps on my system on any preset above medium and its stupid because i have a decent computer. I5 6600, RX 480 8GB and 8GB of RAM. I know for a fact that there is some redundant graphics option that is consuming way to many resources as is the case with most presets on any game. I find it odd that DBD does not give its PC users custom graphics settings as almost every good PC game does that so that players can tailor there visual settings towards the hardware in their machines exactly.
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I dont think survivor perks need to be made to parallel a killers perks so i disagree with this idea. WGLF doesn't need to have an inherent ability. What it does need is getting stacks easier. On BBQ getting the point stacks is not hard and its rare to walk away from a game with less than 4. I think WGLF should encompass more than the specific altruism actions that they currently cover such as taking a hit, saving someone off the hook or getting a flashlight save because these instances are very situational and in alot of cases survivors are lucky to walk away from a match with 2 stacks. WGLF stacks should also include cleansing a hex totem, completing generators, successfully escaping a chase, opening an exit gate, etc. This would reward survivors for playing well and completing their objectives.
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@Runiver said:
The redstain also have mindgame potential.
You can feint you go some way with the redstain, and don't go. Or just moonwalk, so people do not see the stain at all and do not expect you.The main issue with the red stain isn't that it exists, but it's the fact that most killers do not realize it exists because it's not visible from the killer's side. We did talk about this to the devs. High rank killers can manipulate their stain just fine, while low ranks aren't even aware it exists. That's why Beast of Prey, in the current state, is a terrible perk : it's a no use perk for everyone.
That is very true. It is possible to manipulate it and quite effectively at that. Just seems like removing it entirely would be a good buff for killers especially low tier ones that rely on mind games more than anything. Perhaps beast of prey could be buffed to completely remove the redstain.
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@Shadoureon said:
Bwah bwah bwah another whining post about SWF. Wheres your solution? Exactly. You are just another crybaby that cries over SWF without even bothering to come up with a solution.Go ahead and try to balance a assymetrical game, I dare you!
The only realistic solution to SWF is to give solo players optional voice comms and text based communication so that they have the same capabilities as SWF then you can buff killers accordingly without widening the gap between solo queue and SWF.
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I do like the overall change to the exhaustion system. It means that SB along with other perks like lithe and dead hard cant be used twice in a chase however i agree that this does little to help ambush killers when it comes to Sprint Burst and the initiation of the chase. I think with sprint burst it should have a speed curve. Rather than blasting off like a rocketship at 150% movement speed the speed should gradually build up so that killers have a chance to get a hit in upon first contact then just extend the sprint by a second or two so that it is the same distance covered. Overall with regards to this new exhaustion system i can see people running vigil more often. Since you have to atleast be walking to recover from exhaustion vigil will make the recovery times faster.
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A resident evil chapter would be amazing. I would love to have Albert Wesker in his mutated form from the end of RE5 when he dies in the volcano. Would also give a good explanation on how he got pulled into the entities realm. A Chris Redfield survivor would be pretty awesome aswell.
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I think in all likelihood to address the gen rush the best solution will be to create a mandatory secondary objective. I am sure that is what the devs are looking into to lengthen the game without it being a boring m1 slog for the survivors.