SuzuKR
SuzuKR
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That brings back the issue it had. 100% volume reduction is unhealthy unless it has BOTH a hard time limit AND a situational-only trigger.
For example, when (specific situation or criteria happens), gain 100% reduction for (limited time window).
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@hastarkis said:
https://forum.deadbydaylight.com/en/discussion/comment/3213156#Comment_3213156
>Being on hook isn't supposed to be fun, it is literally a punishment for getting caught.
It isn't supposed to be boring af either. Getting caught is a normal gameplay and should occur sooner or later. You can't find any game which punch you in a face for loosing because it won't make you not to loose, it will make you not to play.
> If you really would like something to do while you are on hook you could have skill checks that give additional bloodpoints if hit but don't kill you if you miss.
Don't affect the game, no agency here.
>If you really think that suiciding on hook is good gameplay then I don't know what to say.
Well, once I saved three altruistic lives of those who were going to save me from the basement with insidious (fist used ever in this game, they didn't know) killer with open gates. They returned to gates and left. I think, my suicide was a good play, yes.
I got your point, thanks for answers! We have different points of view, almost opposite. I really think OP's suggestion is super bad for the game, but I do hope devs will do smth with rage-suiciders and we both will be happy :D
In games like Siege (5v5 FPS objective), if you die, you are eliminated for the entire round, and a headshot regardless of distance is instant death. This is a game where 800+ RPM guns are the typical.
In games like League, a late game death can put you out of commission for 60+ seconds in which there is literally nothing that can shorten that (outside of one of the recent champions’ abilities).
In games like chess, it will become absolutely unrecoverable past a certain point if you get outread enough times because you will continuously be corralled into decisions you have less and less power over.
Losing agency is a part of games.
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People are acting like I’m saying to magically hypnotize players to forcefully prevent leaving. Removing a loophole to DC without getting the DC penalty doesn't force people to do anything. It just means a loophole that should never have existed will no longer exist. If they want to DC, they can DC without the loophole. If they want to AFK/sandbag, they can risk a ban.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3212963#Comment_3212963
While hook suicides are indeed a problem, being camped to death, or playing against some really broken killer, is not just simply "match didn't go how they wanted it to go". While a lot of people abuse this hook suicide system, and it does really suck for the other survivors, there are also fair reasons sometimes as to why survivors hook suicide.
Like who wants to just stare at a hook for 120 seconds until they finally die for example? Of course it's encouraged to do so, to buy your team time, but I can't blame people for just wanting to move on to the next game as well.
There are at the very least certain issues that would still have to be addressed before something like this could be implented. Camping and tunneling are at the very top of that list of issues. A broken killer like Nurse arguably another reason.
So you make hook suicide impossible so people don’t have a loophole for ragequitting. And then fix actual issues (eg lack of solo info). Even if you fix all genuine issues, people will still try to hook suicide if it’s possible at all to dodge the penalty.
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@hastarkis said:
It's like having a tabletop party with friends and force everyone to play even though one of them is clearly pissed off or bored or feel sick or whatever. Yahoo! you improved experience for other players, they have sooo much fun playing with suffering human being who deffinetely very invested in happening gameplay. Who were punished here, again?
Suicides on hook threw the game, yes, and so do those who had intention to suicide but was denied this way or another. You think, it's better to have someone who constantly jumps over the pallet to get killer's attention and die anyway rather than not see this pathetic mess? Not really. It's not fun nor better expirience.
Let them leave my game, please, I want finish it in a honorable 3v1 battle (not 3v1v1) and die in peace. At least my mmr will be lowered less after their death x)
And about your idea. All other people (who normally don't want to suicide) will be annoyed by the fact they can't control anything being hooked and that they have to be totally out of game play. It will be same as a 1 minute respawn with nothing but timer, it's boring af, it's already extremely boring in case of close camp of Bubba or smth like that, and you want to make it even worse. People ask for new interactions regurally and they cry about new mori system because it removes players' agency, and you want to remove even more of that agency from the basic game mechanic which all survivors face Every. EVERY. Game. Multiple times. Do you really think this change won't affect others and their game sense?
Skill check BP game won't work here because it doesn't affect the gameplay itself. The decision of not suiciding is a decision. All those who don't suicide make this decision "to not suicide", and it's important they can make it. You can't remove this. Or, I mean, you shouldn't remove it, because the last thing you want is to make people alt-tab while playing normally. We already have this problem with slugging fiesta and devs already try to fix it.
If you want to remove suicides, you need to invent other gameplay aspect for survivors to do anything while being on hook. And then you will be mad about people screwing this new aspect on purpose.
The best way to fix suicides (or any other base mechanic without removing it) is to heal as many reasons why people make decision to suicide as possible.
People will suicide even if you fix every actual issue because of immaturity with subjective dislikes. Removing the loophole doesn’t prevent DCing. They just don’t get an utterly stupid get out of jail free card.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3212894#Comment_3212894
But, yeah I see you said it in your first post, but you literally can't force someone to stay in the game, first rule of video games: it has to be fun for the consumer, if they aren't having fun, you can't keep them
And as much as it might shock you, but with 7 something billion people in the world, someone enjoys disconnecting and ruining others games
It doesn’t have to be fun for ragequitters when they make it unfun for more people.
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3213033#Comment_3213033
Not really. If someone does not want to play, they just wont play. For the other Survivors it does not matter if that one guy DCs, Suicides on first Hook or goes afk into a Locker.
For the Killer on the other hand, they just benefit from it.
The only thing what should be done against Hook Suicides is to try to remove the unfun aspects which lead to players suiciding on Hooks. You will always have people who dont want to play, sometimes more justified (Nurse, game is already lost early), sometimes not justified (going down first against an addonless Trapper).
Removing hook suicide removes a penalty-free loophole. AFKing/sandbagging can be reported even if the second is difficult to differentiate sometimes. Also even as killer, I don’t enjoy hook suicides. I want an actual proper game.
Also fun is subjective. Even if you fix genuine issues like map design or solo queue info, everything else which is fine but subjective will still make immature clowns ragequit.
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@Aven_Fallen said:
Someone is desperate for some points as KIller.
How is that your conclusion from this? It’s called wanting a normal game regardless of side.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3212786#Comment_3212786
If you're interested in how that works, here's a video explaining the whole situation I shared in another topic:
https://www.youtube.com/watch?v=blZUao2jTGA&feature=emb_logo
Basically this game being on both pc and console while having a significant portion of it be played in first person basically necessitates having a slider. And I just realized that video is 12 years old.
Thanks for posting that video Ryuhi!
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@CosmicScarab said:
I genuinely don't understand why it is hard for people to not rage quit. Why queue up for a team based game if you are going to just intentionally throw the game and ruin it for your team.
I literally can’t think of any large PVP multiplayer game where there’s a super quick and easy loophole for quitting without getting a penalty.
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@RisingTron said:
Y'all aren't gonna be able to force players into staying in a match if they don't want to lmao. We'll still figure out a way to leave, and it's not gonna be a "fair match" anyway. Even if I CAN'T give up on hook. Y'all are acting like forcing people to stay in the game is gonna make them actually participate. What's gonna stop them from throwing themselves at the killer?
If you actually read the original post, I’ve already addressed this. Yes, people can quit regardless, or sandbag, or AFK, or whatever. The only difference is not giving an easy and super quick way to do it with zero risk or penalty. AFKing is easy to report and can lead to a ban eventually. Sandbagging is harder to determine but if people are too obvious about it, they can get punished too, which can eventually lead to a ban.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3212988#Comment_3212988
No, I mean the absolute travesty that is most Solo Q games.
So then solo queue information should be improved and so on. Still doesn't warrant hook suiciding being kept in the game.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3212981#Comment_3212981
It's a matchmaking issue that will never be fixed.
If you mean insane players getting shoved into average lobbies, yeah. But the odds of facing that in the first place is low. For the insane player, facing an average player is quite likely. But there’s a huge amount of potential average players the matchmaking could shove them together with. So any individual average player facing players of that level isn’t that common.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3212969#Comment_3212969
You're starting to grate on me and I'm not sure why.
If the Killer has 6 hooks before any gens are done, I'm not gonna bother sticking around after I get hooked, sorry. It's better to go next and forget about it.
That is a matchmaking issue, which should be addressed regardless. Hook suicide still should not be possible, because that causes problems in a multitude of scenarios.
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@RoastedGarlic said:
https://forum.deadbydaylight.com/en/discussion/comment/3212972#Comment_3212972
If it is really that big of an issue, be quicker at getting people off the hook. Or better yet bring reassurance and hit that to make them wait longer before you pull them off the hook, you can consider it an in game spanking.
Except that isn’t the only reason people hook suicide. I agree what your teammates did was crappy.
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@RoastedGarlic said:
I've had a few games in the last two weeks where i was left on the hook at the end while my teammates sat at the exit gates pointing in my direction and t bagging. Making no effort to come save me at all. Thankfully i was able to not do the struggle checks and went onto the next game instead of having to put up with it longer than necessary.
People can be pricks.
However, I do agree that you shouldn't be able to send yourself directly to the struggle phase.
60s is not a big loss in return for being able to permanently prevent hook suiciding, to be fair.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3212963#Comment_3212963
Okay.
Not even close, but it sure explains a lot about your mindset.
Mature players can face parts of the game they dislike without resorting to ragequitting and ruining it for everyone else. Says a lot more about you than anything else.
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/3212942#Comment_3212942
I think it's a good idea but needs work , also even that isn't bannable though I had a fog whisperer in a swf 2 years ago spam unhook me on live stream while I was being beat by the killer at the same time on the hook (they were friends) all because I slugged the said streamer and their friends as a killer a day or two before that and said gg in their chat but BHVR did nothing about it, there's still people who even do it every now and then to me these days and nothing ever gets done because nowhere in the rules does it say I have to unhook you when I'm nearby.
That sucks, I’m sorry to hear about that experience. On the plus side, either way, it won’t take long. A few minutes max and it’ll be over anyways.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3212951#Comment_3212951
All you're doing is treating symptoms.
Try to address the root issue.
Why do people want out of matches?
Because they are immature. They queued up to play a match, and because it did not go how they wanted it, they threw the game and ruined it from being a normal game experience for everyone else.
Or IRL situation cropped up/cheater/game-breaking bug like being permanently stuck inside the hill. IRL situations will usually mean you’re away for longer than the timer anyways. Anti-cheat is being improved on. Gamebreaking bugs can now be killswitched for thankfully (eg disabling the map entirely).
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3212928#Comment_3212928
I'd rather not try to solve a problem that can't be fixed.
I'd rather address WHY people leave matches and minimize the damage it causes instead of trapping them in a game that they don't want to be in.
If you want to kill off what's left of the casual playerbase, I'd invite you to continue.
It can be fixed though? Hook suiciding becomes impossible if you remove the self-unhook attempt penalty and skillchecks don’t affect time.
And you have this weird idea that the game is dying. It really isn't. Immature people will be able to DC as per usual.
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@brokedownpalace said:
Play killer or with a SWF. In solo queue the ability to suicide is a necessity.
"necessity" LOL
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/3212932#Comment_3212932
I get hackers a lot, but please continue.
I’m sure you do. It sure is a good thing that anti-cheat improvements are constantly being worked on then.
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/3212911#Comment_3212911
Ok I get what you're saying but that doesn't answer why you'd wanna be in that match? And no none of what I spoke about is bannable and you can clarify that with a mod if you want , I can go up to you on hook and t bag and pretend to unhook only to run away and leave you there because nothing in the rules say I have to unhook you and nothing that says I can't use perks to make life hell for the killer with no intention of escaping, so I can go into every game just absolutely throwing but they can't ban me as long as it even a smidge resembles some sort of normal gameplay and you want to make it to where if I have a squad doing this that you have no way out of the match except to sit there for the whole hook timer being a solo player. I think your idea is really good but it just needs to work a little differently to be effective
It is very obvious if you're doing something as blatant as spamming unhook over and over when the killer isn't there to grab-interrupt. But even that aside, at most, if they intentionally refuse to unhook you, you wait 2-3.5m. That’s not a huge amount. You could just straight up browse YouTube or Twitter on your phone or whatever if that’s happening. Removing the ability to hook suicide is comparatively more significant.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/3212917#Comment_3212917
Ok and what is your complaint then? That you're winning too many matches due to suicides, or are you trying to force matches being longer because killer queue times aren't so fast any more?
That suicides ruin the match from being a normal experience for both sides. And killer queue time is like 40s, IDK what you mean.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/3212914#Comment_3212914
Ahhh yea, that penalty, it definitely stays at 5 minutes
If you DC that often, that is a you issue.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3212917#Comment_3212917
People will DC more and go AFK.
They'll hop in and out of lockers, drop pallets, sandbag teammates. Whatever they need to do in order to get out of the match faster, they'll do.
Okay, and?
Either way, a hook suicide throws the match, especially early. The difference is DCing at least makes them sit in timeout for a while if they keep doing it, and sandbagging/AFKing is reportable and can lead up to a permanent ban.
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/3212880#Comment_3212880
"What do you think of the rhythm mini game idea to spice things up in a fun way for anyone who wants to challenge themselves for some sweet bonus Bloodpoints?"
I don't know about a rhythm game, but maybe they could do a tie in with Hatsune Miku/Vocaloid and bring in some more players (lol, kidding obvs).
If you're going to go the route of getting rid of the mechanics that allow hook suicides, just make it completely passive: no penalty for failed self-unhook attempts, no second stage skill checks at all. Just guarantee the hook stage duration will be at least two minutes if you're not unhooked or kobe.
Yeah, I would be fine with no self-unhook attempt penalty + no struggle skillchecks at all. It was just a random idea for trying to make it more fun. The former would definitely be easier though xd
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/3212888#Comment_3212888
Why should I have to? I paid for the game, I'd like to play it, if the last person is hiding and I can go to the next game I'll opt for that, good luck telling console players to tab out btw.
So glad I'll never be like this as a killer lmao.
Oh no, having to wait out a whole 60s in return for removing the possibility of hook suiciding being possible to ruin games ever again, the horror.
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/3212886#Comment_3212886
But how would the game tell the difference? What happens if the other survivors are downed and they're trying to free themselves? Or if a solo player is with a swf group who leaves them on hook or just trolls instead of playing the game? Are you telling me that person should endure a penalty for that situation? The game won't be able to tell the difference in some situations where you'd probably do it yourself , like a trolling swf just hiding and not doing gens or anything just to see how long they can hide (sad but I've seen it before) there's certain variables you can't account for where I would say it's acceptable to not want to be in the match
If you read what I said, hook suiciding could be made literally impossible. No penalty on the 3 self unhook attempts + struggle skillchecks not affecting time. Also the longest you'd have to wait is 2 minutes. If they're all using Reassurance and sandbagging you and not unhooking, then 3 and a half minutes, and also what they are doing is against rules and reportable anyways.
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@Sepex said:
I need hook suicides sorry.
You’re a problem scourging this game sorry.
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@TotemSeeker91 said:
Can't tell the difference between suicide or a DC
If you read my second post in the thread, it answers your comment. Won’t need to differentiate hook suicide if it literally isn’t possible!
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/3212880#Comment_3212880
I'd rather die and go next if the match is obviously over and get a match worths of bp than play a "high paced rythym mini-game" of spamming the space bar.
Then you can tab out for 60s, no biggie.
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@The_Krapper said:
As much as I hate quitters you don't know why theyre suiciding on hook, maybe they've been playing for 8 hours straight and they're just done so they'd rather suicide when they get caught, maybe needed a bathroom break or maybe they're just crybabies 🤷 who knows? Lol as much as I would like a penalty for it I don't think BHVR would ever do that and if somehow they did it would probably get bugged and ban everyone who dies on hook
Which is why the solution is to remove the loophole from being possible in the first place. If it is literally impossible to hook suicide, no reason to punish something that can’t be done.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/3212877#Comment_3212877
Ahhh yes let's remove spamming space to stay alive on the hook and replace it with... spamming space on hook to stay alive.
This sounds really fun.
Did you not read what I said? It would be literally purely for bonus Bloodpoints in struggle phase, for anyone that wants to take a stab at a high-paced rhythm mini-game.
@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/3212866#Comment_3212866
Yeah, I was thinking of it strictly from a punitive point of view. That all makes sense.
What do you think of the rhythm mini game idea to spice things up in a fun way for anyone who wants to challenge themselves for some sweet bonus Bloodpoints?
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@foxsansbox said:
As many times as I see this topic, I will upvote ideas that support holding quitters accountable.
The fun thing is it could literally be an improvement for mature players too. For instance, Struggle skillchecks that are like what happens when yellow glyph meets Madness. Nonstop checks that spawn anywhere on the screen. Toss in a great skillcheck zone for even more bonus points and now you got a fun rhythm mini-game for people who want more Bloodpoints, and can also help give an intensity of trying to land every check. Maybe even combo streak Bloodpoint bonuses or whatnot.
And stuff like no penalty on self-unhook attempts also means new players don't accidentally screw their teammates, and Luck/Slippery Meat could potentially even be reworked into something better or more overall useful.
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@Thusly_Boned said:
How could the system fairly distinguish a suicide on hook from someone just trying free themselves and/or being terrible at skill checks? In principle I agree with you, but that's a problem without a solution, imo.
By not having a system that can facilitate something like that in the first place:
- Rework self-unhook mechanic so it cannot immediately force stage 2. There’s a huge variety of ways this could be done in any sort of mix and match or with other compensation. A few examples:
- The 3 attempts no longer penalize time. The 3 attempts are risk-free. Luck/Slippery Meat reworked/base % chance reworked if or as necessary.
- Only 1 chance instead of 3 (-20s X 1 instead of X 3).
- Self-unhook attempt is only unlocked in certain situations or with active Deliverance and Luck/Slippery Meat are reworked.
- Struggle phase skillchecks only affect Bloodpoints. Can no longer ignore 2 consecutive checks or fail 3 checks to die. Maybe a Give Up option if only 1 other survivor is alive, for attempt at hatch. But no other situation.
For example, 1a + 2 = A survivor literally cannot force their own hook timer to go faster. Hook suicide would be literally impossible outside of trying to give hatch in last 2 scenario.
- Rework self-unhook mechanic so it cannot immediately force stage 2. There’s a huge variety of ways this could be done in any sort of mix and match or with other compensation. A few examples:
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The ableism from chunks of this community is utterly disappointing.
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@RonMan32 said:
"It literally does not matter if Shadowborn being implemented as a base kit 15° FOV slider gives an advantage."
I hard disagree with this statement. It does matter. The question is does it matter enough that a slider should not be added? I think so. I don't consider FOV an accessibility setting (in other games it's a graphical and visual preference option) and since the devs seem to be caring about accessibility to some extent lately I think they agree. You seem to think of anyone who disagrees with you as inconsiderate, claiming the main counters of "those people still have the option available in the game as is" as a "not an even remotely defensible position". In other threads about this issue you often use strawmans to further disregard the takes of someone other than yours.
I'm mainly putting this message here as a protest for the devs to see incase this post gains any traction. Since you are clearly uninterested in starting an actual dialog with those who see value in the intentionally designed tunnel vision of the killer role I won't be responding further.
All of that said, as someone who struggles more with Killer than Survivor I ultimately would benefit from the addition of an FOV slider. What I would lose as survivor would be overshadowed by what I would gain as killer. My stance is that ultimately adding an FOV slider would be a move to further kill stealthy plays, but not one I would mourn much and I'd almost approve of it's addition even if I think it qualifies as a survivor nerf/killer buff that moves the overall balance undesirably. I don't want an FOV slider to be added but if it is the TANGIBLE ADVANTAGE of having a slider would keep me quiet basically. If I only played the one role (survivor) I would EXTREMELY oppose this change.
At least replace Shadowborn with an actually good teachable (ALL of Wraiths teachables suck) and give Monitor and Abuse a different additional effect.
If game design requires screwing accessibility, that is stupid design that should be changed.
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@Lastchild said:
https://forum.deadbydaylight.com/en/discussion/comment/3212455#Comment_3212455
No.
Here is the solution:
Base Speed: 4.6 (excluding power)
Teleport Token: 1
Removed token increase addons
Fatigue duration: 2 seconds.
That still does not change what I said. She walks at you, and then blinks. Blinks are balanced around being significantly slower than the survivor (which is why Matchbox at 4.2 is garbage but would be busted at 4.4 or 4.6). Her current basekit is fine.
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@fake said:
https://forum.deadbydaylight.com/en/discussion/comment/3212461#Comment_3212461
Oh, I'm sorry. I have no statistical or conclusive evidence. I agree with this discussion... That's all.
Thank you for saying my opinion is valid. What you said about disagreeing is equally valid.
I am sorry if my poor understanding of the English language has caused you to feel uncomfortable with my lack of understanding of your intentions.
No worries, you’re fine!
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@fake said:
https://forum.deadbydaylight.com/en/discussion/comment/3212447#Comment_3212447
Wait a minute, I really don't understand. Am I not allowed to give my subjective opinion?
I do not believe that nurses should be granted exposure status. Because they can fight well enough without exposure status. If they had exposure status, it would be literally impossible for survivors to gain time. Therefore, I believe it is overpowered. To prevent this, blink attacks should be treated as special attacks and the effect of exposure status should be controlled.
This is my opinion.
I’m just saying I disagree. Even with Nurse using Exposed perks, survivors can do fine. Your opinion is valid. I was just interested if you had statistical proof or something conclusive of that sort.
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@fake said:
https://forum.deadbydaylight.com/en/discussion/comment/3212417#Comment_3212417
Japanese Fog Whisperer is the other build.
Content creators upload content of wins or interesting games because that is what get views. Also, even in general, very good players will slaughter average players. There are not enough very good players on in a needed 4:1 ratio to give said very good players consistently even skill matches, so they get matched with average players for the sake of queue times. This is why there’s winstreaks on every single killer in the game and solo/SWF escape streaks basically everywhere.
@fake said:
https://forum.deadbydaylight.com/en/discussion/comment/3212430#Comment_3212430
Um, don't you think it is overpowered to apply exposure status to nurses? I think she is a killer who can fight just fine without exposure status.
I don’t think it is overpowered, so I am interested in proof that it is.
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@Lastchild said:
The nurse needs to be able to use all skills like other killers, so the idea that her teleport is a special attack cannot be accepted.
On the other hand, the only most viable idea concerning Madame is this one (And no other is viable apart from this one):
- Base speed: 4.6 (Speed without using power)
- Teleportation token: 1 (1 instead of 2)
- Fatigue duration: 1 second or 1.5 seconds (up to you)
- Removed addons that add teleport tokens
That would literally be more oppressive than now. She just walks at you and then blinks across a window or pallet, because she walks faster than you.
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@GrimoireWeiss said:
I don't even think survivors need a balance compensation for a potential FoV slider on killer as a higher FoV already has one. Shadowborn comes with a disadvantage which is being able to be blinded by angles killers without it can't. I've been using the perk on every killer since 2020 and it's clear when survivors get blinds from angles that you normally can't. https://deadbydaylight.fandom.com/wiki/Shadowborn#3.2.0
I just meant if it did require compensation, it would be better to implement the slider and compensate for it, than not do it and screw people with accessibility issues.
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@fake said:
https://forum.deadbydaylight.com/en/discussion/comment/3212417#Comment_3212417
I'm quoting from a Twitter account in the timeline I'm looking at. This account is not me.
https://twitter.com/nsbbnn/status/1548494208952320000?t=Abb40dhcv-GAT2fI6eo1iQ&s=09
I mean this sentence: "The combo of Starstruck and Awakened Awareness and the combo of Hex: Retribution and Hex: Haunted Ground are honestly too overpowered." Or is that not your opinion?
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I would love to be able to be friendly in pre game chat.
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@fake said:
https://forum.deadbydaylight.com/en/discussion/comment/3212414#Comment_3212414
Um, exposure status applies to normal attacks, but not to special attacks, right?
By making the nurse's blink attack a special attack, we can almost eliminate the possibility of the nurse getting exposure status and still going down with a single blow.
I am writing this in auto-translation, so I apologize if my thoughts are not clear.
What I’m asking for is proof that Nurse being able to use Exposed is overpowered.
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@fake said:
https://forum.deadbydaylight.com/en/discussion/comment/3212408#Comment_3212408
I am sorry, but I do not have proof. That is why I wrote that I forgot.
I wish someone had proof of this, but it is possible that I am misremembering.
I meant the part where you said Exposed synergy is overpowered.
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@fake said:
I think I saw an opinion somewhere that the developers apparently said that if the blink attack was made into a special attack, it would be undesirable because the nurse's walking speed would be slower than the survivor's, effectively making it a killer that would not generate a normal attack, but I forget.
But still, her blink attack should be a special attack. That alone will prevent the exposed status from being applied and will curb her power slightly more than it does now.
The combo of Starstruck and Awakened Awareness and the combo of Hex: Retribution and Hex: Haunted Ground are honestly too overpowered.
Proof?
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@foxsansbox said:
I saw it on another thread - All we need is a slider between the current FOV and Shadowborn.
The game needs to be balanced around a slider, yeah.
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Different people are comfortable with different killer FOVs and too low or too high can cause accessibility issues like migraines. Some players are forced to use Shadowborn to have a normal playing experience, while others would find the higher amount disorienting instead. A single, static FOV cannot work as a one size fits all.
Even if implementing a killer FOV slider would affect balance or gameplay, the current state of the game forcing people to permanently give up a perk slot for an accessibility issue devs have given no official statement on is not okay.