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  • You're not explaining it, though. I am asking you a simple question, and you are not giving me a straightforward, consice answer. What is the problem with taking away the insta-factor?

  • @MegsAreEvil said:

    https://forum.deadbydaylight.com/en/discussion/comment/718916#Comment_718916

    Adrenaline is already useless in such situations, cause you gonna get knocked down the very moment it activates.

    That doesn't explain why it's bad to lose the insta-factor.

  • @MegsAreEvil said:

    https://forum.deadbydaylight.com/en/discussion/comment/718906#Comment_718906

    Then tell me how you want to heal a downed survivor with a HoT before he gets hooked?

    The way Adrenaline does it.

    Why is losing the insta-factor bad, though?

  • @Dreamnomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/718862#Comment_718862

    Would it be a lot of work? Yes. Would it be worth it? Yes.

    I disagree. You are asking them to divert a huge amount of their resources from working on the main game to working on a self-admitted casual mode that now has to be balanced for and maintained alongside the main mode. Any problems the over game has is now worked on at a considerably slower pace because the devs would ALSO be working on Super Dead By Daylight II Turbo. All this, and there is no guarantee that it will even be able to find the middle ground between "no one plays it" and "it split the player base".

  • @Dreamnomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/718834#Comment_718834

    Pretty much. Rank would still be ranked. Everyone who likes the current system can still play the current system. But casual players that don't like camping, tunneling, gen rushing, etc would have a game mode that would suite their style.

    That seems like way more work for one game mode than would be feasible.

  • @MegsAreEvil said:

    Thats stupid. 50% health wont bring any profit. And HoT wouldnt bring a profit too, and would cancel out the INSTA-factor.

    Why is it bad that it cancels out the "INSTA-factor?"

  • @Dreamnomad said:

    What they really need is an alternate game mode for casuals. What I'm proposing is a radical change from the current DBD experience. All I ask is that you read through the entire post before having a knee jerk reaction to any one part. This is not meant to be a replacement for ranked. Rather a different experience focused on the chase aspect.

    The Chase

    To help decrease down time on the killer's part looking for survivors, killers in this game mode can see the aura of survivors further than 45 meters away.

    Survivors have the reverse of this and can see other survivor's auras within 45 meters of themselves. Survivors in a chase will have many handicaps as explained later. This will help survivors coordinate better to help compensate.

    Survivors will not be able to use the same window or pallet more than once in a chase.

    Survivors gain a 2 second burst of speed when fast vaulting a window.

    Survivors that are injured in a chase have the "windows of opportunity" perk effect until the chase ends.

    Survivors can heal themselves to full health from the dying state. (think infinite unbreakable perk plus healing to full health) Slugging will not be a thing in this game mode.

    Pallets function very differently in this mode. Pallets break automatically when stunning the killer. The pallet stun time is 3 seconds. Killers breaking pallets by kicking will break in 1.5 seconds. Pallets respawn after 30 seconds. Killer perks that effect pallet break speed or stun duration are banned in this game mode.

    Bloodlust for the killer will not end until the survivor is put in a dying state, or the killer has lost sight of the survivor for an extended time. Breaking pallets or being stunned by a pallet does not end bloodlust. Bloodlust tier 1 activates after 30 seconds in a chase. Bloodlust tier 2 activates after 45 seconds and bloodlust tier 3 activates after 60 seconds. Each tier of bloodlust increases window vault speed by 10% and decreases pallet stun time by .25 seconds in addition to the current move speed bonuses. At tier 2 the killer will see the chased survivors aura for 1 second with 5 second intervals. At tier 3 the killer will be able to see the survivors aura until the chase ends.

    Essentially, if the killer chases the same survivor long enough, the killer will catch the survivor since the windows and pallets will be unusable and bloodlust bonuses are so strong.

    Survivor 3 Life System

    Survivors have 3 "lives". When the killer catches and puts them on a hook the survivor loses 1 life and is put in a ghost world for 45 seconds after losing the first life and 30 seconds after losing the second life. If the survivor is hooked in the basement, they will be in the ghost world an additional 30 seconds. While the survivor is in the ghost world they can not interact with any objects other than vaulting windows or other objects. The world appears black and white and the survivor can not see or touch the other players besides other survivors also in the ghost world. The survivor will not be able to see generators, totems, or chests either.

    The survivor will also earn bloodpoints for collecting orbs in the ghost world. Small orbs will be worth 25 bloodpoints and rare large orbs will be worth 100. The orbs regenerate over time and survivors will be able to earn roughly the equivalent amount of bloodpoints in the ghost world as if they were working on a generator solo during that time. The ghost world bloodpoints will go into a general pool. The general pool is applied to any category that doesn't reach 8,000 points, but will never raise the survivor past 32,000 total earned.

    After the timer is up the survivor will appear on a spectral hook at least 32 meters away from the killers current location. The survivor on the hook will see the shroud indication from Insidious around them. This indicates that the killer can not see them on the hook. Other survivors can see the aura of the hooked survivor and unhook them normally at which point they are back in the game. While a survivor is hooked there is no progress meter and there is no struggle phase. Survivors can attempt to free themselves from the hook, but the baseline success chance is 0% for the first attempt and increases by 1% for each attempt after. Attempts for the survivor to free themselves will take 1-2 seconds longer than the current system. If all the survivors are either dead, in ghost world time out, or hooked then the killer wins.

    Generators

    Once a generator is at 50% repair status, survivors will not be able to progress further without finding and installing a part for the generator. When a survivor reaches half repair state they will see an icon on the generator showing the color and shape of a part at which point the part will spawn into the world at least 32 meters away from the generator. If a survivor is within 16 meters of a part, they will be able to see the aura of the part. The aura will be color coded to a specific generator. Once the survivor has picked up a part, they will be able to see the aura of the generator that it goes to.

    Multiple survivors can pick up the same part, but once the first survivor installs the part it will be removed from all survivors inventories and survivors that had the part will no longer be able to see the aura of the generator. When a survivor with a part returns to the generator, they will receive a 1000 bloodpoint bonus for installing the part. If the generator is no longer at 50% repair status due to the killer kicking the generator while the survivor was looking for the part when they install the part it will repair the generator progress up to 25%, but will not raise the repair state past 50%.

    When killers kick a gen, there is 5% immediate damage to the generator. 

    If one or more survivor(s) are dead (not just in the ghost world, but permanently dead) or DC then any generator that hasn't already reached the "part missing" stage will not be missing parts. The killer will also lose the 5% immediate kick damage to generators.

    General Changes

    Offerings are restricted. Only offerings that affect bloodpoint gains can be used.

    Some perks are banned. Either because they would be overpowered in this mode or because it is redundant.

    1. Endurance. OP with pallet system
    2. Spirit Fury. Redundant with pallet system.
    3. Fire Up. OP with chase system.
    4. Brutal Strength. OP with pallet system.
    5. Bond. Redundant with aura system
    6. Kindred. Pointless with spectral hook system and aura system
    7. Empathy. Redundant with aura system
    8. Windows of Opportunity. Redundant with chase system
    9. Slippery Meat. Pointless with 3 life system.
    10. Unbreakable. Redundant.
    11. No Mither. Redundant.

    Bear in mind that anything in this system could be changed if there was a problem discovered during play testing. It's the concept that I'm trying to promote. Any suggestions are welcome.

    Pros for Survivors

    No Camping

    No Tunneling

    No Slugging

    No Mori's

    Consistent Bloodpoint Gain

    Fun Challenging Chases

    More Coordination From Survivors

    Pros for Killer

    No Gen Rushing

    No Wasted Time Scouting For Survivors

    No Looping Around Same Object For Long Periods

    High Power In Extended Chases

    Thanks for reading.

    TLDR: I propose an alternate game mode that resolves most the major issues players have with the game while being focused on the more exciting aspects of the game. This would be a very different experience than standard DBD. Killers can see survivor auras further than 45 meters and the bloodlust system would be revamped to make killers much stronger in extended chases. Survivors can see other survivor auras within 45 meters, have the "windows of opportunity" perk effect active while injured and in a chase, have 3 lives, when hooked survivors go to ghost world where they can continue accumulating bloodpoints, and have a secondary objective while working generators. There are lots more details, read above.

    So what you are proposing is they make an entirely different game.

  • Thanks, but no. You play to the best of your ability, and I'll play to mine.

  • @Jallybwan said:

    https://forum.deadbydaylight.com/en/discussion/comment/717473#Comment_717473

    I know these nerfs have reasoning behind them; I have enough faith in the devs to believe that they aren't just randomly deciding to gut Pig's power :P

    My main problem is that the devs seem to be prioritizing consistency over balance. Pig's dash was still completely balanced while benefiting from basic attack perks (Sloppy, Third Seal, etc). Apart from "it's her power", there was no reason to nerf it. The dash even uses her main weapon, which irritates me. Nurse, Spirit and Hag are all far more powerful than Pig, and they all get to benefit from these perks, but not Pig herself?

    And yeah, there hasn't been a lot in terms of compensation buffs. The things we have gotten are more QoL changes.

    I don't mind the devs prioritizing consistency, personally (even if it is taking them time to do so). The problem to me comes from the fact that they are overall net minuses for a Killer that already needed improvements (IMO), and nothing seems to be done for her in the meanwhile.

  • @Karltastisk said:

    https://forum.deadbydaylight.com/en/discussion/comment/718524#Comment_718524

    The thing is that since its 4 swf you cant do anything, you camp, they rush gens you chase they unhook themselves. And then there's DS, trust me its possibly the most broken thing in the game. Luckily not often you see it tho.

    Can't you then just fake leaving so they can use the Slippery Meat thinking it is safe, then you just come back and go after them? I'd say it is different when you can probably expect a Slippery Meat play than when something like Deliverance catches you off guard because you have no real reason to expect it.

  • @Karltastisk said:

    Slippery meat is actually kind of broken on swf. Put 4 luck offerings and everyone eguip this perk. And everyone gets a free delivarance.

    Playing against it is horrible since it is impossible to maintain pressure. And playing with it is just a free win basically.

    So i would like to see it tweaked somehow. Since alone its utter garbage.

    If four people are running maximum luck offerings, that is probably just a sign that you shouldn't stray too far from them on their first hook if you can help it. I've never been in a scenario where a 4-man SWF tried to maximize Slippery Meat, though, so maybe I'm wrong.

    Anyways, OP's idea seems like it would be way better than Deliverance. I'm all for re-doing Slippery Meat, but I wouldn't do it like this.

  • Ebony Mori definitely should not be Ultra Rare if that is changed. It would be an uncommon at most.

    Key, I like it closing the Hatch after someone uses it (though idk if it should trigger EGC unless there is only one person left), but having it only work during the EGC makes it a lot worse. You'd probably have to change the rarities around to make up for that. I'd be fine with just the first suggestion.

    Toolbox idea I don't like. Sabotaging was nerfed to avoid it being too frustrating, so we don't need to buff it. And just having it nerfed without something to compensate doesn't seem very fair.

    Insta-heal idea I have no complaints about.

  • Favorite: Clown.

    Least Favorite: Probably Myers, only because his pallet stun noise is awkward.

  • @Xcheesemongrolx said:

    https://forum.deadbydaylight.com/en/discussion/comment/714562#Comment_714562

    If they become second hook killers will just tunnel the survivor and then mori it won't fix it. Itll just make killers who want to mori to tunnel hard and it'd be even less fun

    By that logic, Killers will just tunnel Survivors anyways with or without Mori because the end result between the two would be very similar.

    @Star99er said:

    Insta-Heals have always been strong but here’s the thing. It wasn’t so commonly used until Healing got nerfed. A lot of players feel like it’s a waste of time trying to heal yourself nowadays because it takes 32 seconds just to heal yourself. That’s a lot of time you could be working on Generators. So If they were to nerf insta heals in some way or remove them they’d need to buff base healing speed because that’s the main reason why they’re being used so much. I myself don’t run insta heals often because Inner Strength is a nice alternative for Self Care. Which saves a lot of time.

    "It wasn’t so commonly used until Healing got nerfed."

    Do you have anything to back that claim up, or are you just arbitrarily saying that?

  • Not really. The same core problems kinda persist, only with weaker perks. In particular, losing Ruin on the Killer side and Adrenaline on the Survivor side with nothing to compensate would be pretty frustrating.

  • The real toxicity is the Entity for pitting both sides against each other.

  • @Mushwin said:

    not eeryone is photo shopped women and men...

    Clown was photoshopped using the Warp tool.

  • @Jallybwan said:

    @Peanits I don't think this has been asked in this thread (if it has been then I'm blind), but why is Pig getting these nerfs? As far as I'm aware, the general community consensus is that she's either balanced (Scorpionz's community, me, a lot of Pig mains I know) or among the worst killers in the game (most other people). I can understand not buffing her, but nerfing? Is it just for consistency purposes? Will she be getting buffed in the future to compensate? Thanks ^-^

    I mean, to be fair, the reasoning behind the individual changes makes sense to some degree.

    The EGC nerf was because they didn't want the situation of "need to escape before the timer runs out but can't escape because active RBT" to be so easily accessible/prominent for the Pig. Their solution may have been bad IMO, but the reasoning behind the change makes sense to me.

    The "ambush is not a basic attack" thing is because they want there to be consistency between what procs certain perks/abilities and what doesn't. Granted, they are slow on changing that (I think Legion's Feral Frenzy attacks still proc STBFL), but it is something they are planning to do in time.

    The "ambush no longer works with exposed" is an outlier from when they decided that they didn't want the ambush to be a basic attack. They don't want Killer powers to be able to function with Exposed unless that is the explicit intent behind the power or an add-on altering it.

    The big problems in my eyes is that she isn't being compensated for these notable changes (and in the case of the EGC thing, the nerf was super heavy-handed and overkill).

  • @Lost_in_the_Fog said:

    https://forum.deadbydaylight.com/en/discussion/comment/717423#Comment_717423

    Would it really lose that much momentum? Maybe I have too much of a casual player mindset. I don't expect every perk to activate every game. Maybe most people only use perks that are guaranteed to activate. I look at all of that as a game of chance. But I also don't have all the perks for any survivor or killer. Oh I also rarely experience this momentum thing you've mentioned when I play killer. Lol

    Under the wrong circumstances, it can flat-out cost you a game in the end.

  • @Lost_in_the_Fog said:

    https://forum.deadbydaylight.com/en/discussion/comment/717418#Comment_717418

    I don't know? I've only been playing for a few months. What was the issue?

    Probably something to do with the fact that one stun can be extremely game-swinging in the right circumstance, and to have even a chance of access to that without having to do anything is pretty ridiculous?

  • HELLLL NO.

    To expand on that, having such a powerful effect be left up to variance is going to be painfully unfun. Either the Killer will be pissed that they lost a ton of momentum with zero way to play around it, or the Survivor will be pissed that their perk did nothing.

  • 1) Daily

    2) If I wanna show my friend the Clown Mori :P

  • @Nazeef13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/715012#Comment_715012

    Devs are probably testing how this matching making will go. And I am certain they will find the results PROBLEMATIC, as I mentioned, and will change it again.

    Or you're right and they won't change swf matchmaking cause those are non-issues.

    Anecdotal evidence, but I am already seeing on PS4 people mass dcing/deranking in my lobbies..and people on my friend list going on new users to play with their friends, which results in actually bullying new rank 17-20 killers.

    That actual abusers will find alternative ways to abuse, while those who seriously just want to play with their not-as-good friends are having negative experiences.

    If devs were testing it, they would have stated so, no?

  • @GODOG said:

    Make Coulorphobia block Insta-Heals when active. Bam, now it's a potentially useful perk.

    If there's one thing people have been very quick to point out, it's that using perks as band-aids to fix balance problems isn't really a good solution.

  • @Eternal0088 said:

    Hmm. Still, this can only really happen... *potentially* 7? Times in a game? Thats everyone with instas and god rng getting instas from chests, right? I'd almost just go drop the dude that burned his insta to get the guy on the ground back up. Just to show him whats what. I honestly haven't even seen this happen more than 3-4 times over hundreds of games tho. Playing at purp ranks. Is it really happening to you /that/ often that its an issue?

    It doesn't matter who I go after at that point because in the end, an entire chase has been wasted (regardless of whether it's long or short).

    Just yesterday, I had this happen twice in one game.

  • @Eternal0088 said:

    Did you leave them slugged or were you literally right there. Cause unless whoever is healibg is a god body blocker you should be able to have your M1 off cd by the time an insta goes through to just redown. Ive kind of had this and Ive found a quick crouch and ambush can thread the needle past a blocker the secure the down again too. The ambush range is really solid with Pig

    They heal up as soon as I down them, and then they are on the move before I can land another hit.

  • @Eternal0088 said:

    Well, with Pig are you able to down people or are you having them insta after first hit and get away? If scenario 2 is a thing then maybe work on tracking. I find when I play Pig I can get that first hit easily enough. If they burn their insta at that point I just laugh and chase em down again. If they're doing a good job of looping or whateven after like 30 sec, drop chase and stealth up to go for another person and ideally another free hit. Instas are finite in a match. Your ability to stealth up with Pig isn't. Really shouldn't be having issues so long as you juggle the survivors and keep em on their toes and just keep injuring.

    I'm having a teammate use an Anti-Hemorrhagic Syringe on them after they've been downed.

  • @Johnny_XMan said:

    Let's just get rid of every tool that is deemed powerful for survivors... let the survivor playerbase decline and watch these killers wait 5 hours for a match.

    We can nerf moris too, if you like. Those are also problematic.

  • @Eternal0088 said:

    https://forum.deadbydaylight.com/en/discussion/comment/717123#Comment_717123

    What killers do you enjoy playing / play often? And what killers teachables do you have available? If you give me some insight maybe I can help? Without knowing I was just giving some general advice

    Pig. Go for it.

  • @Eternal0088 said:

    Insta heals are totally fine. As a killer main, if I start seeing a bunch of medkits I just put on frankies or swap over to Billy. No chance to instaheal if they're insta ded. Lol. And if someone else burns their heal on a downed survivor then its a quick boop to drop em. OR, if two instas are burned for a single down, even better.

    Ive actually had that where I got the down on a Nea, some Dwight runs up and instas. Nea vaults and instas herself. Now shes full health again. I come through window, saw her down almost immediately. Back to exactly where we were at 15 sec ago but 2 insta heals down. I win.

    Instas aren't an issue. If you feel they are then you're doing something wrong. Try running Franklins or work on ending your chases faster/watching for kits in lobby and making a smarter killer choice to counter it.

    What if I don't want to play Billy because I don't particularly enjoy him, and I don't have Franklin's? Am I just screwed?

  • @Regionlock said:

    I haven't played CS-go in ages to tell ya, but any system that doesn't pool on average to try it's best to balance both sides is a ######### system. In league for example you can have a chanllenger queue with a Diamond, and the system tries it's best to pool the other team with same. It tries it's best to have the discrepancy to be as small as possible.

    Also, the Cs-go system is contrary to what you are trying to defend. If it truly is that way there than they for example are not letting rank 1s queue with 10s. So you agree that rank 10-20s shouldn't be in red rank lobbies right?

    " That's a them problem" But it really isn't just a them problem.. You really are interesting to try and reason with. They affect anyone in red ranks solo qeueing, so it becomes my problem as well.

    Why don't you just say as long as the system doesn't affect you, it's fine... Honestly you ignore a lot of very obvious points.

    That system that you describe for LoL wouldn't work with DBD because it's not possible to match with the same rank if the range of ranks in SWF is so wide. There's a difference between "trying to have the two teams be as close to identical in rank between members as possible" and "trying to have the two teams be as close to the same average rank as possible."

    EDIT: So I took a look at League of Legend's ranked play with friends. Why am I seeing that LoL has a similar system to CS:Go with regards to playing ranked with friends?

    Rank 10-20 are probably best facing people in their own rank. That is my stance.

    An average rank system would also affect solo queue as well. Do you think someone in high green/low purple wants to queue with a yellow/brown rank?

    Oh, the system absolutely benefits me (on paper). I have no problem admitting that.

  • @Regionlock said:

    https://forum.deadbydaylight.com/en/discussion/comment/716210#Comment_716210

    I've said this many times in these forums " No amount of training will help some people" Forever 10-20, and they will always get rekt when they try to play with friends.

    The problem with that for some of us is that they are in our solo queue lobbies as well..

    I for example am forced to play with these people or wait another 5 min trying to find nothing but red ranks. one red rank 1 can bring his 20 and ruin the entire match lol

    It might not be affecting you, but it's hurting Red ranks

    That's....a "them" problem, I'm afraid. They'll simply have to decide between working to improve or biting the bullet. I doubt an average matchmaking thing would help them that much.

    BTW, just want to ask: Why is it that, when I look up Counter-Strike's matchmaking with friends, I'm finding people saying that friends have to be within a certain range of rank in order to play together in matchmaking? That is very much not "friends from opposite ends of the spectrum can join together, and they'll just match you up based on the average between the group".

  • @Regionlock said:

    https://forum.deadbydaylight.com/en/discussion/comment/716197#Comment_716197

    I don't play rocket league and no serious person that wants a career in E-sport does, but if they have a different system, good for them.

    CS-go, league, Dota, COD, and so on have an mmr type system which tries it's best to make sure the team is as even as possible. The thing with DBD is that a rank 1 killer only has to rely on his performance and in DBD it's a team effort. One weak link basically decides the match. If you can't understand that, im sorry.

    All the more reason why the weak link should train in low ranks first to avoid holding back the team when they do decide to go SWF, no?

  • @Regionlock said:

    https://forum.deadbydaylight.com/en/discussion/comment/715941#Comment_715941

    That's not how it works in competitive games which ya'll seem to think this is.. Take league of legends or any E-sport game and it pools average MMR.

    Nice try tho

    I mean, if I'm wrong, I'm wrong. I'll gladly own up to that. For what it's worth, a game like Rocket League skews towards the highest ranked player if the gap in rank is wide. Not a hard "highest-rank" but it is closer to that than to a flat average.

  • @joan said:

    https://forum.deadbydaylight.com/en/discussion/comment/715941#Comment_715941

    What do you think if a NBA player wants to play basket with 2 friends and he can only do it against a NBA team? And the other nba team says is fair and they have to improve :D

    This is what devs do in this game

    Do other video games do it that way?

  • @DonnieTheZombie said:

    https://forum.deadbydaylight.com/en/discussion/comment/715944#Comment_715944

    But why is my question. All other 13 or however many chapters before ST were summed in page, but stranger things began a new one, titled 2/2 so im wondering if this might mean theres only going to be so many chapters left before they're completely done with dbd you know what i mean?

    ...because they wanted to start a new page for stuff?

  • @survivormain1105 said:

    https://forum.deadbydaylight.com/en/discussion/comment/714391#Comment_714391

    Exactly, nobody thinks of all rank positions. Balanced or too powerful on high ranks means dismantling for low ranks.

    Not really. Lots of other games seem to balance for high rank just fine.

  • @ILoveHarlem said:

    https://forum.deadbydaylight.com/en/discussion/comment/714393#Comment_714393

    One of the worst killers? Bro I think you either haven't played pig ever in your life well or you never just played her in the first place.

    We've already acknowledged that stealth =/= map pressure. :P

  • I don't care what the Entity says too much; I mostly go by kills.

  • @EyeFearFoolie said:

    https://forum.deadbydaylight.com/en/discussion/comment/713942#Comment_713942

    Everyone doesn’t t have time to spend on KYF you might only have a small amount of time to play and want to make the best of it. It’s not hard to fix the game the more you think about it I can name a few off the top of my head.Re-ranking system,Change the matchmaking pools to be more accurate(I’m not going into detail just go look at other games),Player hours should be in account when matching as well. Not to mention the killer can pretty much force my new friends to de pip just by tunneling/camping cause he knows they’re not that good.

    https://forum.deadbydaylight.com/en/discussion/comment/713942#Comment_713942

    From what I've heard other people say, other games have friend groups matched based on the highest ranked member.

  • Just a guess, but one is probably for the base game, and the other is probably for trophies added afterward?

  • Change the puke to liquid cheese. See if that ends up being more or less disgusting.

  • I was called sweaty during my second ever game as Nurse on PC. Or, rather, a specific body part of mine that generally comes in pairs was called sweaty.

  • About the same as normal, actually.

  • That image has been traced to dating back to at the very least early June. I highly doubt it is real.

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