TheDuhJ
TheDuhJ
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If you want to make solo better, why not just have more specific emotes instead? Like, we only have point and come. Why can't we have one that means "heal me" or "danger" or "I got this." there are so many they could add. Hell, give survivors their own scream button. Would be funny as fk smashing that during a chase
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@Kirkylad said:
https://forum.deadbydaylight.com/en/discussion/comment/2019196#Comment_2019196
YouTube makes it worse because they have content creators who base their videos off of being toxic and then mocking people for being annoyed by it when they have baited them into it. All the toxic crowd go to those videos for inspiration.
I think its a bit different, the toxic people learn of the game on YT, and then we get a toxic pool of people that buy the game to be toxic.
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@ArchFox said:
I'd rather not have racial slurs hurled at me by angry 12 year olds while I'm trying to loop the killer
You gotta admit though, would be really funny if they lose your ######### while looping them.
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@Kirkylad said:
Those tactics are efficient at low ranks because they fall for it and usually don't have perks unlocked to deal with it efficiently. But at high ranks it's going to lead to a de pip or a safety pip if you're lucky.
But then again there are people out there that don't care about either and just like making the game miserable for everyone else. There's also the smart ones that do it when it's a viable strat but more often it's the other way around.
Basically this is true, but YT toxifies the community and more so than usual. I've heard one say. The way you counter tunneling and camping is not being the first one down. Ok
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I haven't read all the replies to see how much this idea has evolved in the mean time, but base kit seems kind of weak. I would only play as frank and Susie because I don't think you have any idea how strong jumping in the middle of a loop would be. I mean could you just walk on top of the loop including pallet? Frank for some tracking I guess. Joey's RNG sounds like a major pain in the ass. I'm not sure I entirely understand Julie, but blood lust dependent perks suck ballz for a reason.
Also, while its simple enough to tell the difference between females and males, it would be very difficult to tell which version of legion the survivor is going against.
I feel like if you are gonna make a character who switches characters, they need to be able to adapt to the specific situations they are in. I'll do a quick revamp of your idea to make it simpler, more in line with current design, but most importantly effective for situational moments.
You still have Feral frenzy, but after you hit a survivor you can switch to a different member of the team. Each has a different effect similar to your idea. To distinguish them, his or her red stain could be a different color (just picking arbitrary colors for this example)
Julie (Yellow Stain)- Survivors downed by Julie cannot fill the recover meter themselves
Joey (Light Green Stain)- Attacks made in Feral frenzy Damage the Deep wounds bar and he can get an extra swing after hitting someone in deep wounds
Frank (Red Stain)- Does everything except run and swing faster. Pallet break, gen kick, hook, pickup, break walls
Susie (Blue Stain)- Marks any survivor hit with Feral frenzy is marked instead of placed into deep wounds. After 60 seconds, the mark becomes consumable. Once Susie is switched to any other member of the Legion, all marks are consumed making all marked survivors exposed for 60 seconds.
Your Idea is a great starting point to inspire others creativity and you can use their creativity to inspire your own ideas further. Welcome to the Light side of DBD, the affirming creative community. Love your enthusiasm.
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I skip the rank reset season generally on survivor and just play killer during that time, but I get what you mean. What do you think made this the worst one exactly? What makes this round of reset so special?
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@Moundshroud said:
Other people have said it well above, the Moderator in particular. I'm in a video mood on Saturdays so I'm giving you an appropriate one to this game and your situation. Just bear in mind this isn't me being snide or trying to trigger you. In this case I think you KNOW what is best for you, so just do it:
I can't even... how do you post this and somehow make it sound like the nice guy thing to do? OMEGA LUL
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@Raze_snep said:
I think this is the first time and the last time i quit a match as killer and actually saying sorry to the survivors that i cant be arsed to deal with this game anymore and they actually understood where i was coming from between the game on the verge of effecting my mental state or health with the amount of toxic BS i deal with as a killer or survivor or between the fact i play casual and chill to wind then have to go full mega sweaty and the fact matchmaking is just a massive mess that i cant get any were as survivor because im always against rank 1 killers same goes for killer im just done i actually had uninstalled this game i used to enjoy playing this game then it slowly became worse and worse to the point i just wanted to grind out challenges and that just became hopeless to do and with the new killer and survivor coming this month i just wanted to casually chill while doing getting blood points not having to bash my head into my desk
Games can be unfun and the YT community really pushes a lot of Toxic attitudes. If you are in your late 20's like me, it can be a pain trying to wind down but you get to eat ######### instead. Hope you can find the light side of this dark game if you ever want to enjoy it again.
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@daddywillylong said:
Do you really think that even hypothetically this would happen ? how many ideas on this forum whether to improve the game and/or make it more fun fall on deaf ears ? you're just wasting your time , people may click on the topic
to disagree, but itll be forgotten .Alternatively, its fun to fantasize about stuff that probably will never happen, and you can meet fun and creative people by engaging their ideas instead of dipping into toxic madness. Be a sport
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@[Deleted User] said:
Ultimate killer buff: let killers crouch.
They should give killers specialized taunts.
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I love inspiring other peoples creativity. MAD LAD over here.
The idea sounds incredibly chaotic, Idk if dbd servers could hold such a big map, but lets assume that they could handle everything you are mentioning with reasonable load times and que opportunities, lets talk some pros and cons and additions I would make
PROS
- This sounds like an area for a lot of positivity in the game, proximity vc is an excellent idea for having people help others learn the game and in my opinion is the best idea you got going for a training mode, but not the only good one.
- Experiencing all the scenarios you could find in DBD in a small area would be pretty awesome for testing purposes.
- Alot of the essentials for a training ground you thought of here so good on you (love the shrine idea).
CONS
- Most things here are just pointing out areas of detail that needs clarifying
- What would exit gates/hatch do?
- Would it be too small that it would get crowded?
- Would there be a relatively fast way to get to an area you want to check out on the big map or would there be a set location and you walk there?
- Are there gens and what would the do?
- Does loadout changer include killers?
- Why earn blood points?
- Could there be private training grounds?
- I don't know how I would feel about a killer survivor ratio. So you have to re-que for a new training ground if you want to switch between killer and survivor? Or maybe you would have a way where if you find a killer who will trade places with you? Seems like a bad
THINGS I WOULD ADD
- I would have a killer type limit. Like only 3 of any one killer, but with proximity voice chat you could get killers to participate with you so it would be a self managing community.
- Maybe have a bounty board where a group of survivors or killers can go to be a "Trainer main" to fulfill trainees requests. So They post to the board what they want help with and a trainer who accepts the request can be warped over to the survivors to fulfill that requests and a survivor can rate their trainer and stuff like that upon completion, and the rating gives the trainer some in game bonuses. Emphasize the community building aspect some more.
- I would add a compass where people can find where a specific killer is on the map so they can create their more ideal training scenario more efficiently.
Good idea overall imo
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2019005#Comment_2019005
The issue is, you may not.
Getting a 2k is difficult in optimum conditions and good survivors Vs good killers. And that's normally.
Now they have 2 extra hook states each.
You won't get kills against a good team until match 2, even then it will be late match 2.
Match 3 is when you will be able to finish things of, but even then it will still be more difficult due to you having to use your not main killer. (I main two killers on top of learning nurse) and so this would be a downside to me.
Also the reason I brought up the not allowing select perks in all 3 games is that this would be as detrimental as the killer not playing their main 3 games in a row.
For example, exhaustion perks and second chance perks means that Ds UB occurs once perk game, you can only have DH to elongate chases one match and sprint burst can't make gens safer each match. Also you would eventually be forced into using less second chances meaning that the game would slowly turn more in the killers favour.
I don't even know if DS would even need to be a perk just because tunneling would already be so discouraged and with the changes coming to OO a lot of the abusable survivor perks by swf depip squads would not be that big a deal. Its not 3 matches, its endless. I can get matches beyond 3 could be tiresome. I guess I see this mode as more casually oriented to experience more of what dbd offers in a shorter more rewarding experience. While camping would be discouraged, it wouldn't be impossible. It would have to create opportunity for killer like it already does. What if it worked so if you step within 24 meters of a hook (unless survivor is using distortion) survivors within the radius are visible? That way you know when its worth it? or you have more information to make a counter attack?
In the OP, I wrote specific conditions for for certain perks to make them more useful more or less, but it can be tweaked. Give it another look. It's under survivor.
Also, you don't have to play your main killer first. You could save it as your 3rd string.
There could be other creative buffs applied to killer that work in this game mode exclusively. For example, maybe killers could also get an additional perk they own, or even one Endless exclusive perk for each round they are in the game. The longer the game goes, the stronger killer gets and faster. I might try to think of what some would look like. Suggestions wanted
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/234568/dbd-endless-game-mode-idea
The survivor side is good.
The killer side however:
The lock of killer being near hook had been debated at length pal. And if you want to discuss it at length here I can oblige you. However, to cut it short it is abuseable and will be abused by survivors.
3 different killers, that's an ok idea. But I'd therefore make it so survivors have to switch out second chance perks or exhaustion perks in between games to make it fair for both since they get a massive health boost anyhow (8 more hook states to share if they play correctly)
The UB basekit in this is stupid. Again, everyone would just get up and slugging would no longer be viable. We would have to tunnel every game, and that's fun for no one. And then you would try and ask for them to balance against that, so killer has no chance.
Also the Mori change would be nice, if it occured when everyone was on last hook state rather than you have to have everyone downed.
Again, rarely will get used.
Overall, the idea seems fun but balancing would be a pain.
So, the point is that the game mode is endless. You dont actually have to camp and slug because you will eventually kill everyone. The point of slugging then is just slowing the game down a bit. The point of camping and slugging is to make sure you get kills, but you are garunteed the kills because the game mode is Endless. I mean, if you kill 1 survivor in the first trial, only 3 are left to work on gens in the next.
I said once all remaining survivors are hooked or slugged you can mori them. That could mean 2 survivors left, one hooked and one slugged, you get to mori the slug. I mean Rancor is in the game. You could almost garuntee a kill if u wanted to before the second trial that way. I wasnt touching perks with moris.
Its an unranked game mode, but it would use mmr or rank to help match make where it can. So slugging doesnt actually have to be viable because you will kill everyone. However, I'm open to the built on unbreakable being tweaked some or a different way to discourage excessive slugging but it would be really boring to get four man slugged and being pushed out of a game you likely waited a good que time to get into.
The idea of not letting survivors sub out perks is to make the next round easier on killer because they will know the survivors perks when the survivors will not know theirs. Maybe they could get a bonus perk after escaping each trial instead of switching them out, up to a max of 3? That survivors teachables only perhaps?
Good criticisms, keep em coming.
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@FastestVirginia said:
What are your thoughts on nerfing DH so you could use it once a chase is lasting longer than 30-45 seconds. That way you could not longer use it for free and being rewarded as a result for a long chase.
Tell you what, if you make it on a 60 second cooldown without being exaustion perk, then this change would be fair I think, assuming the killer couldn't just break chase by going invisible or some other bs like that.
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@madminer95 said:
I made the suggestion here:
https://forum.deadbydaylight.com/en/discussion/226933/buff-the-killer-hook-ui
But I've yet to hear a good reason against providing Killers the same hook information as Survivors.
for the sake of preventing repeat responses please fully read the suggestion post and i'll put points and counterpoints I've seen so far below.
Killers would use the information to tunnel.
A Killer inclined to tunnel is already told the Survivor they are hooking is dead on they're next hook by them beginning to struggle and the "entity summoned" score event.
Even if it wouldn't encourage tunneling it would encourage better target prioritization.
Giving Survivors the hook state information allows them to effectively prioritize preventing the killer getting kills by body blocking and not wasting time hanging around for a save if the person being hooked is on death hook.
If memory of hook states is going to be lorded as part of a killer's general skill ceiling why shouldn't that also apply to survivors?
The hook counter was only made to bring solo Survivor communication more in line with SWF.
It's generally accepted that SWF communication imbalances the game. As quality of life adjustments are made to improve solo Survivor communication, logical corresponding counterbalances need to be made for killers to prevent killers experience being made miserable, further increasing Survivor queue times as less killers play.
I mean, if the names of survivors are gonna be present, you could always keep track of which you have hooked and how long. Having the marks next to survivor's icons would just stream line the process of information the killer would have to try to remember all in their head without the marks. Just put the marks in for killer.
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@Gay_Police_Dept said:
https://forum.deadbydaylight.com/en/discussion/comment/1996905#Comment_1996905
Now you are one of us too.
No. WAIT! I have a family, you cant absorb me into your hive mind of anime and expensive clothing!! I can't. I won't!!
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@Gay_Police_Dept said:
https://forum.deadbydaylight.com/en/discussion/comment/1996877#Comment_1996877
What makes you think that? :O
Well I don't tell everyone about my hidden observation technique, but if you look at your own name, it implies you work at a police department. And most police officers are men, and they have (wait for it) "partners." I think you know where this is going.
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What are you gay? Kappa
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I think wraith like every killer has good and bad maps. If you on an indoor map thats not midwich you will wreck. If you outside you gonna have a harder time.
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Wow, the pallet was dropped, and they swung after then hit you. My god that is craaaaazy. I wonder what it looks like the killer is seeing. Nice footage
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@fpschosen said:
change my mind please
Doctor is a fictional character and cannot be an OP. You are OP.
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@Mastermind said:
Both of these are used offensively in an EGC scenario.
If someone is on hook and they get rescued near the exit gate:
- You manage to hit the unhooked survivor, BT procs and they run out.
- You manage to hit them and they're on the ground. So now they are free to crawl through the exit because the killer can't do jack #########. Pick them up, eat a DS and have them run out or leave them on the ground and have them crawl out.
- A healthy survivor bodyblocks the killer from the injured one so even if you do a hit, they just gain distance on you towards the exit gate.
"Oh just hook away from exit gates." - If you manage to get a hook during EGC, it's way more likely that it's gonna be near an exit gate because that's where all the survivors move to at this time.
It's scummy that unless you run NOED, survivors can just screw with the killer by bodyblocking (and even NOED is countered by BT since the game's "aim assist" likes to "help" killer hits in this case.). Once EGC begins, that's meant to be the time to wrap everything up and gtfo for all survivors, not to wait around exit gates, and run in for a safe unhook because they can just run behind the victim and the killer can't do jack about it without NOED which can be cleansed.
if you running noed you camping that hook fo sho. cant bt if they cant unhook now can they?
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Well at least you couldn't see those console players BMing you in chat after. Consider yourself one of the luck ones.
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I want a gargoyle. Would be sweet
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If it wasn't for the face, I would be down. Something about a killers face should be a bit more menacing. It's subjective, but every killer whose face is clearly exposed has creepy make up or some other deformity that makes them stand out as imposing. Like clown has an exposed face, but its covered in bad make up and he a big boy.
Trickster seriously looks like he could be a survivor. They should give him a hat. Or flip his head backwards
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I think if you gonna play the game as survivor get chased, if you gonna play as killer prepare your anus. Gen rushing isn't the problem, its the power role only holds power if at least one survivor is dead. They need to make it so that killer gets weaker as they get sacrifices and absurdly strong at the beginning.
I don't think survivor is the problem, I think its killer just too weak to really handle the game in current state if you don't wanna slug n camp.
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@Ihatelife said:
Since the PTB launch I played a lot of matches against and honestly the trickster is the only killer that...completely doesn't give me any kind of form of pressure to win against him. He completely doesn't fit for me as the killer and it honestly feels like running from the psycho fan or some other ######### like that. His power is also tedious and meaningless. It's basically nerfed hacking huntress and completely doesn't bring any new content to the game.
In short: I don't have any fun playing against him, because he seems off to me as the killer and his power is completely boring and copy pasta. Same with playing with him.
This is honestly be the only killer that I will suicide/try 4% against him.
I mean, the scary vibe of the game is sorta moot, but I get what you mean. I tuned in to a stream and saw the streamer in a lobby waiting for the game. I seriously thought the game was bugged out and put the survivor in the killer spot cuz he didn't look like a killer. He looks like a prestige 3 skin for a survivor. SMH
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@Cancan71 said:
Revert Remember Me change, and make so that's it's disabled when there's only one survivor left.
They really need to do something about the perk. They nerfed it because of the ECG without giving it a suitable buff in return.
I hate when devs do these value nerfs but don't think about the impact it would have. They dum as fuk sometimes.
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Did you take a protection hit with noed or something? If you getting a protection hit while injured you crazy as hell
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If you gonna drop the killer with some hot n stinky t-bags, make sure you don't suck. Or you will suck, if ya know what I mean.
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For anyone losing their #########, OP is a joke, plz keep things chill as ice baby.
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@ddubuckyee_user said:
https://forum.deadbydaylight.com/en/discussion/comment/1994504#Comment_1994504
You don't have to take it that seriously.
In the first place, this game is famous for giving a lot of consideration to Koreans, and a person named Goro Majima is popular. And I would say that he resembles Han Joon-gi, another character in the same game, than Majima Goro.
https://us.v-cdn.net/6030815/uploads/ZD6BFNCI1P0N/capture-2b-2021-03-03-11-44-51.png
you know, you right he does
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@kor said:
https://forum.deadbydaylight.com/en/discussion/comment/1994435#Comment_1994435
- The relationship between Korea and Japan is extremely bad.
- China is disliked jointly by Korea and Japan.
- China has once discriminated against racial discrimination in the history of China. And it's still like that.
- The history of the East was not a bright culture.
What does this have to do with two video game characters that share extremely similar personalities among other physical traits? Getting all caught up in the fact that one is Korean and the other is Japanese.
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@kor said:
https://forum.deadbydaylight.com/en/discussion/comment/1994391#Comment_1994391
I think you're mistaken, but Koreans, Japanese, and Chinese people bite each other and tear each other apart, which means, it's a very bad relationship. In particular, with historical Korean and Japanese people don't get along very good old days. Because the pirates keep hostages ; plunder -.
Uhh... What?
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I mean, they both Asian, they both throw knives and use baseball bats, they both dress... fashionably similar, and both have a passion for dancing and murder (possibly at the same time). Goro has a Trickster tree too. Cmon.
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I know this community is really survivor biased, but this killer is weak as hell.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1943311#Comment_1943311
mate im WAY more into killer i got 8k+ kills and only around 900 escapes with 2k hours
I was only saying that your idea is exploitable and helps the thing it's supposed to hinder it's your idea if you can work out good numbers go ahead im not doing your work. I simply think there are better and less complex idea's that fix gen speed such as the Trial start up.
I think a more complex idea that aims to balance the problems that BOTH sides have will make the game more interesting and fun. Because survivors are so fickle with the game, if you just nerf them they quit. I'm not trying to make you do my "work", in fact you are more of a waste of time and I'm trying to hear you out because you commented on specific things and I thought you would be more interested in seeing this idea flesh out into something creative everyone could like. Also, how do you measure how many kills you have vs escapes? Honestly it just sounds like bs to me.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1941563#Comment_1941563
yeah and i pointed out that it doesn't matter if you just chase one guy at a time until your target is dead so the others don't get "skill" if the regen isn't good enough then it wont make a difference and if it's too good it just buffs gen speed.
a build sure ruin, undying, pop, surge literally just all slowdown and if you tunnel it will work regardless of what survivors do.
ruin+undying to waste there time and prevent them from leaving gens to help the tunneled since they will lose progress and the other two perks for insurance. honestly just the slow down from this along with the -50% repair speed the other survivors get is enough to just not lose when tunneling i don't see how you can't see this.
Okay, lets say that if you fill the bar up, that's enough for you to complete 1 and 1/2 gens by yourself with no penalty. So two survivors can complete a gen from the start normally. There are ways to stop a killer from tunneling as the survivor. You can run DS, your friends can flashlight save, you can get healed. If you think these gen slowdown perks that mostly just annoy survivors are enough to destroy a game and say an idea is so terrible, why not suggest a numbers change. TBH, I think you are a survivor main who mostly does killer dailies and if you get a bad game you just play survivor. Just trying to come up with an idea that caters to both sides here but whatever.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1941134#Comment_1941134
like i said it's simple they can't fill that bar up without getting chased right?
So you just don't chase them go after one guy and gens will literally take twice as long for the other three to complete it buffs tunneling.
I know that is not what you were aiming for but that is how it will occur, it doesn't matter if the tunneled survivor is recovering from exhaustion as they run the others are not repairing fast enough to counter you tunneling.
edit: like we had exhaustion recovery and pallet vacuums and stuff way back and killers could still get survivors now it's easier since we don't have as much bs. A survivor wont run you all game unless you playing a non viable killer or you just suck. edit: also i fail to see how making a build is related in any way to this conversation, no build should destroy survivors and it's known that gen speed is a problem but this isn't the way to go about it as it is too exploitable and promotes unhealthy game play since playing normally helps survivors.
Well, no getting chased is just the most efficient and fastest way to get it up. You could also do it other ways. Maybe it could even be a very slow regen when you are doing nothing. I also mentioned this in the OP I'm pretty sure.
I was asking you to make a build because you said gen slowdown perks would make it too hard on survivors. I was hoping you would provide an example of that build so we can observe how exploitable it is. If you are complaining about how exploitable it is, I figured the build you would run to exploit it most effectively would make it easier to figure out how to tweak the idea to account for it. It's a good way to polish an idea that is a rough draft.
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@AChaoticKiller said:
Also im sorry but is the skill bar per survivor?
i feel that if that is the case then this results in too much of a nerf to repair speed since your often not getting chased and that would encourage tunneling because why would you split your attention to give survivors a boost to repair speed? If the only one getting skill cant use it to repair gens then it's better to just go for them.
the exhaustion thing doesn't matter that much either imo like i would gladly tunnel one guy a little longer than have survivors repair faster, combine it with anti gen perks and survivors are pretty screwed.
The goal of the Bar is to punish tunneling on both sides. It's called a skill bar because if you don't have skill you won't fill it up. You can tweak the design a bit, but I think working around it would make the game more interesting for survivor and more rewarding for solo's who have the skill to outplay killers, but punishes those who don't have skill and want to sit on gens.
Lemme answer your question practically about why you would split your attention.
If you as a killer tunnel the good survivor who gets their bar up, you will have a lot of trouble catching them, way more than you think if we are talking actually good survivors and waste loads of time trying, and then they sprintburst mid chase and the chase is even longer.
If you as a killer tunnel a bad survivor who goes down instantly, they won't even have a lot of bar to incentivize the tunnel in the first place.
If we are talking average survivor who can loop you till their bar just fills up then you down them then camp and tunnel, then you get 2 - 3 kills and they escape via hatch. They still have BT, DS, Dead hard, and all kinds of other Meta perks at their disposal to make your life that much harder.
Lemme ask you, Why don't you make a killer build that you think would dominate any team with this and I will work out a scenario where you have 1 god like survivor, 2 average survivors, and 1 bad survivor. You can identify what the weaknesses are in the idea and work them out from there. Or you could say I just feel survivors would always lose and thats enough of that.
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@Liqhtninq said:
Should give DS multiple uses now though with such a huge nerf. Just my opinion.
What? This is not a huge nerf. A huge nerf would be hitting the stun timer then maybe you could justify getting multiple uses out of it. The sway of momentum is way too big. Can you imagine getting dsed 8 times in a match? Insanity
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@Tomskrex said:
https://forum.deadbydaylight.com/en/discussion/comment/1892715#Comment_1892715
Gates are powered up on electricity from generators though . 🤪
I mean, it doesn't really make sense that the locks open slowly when an electrical lever is pulled. So what would the key do you know? Oh great, now you put in the key the electricity flows 1000% the normal rate. TBH I actually do like your idea.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/1892710#Comment_1892710
Freddy has good chase potential with snares, built in stealth with non directional lullaby and glimpses on awake survivors. Good gen pressure with dream projection and an in built borrowed time counter.
Also he never has any slowdown to his base movement speed
Right I follow that Freddy is way better, but the core of the problem I'm focused on is that the Dev's make careless design change decisions in the name of balance, but balance is a peak they can't meet until they provide counter play. Some Killers can make some situations that are typically 0% success to a 20% success. It's just I think there is a problem with Dev's thinking that their work is done have more skins and better T-Bag animations.
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@Tomskrex said:
The thing I would remove from keys is ability to open hatch, and obviously give key some other function instead, maybe instant open exit gates when all gens are done? Had lots of experiences where survivors escaped through hatch with key and acted superior in postgame chat. Keys can completely kill snowball. Escaping with key gives survivors weird ego trip. I just dodge keys or bring Franklin's and tunnel the key player. I have lots of keys on my survivors but refuse to use them purely out of fact how unfair it can be to killer.
Its kind of funny to think about a key that doesn't open hatch. Conceptually if you could use a key to open the gates, why does it need to do gens? I get where you come from on a gameplay perspective though.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/1892702#Comment_1892702
Okay that’s fair but he is now top tier so
I know you get me, but what does it mean to even be top tier? Like great you can pressure gens and you are not complete ######### in chases anymore. You also didn't mention Spirit but she got a big boy buff on release so I get it
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@Phasmamain said:
Here are all the killers who got changed from PTB
Oni:Agreed they overdid it but he needed a change to his flick
PH: After ptb but again needed as he had no counter play in chase
GF: Buffed massively because he was garbage
Blight: Buffed hit boxes and pallet destruction base kit
Twins: Ability to hold lockers and recall Victor
Demo: pallet destruction base kit which helped massively
Billy: This didn’t need to happen agreed
Bubba: Nice addon changes
I don’t know where all these nerfs are coming from man.
You forgot the big one. Freddy on Release
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/1892273#Comment_1892273
I'm colour blind - I don't see red on dark backgrounds at all!
that explains everything
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There are survivor conditions, namely Mettle of Man that are obsurdly hurtful to finishing their objective, but I see where you are coming from. Notice that survivors, tend to just not run those perks because there are more powerful ones (dead hard, ds, kindred, etc.) Where as the conditional ones are very difficult/detrimental to run (mettle, autodidact). Perhaps in the meantime, you could just... run better perks? Oh wait...
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Umm, I guess when I was new it would be taking this game serious is pointless because it is so buggy and unbalanced that you shouldn't get mad if you cant catch a survivor or escape while playing solo.
