TrustMeImDolphin
TrustMeImDolphin
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Some of these changes seem really unhealthy for the game in my opinion. I agree that anti-tunneling and anti-slugging mechanisms should be implemented as it is no fun for either side, but some of these changes look really bad
For the anti-slugging, I'm skeptic about the proposed solution. 90s may seem too much but it's not, specially with the movement buff. Let's talk about some scenarios: Killer downs someone and it's going for a hook when another survivor sabotages. Only viable option for killer is dropping the survivor and start chasing the sabotager. While the killer is chasing the other two survivors can complete two gens easily and don't even need to go for the rescue, in the meanwhile the downed survivor can crawl to a corner and just recover by themself. At that point if the killer succeeds at downing the sabotager it's just one hook after winning two chases (Not event counting two health states for each downed survivor…) and two gens done. Bad result for an actual good call.
Another issue, endgame situations. Let's say you find the last two survivors trying to open a door, you manage to down one and start chasing for the other. By the time you catch the second, the first survivor already crawled into a corner and waited for recover. While I don't like cheesing the 4k there are ton of scenarios in which not looking for the 4k implies just 2 kills (i.e. flashlights)
Don't get me wrong, I don't think being able to recover in 90s is bad. Problem is when it's also possible to crawl at the same time as it makes it much harder for the killer to find and is a really boring part of the game to just look for a dude that is crawling around the map for no reason
Moving to the antitunneling, it seems to be easily abusable not only by coordinated comps but by solo players too, and the worst is that some of these scenarios are not even under killer's control. The 6 hook states is just too much, a single player that just hides during the entire game or that only plays around super strong structures can delay their hooks to a point the game is already lost just by trying to go catch them, 6 hook states requires at least 2 survivors dead on hook and the other hooked at least once. Worst than that, it'd be super easy to abuse by just letting one survivor die on first hook. Not even considering the stupid scenarios where teams pick 4 Claudettes that are indistinguishable, specially if killers are not going to have any information about hook states in exchange. Also denying gen regression is just too much when survivors get a buff to gen progression, and even more considering that the killer meta perks have always been gen regression since it became a thing cause it's necessary for killers
Also, it seems to easy for the first downed survivor to just annoy the killer and playing super aggressive for pallet saves and flashlight saves knowing that if they get tunneled and killed the killer will be in an even greater disadvantage
Now, there are things that I think are in the right direction, like the mini pop goes the weasel when hooking fresh survivors, haste, etc. While I think this is in the right direction I'm presuming it's not enough compensation. I really think that killers should be incentivized to hook different survivors. Notice that a killer in order to hook someone not only needs to win the chase but also carry the downed survivor to the hook. THIS is what needs to be encouraged to reduce both slugging and tunneling. I think something like "Hooking any survivor regresses ALL gens by 2% for each survivor still alive in the match" is a better overall approach, it encourages hooking and encourages not tunneling a survivor.
With the proposed changes killer is not encouraged to hook fresh survivors or avoiding slugging them, but it's denied from that option even on scenarios where it is ok to do so.
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It happened to me today. The scenario is not that unlikely given the restriction that the destination locker must be 10 meters away
Pretty sure there are other maps that may have with similar problems
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In my experience, just getting hit doesn't free you. I'd to be downed and picked up, even being on dying state I weren't able to crawl away from it
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/1528115#Comment_1528115
Well the 99% scenario is why they allowed killers to open the door. 5s may not seem long but it forces a scenario and removes plays. What if the killer has noed? Remember me? Bloodwarden? To name a few. It forces players to open the door more and risk less plays. Lots of kills can happen due to some 99% doors atm and so can lots of saves.
Imo it would remove some of the Last ditch plays which can be fun and most would just start to leave knowing certain things were in play.
There are 3 achievents which want hatch escapes or closing it. One of them is all four escape the trial through it.
The Nurse achievement on Steam is to blink 3 times. The only achievement what is different is the hit 500 one which is 100 on other platforms.
Well, NOED is a thing even before EGC starts, and usually survivors will seek for the totem before attempting any play. So no chage there
Blood warden is a subpar perk for the simple fact that EGC is never triggered, the only way to make it work is for the killer to actually open the door and then hook, which is kinda lame as it tells apart what you are doing
Remember me is barely used and even if it comes into play survivors notice it while opening the door. Even with that, it could be made so the time it adds to the door doesn't apply to the last checkpoint (f.e. the last light on the gate always takes 5 seconds, maybe 3? Idk, that's just looking at a good number, I'm not trying to discuss numbers but mechanics)
I don't think this will remove those ending game plays, but I think there is an issue when survivors instead of trying to escape they move away from that objective and then the games turns into a "Killer camping the last guy cause survivors can instantly open the doors without penalty", I've always found this kind of plays so unsatisfying for both sides, killers have a rough time and survivors have easy points. Note, I'm talking about the majority of the games, of course there are fun plays in the end where it doesn't happen this way, but in my experience most endgames are like this
You are right about the achievement though. Anyway, I think it does not change my main points in the post and I think it can still be worked around
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@twistedmonkey said:
Well let's look at the egc.
This mechanic is not meant to grant more kills but instead make the game end. There is a reason certain things can be done like 99ing the doors as it still allows other plays to happen which the devs like. This is why the killer can open the doors to force the egc to start.
If the hatch was removed then doors would realiatically have to spawn on either side of the map. Right now the hatch is a 50/50 and if doors spawn too close it makes it too favored to one side. The issue with doors always spawning far apart creates another issue as that can remove the 50/50 aspect since survivors will have the slight upper hand with the third person view as theycan see the killer walk away on most maps not to mention the heartbeat. High mobility killers would also have to be looked at in this scenario since they have the potential to check gates too quickly.
The hatch won't go for another reason which is achievements. Any achievement which is tied to a character which is licensed needs permission and also they are not easy to change on some platforms which has been mentioned.
I feel the issue with mori's and keys are more from people who see this game as highly competitive. These items are supposed to be over powered and I feel if they only made them more rare it could solve most issues. This won't help with players who have hundreds of them so another change could be a player can only use so many say 3 in any 24h period. The rarity comes from only allowing to have one at a time per character. If the char has one another one can't spawn in the web until used. This means they are not the norm. If playing in an swf the 3 scenario is shared across the same group playing.
I don't have a problem with survivors not opening the doors so EGC doesn't trigger. The issue for me is doors being 99ed without any penalty, which actually makes EGC not a thing for 99% of the games. Survivors can still make plays, but they have to play around the fact that doors will not open instantly, currently doors take 20s, so even if the door regressed to 75% it would be just 5 seconds (Can be lowered with a key in the proposed changes), which I think it's plenty of time to make a play, open the door and escape
About the hatch and the achievements. I don't know about any achievement tied to a licensed character that requires to escape through the hatch, but there are already achievements that can't be completed (Get a hit with nurse after chaining 7 jumps). Even with that, it may be possible to let the hatch still exist, but remove the option to open it with a key and, specially, remove the ability to open it if more than one survivor is alive
About the door distance, you are right about it. I don't think doors should spawn on opposite sides, but a minimum distance, which is a thing I think should be reviewed anyways, I've seen some haddonfield matches were doors spawn on the same side of the map