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Tsulan

Tsulan

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Tsulan
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  • Wolf74 said:

    @Tsulan said:

    SC=24 seconds 
    Healing others = 16 seconds x 2 = 32 seconds. Without considering the time it takes to find another survivor. 

    Why SC=24 sec?

    Right now you use the 12 seconds healing value for SC, but the (upcoming) 16 for the 2 heal each other.

    SC = 24(32)
    Healing each other = 12x2 (16x2) -> 24(32)

    ???
    SC change will be 24 seconds. Both survivors can heal at the same time. So both take 24 seconds to heal.
    Healing individually takes 16 seconds. They can't heal at the same time, so it totals at 32 seconds. 

    Why are we arguing if we get the same numbers?!
  • SenzuDuck said:

    @Tsulan said:
    SenzuDuck said:

    @Tsulan said:

    SenzuDuck said:

    @Tsulan said:
    
    Wolf74 said:
    

    @SenzuDuck said: TL;DR - you clearly don't know how selfcare works, sweetie. Seriously… I am done here. Wiki says healing one health state is 16 seconds (I think that's next update, but doesn't matter). So 2 injured survivor side by side using SC will take 32 seconds and both are fully healed at the same time. Or 2 injured survivor side by side, one is healing the other for 16 seconds to full health and they switch roles and the other one gets fully healed in 16 seconds. So they are both healed up after 32 seconds. Can please someone else take over here? This is like playing chess versus a pigeon.

    Don't bother. I gave up arguing with him. This really leads nowhere.
    
    
    
    Hes literally arguing that self care heals the same speed as one survivor healing another.
    
    Just proves you don't read threads and just argues against me regardless of context.
    
    
    
    Simply no. You are wrong, people explained it to you, but you don't want to listen.
    
    Unequip SC, play solo queue and take the time it takes others to heal you from the moment the killer lost you, until you are healed. Including the time it takes to find another survivor. 
    

    It stands in no comparison to SC.

    Self caring is still slower than healing from another player, don't bring other numbers and things into this when he specifically states that the two survivors are self caring individually, next to each other, you don't get to make your own rules when you interject into a conversation.

    SC=24 seconds 
    Healing others = 16 seconds x 2 = 32 seconds. Without considering the time it takes to find another survivor. 

    And I'll say it again, he used TWO survivors Self Caring INDIVIDUALLY. 24 seconds is a lot of time not to be doing a generator, and again, if the killer LOST the chase, they'll never know whether it was another survivor or themselves healing, it shouldn't even cross their mind because they've already lost the chase.

    But 32 (2×16) seconds are still more time than 24 (sc) seconds. 
  • SenzuDuck said:

    @Tsulan said:
    SenzuDuck said:

    @Tsulan said:

    Wolf74 said:

    @SenzuDuck said:
    
    TL;DR - you clearly don't know how selfcare works, sweetie.
    
    
    
    Seriously… I am done here.
    
    Wiki says healing one health state is 16 seconds (I think that's next update, but doesn't matter).
    
    So 2 injured survivor side by side using SC will take 32 seconds and both are fully healed at the same time.
    
    Or 2 injured survivor side by side, one is healing the other for 16 seconds to full health and they switch roles and the other one gets fully healed in 16 seconds. So they are both healed up after 32 seconds.
    
    Can please someone else take over here?
    
    This is like playing chess versus a pigeon.
    

    Don't bother. I gave up arguing with him. This really leads nowhere.

    Hes literally arguing that self care heals the same speed as one survivor healing another.

    Just proves you don't read threads and just argues against me regardless of context.

    Simply no. You are wrong, people explained it to you, but you don't want to listen.

    Unequip SC, play solo queue and take the time it takes others to heal you from the moment the killer lost you, until you are healed. Including the time it takes to find another survivor. 

    It stands in no comparison to SC.

    Self caring is still slower than healing from another player, don't bring other numbers and things into this when he specifically states that the two survivors are self caring individually, next to each other, you don't get to make your own rules when you interject into a conversation.

    SC=24 seconds 
    Healing others = 16 seconds x 2 = 32 seconds. Without considering the time it takes to find another survivor. 
  • SenzuDuck said:

    @Tsulan said:
    Wolf74 said:

    @SenzuDuck said:

    TL;DR - you clearly don't know how selfcare works, sweetie.

    Seriously… I am done here.

    Wiki says healing one health state is 16 seconds (I think that's next update, but doesn't matter).

    So 2 injured survivor side by side using SC will take 32 seconds and both are fully healed at the same time.

    Or 2 injured survivor side by side, one is healing the other for 16 seconds to full health and they switch roles and the other one gets fully healed in 16 seconds. So they are both healed up after 32 seconds.

    Can please someone else take over here?

    This is like playing chess versus a pigeon.

    Don't bother. I gave up arguing with him. This really leads nowhere.

    Hes literally arguing that self care heals the same speed as one survivor healing another.
    Just proves you don't read threads and just argues against me regardless of context.

    Simply no. You are wrong, people explained it to you, but you don't want to listen.

    Unequip SC, play solo queue and take the time it takes others to heal you from the moment the killer lost you, until you are healed. Including the time it takes to find another survivor. 

    It stands in no comparison to SC.
  • Wolf74 said:

    @SenzuDuck said:

    TL;DR - you clearly don't know how selfcare works, sweetie.

    Seriously… I am done here.

    Wiki says healing one health state is 16 seconds (I think that's next update, but doesn't matter).
    So 2 injured survivor side by side using SC will take 32 seconds and both are fully healed at the same time.
    Or 2 injured survivor side by side, one is healing the other for 16 seconds to full health and they switch roles and the other one gets fully healed in 16 seconds. So they are both healed up after 32 seconds.

    Can please someone else take over here?
    This is like playing chess versus a pigeon.

    Don't bother. I gave up arguing with him. This really leads nowhere.
  • @jwentzel987 said:
    So tired of killers who decide to camp every person they hook. I can not wait until they start penalizing for it.

    If you think there will be less people camping because of the emblem:

  • @Radiant said:
    No killer gets screwd by DS, you got him once, get him again.

    There is a hook every 5 meters and only 1 surv has insta-DS, so for the other 3 there is not even the time to reach half-wiggle before they get hooked.

    Not to talk about those who fails skillchecks (and often dc)

    If a surv is too good for you, leave him\her and go chase the others: if you get stuck in chasing one while gens pop one after another is **your **fault, not the DS fault that he\her - being the "bait" - will most probably have and activate, starting the chase again.

    Be smart and don't believe the urban legends for crybabies.

    Only problem is, that his friends will block the hook just enough, so he can use DS.
    Looping is braindead easy to do. Since you only need to run in circles and abuse the differences in hitboxes.

  • @HellDescent said:
    @Dabrownman1812 The change will be enough to make a difference between getting 2 pips and 1. If I have 2 survivors hooked next to each other with another dead and only 1 gen done, there's no reason for me as the killer to move away from the hooks and go look for the last one

    Exactly!
    The devs try to force a certain playstyle on killers, but ignore that it was a planned feature from the start.

  • I would offer myself to translate it. But not for free.
    Never understood the people who do this job for free.

  • @Khalednazari said:
    Have you tried playing with We're Gonna Live Forever?

    I feel, as a survivor, you just need to choose one of each 3 categories of perks.

    1. Healing perks : Self-care, Borrowed Time, We'll Make It, Botany Knowledge, Autodidact.
    2. Exhaustion perks : Dead Hard, Sprint Burst, Balanced Landing, Lithe.
    3. Aura-Reading perks : Bond, Empathy, Dark Sense, or the 'NEW' Alert, Kindred.
    4. WE'RE GONNA FARM FOREVER!!!

    Other tips : 
    Do not use Decisive Strike. Never miss the t-bag ritual with fellow survivors. Do not sand-bag,but sand-bag back, if they do.

    In the end, play for fun, even if you lose, move on to the next game because not all matches, and all people are not the same. 

    They need to change the BP perks. So they give the bonus points after the match like WGLF and BBQ do.

  • @Doc_W__HOLLIDAY said:
    Tsulan said:

    @kandalph said:

     @Tsulan said:
    

    Please don´t bait. It´s against the forum rules.

    Im dead serious

    Don't give in! It's a trap!

    Well, at least we tried to stop this.

  • @ComelyStar said:

    @Tsulan said:

    @se05239 said:

    @Tsulan said:

    @se05239 said:

    @Tsulan said:

    @se05239 said:

    @Tsulan said:

    @se05239 said:

    @Okuu46 said:
    Not Really, if there's only two hooks on every match and you have to get 50 blight for each one cosmetic..

    This isn't true, is it? That's mental..

    The 2 hooks are without offerings. If everyone uses a offering, you have 7 hooks.

    But still, 50 per piece? That's a lot. If it was for the whole set, that'd be what I would expect.

    It´s only a problem if survivors try to sabotage the event (pun intended)

    Can you at least use the things you get as survivors for the killer cosmetics?

    I hope so. Last events were divided. I really hope that we get the same event currency.

    Since they've only really shown off how awesome the killer skins are, and not any survivor skins at all, I really hope so.

    They showed the Claudette and Dwight skins. Those look really good. I´m not sure if those will be purchasable via event currency or auric cells.

    Well on the DBD Wiki it says that the event currency, the Putrid Serum, is only used to purchase the 5 killer cosmetics. It doesn't say anything about the survivor ones.

    I doubt they do a event that only let´s killers unlock stuff. This would completely mess up the event, since survivors would sabotage it out of rage.

  • Most of the BP issues would be solved, it the addons or perks that award extra BPs, would award them after the match.

  • @White_Owl said:

    @Wolf74 said:

    @SenzuDuck said:

    @Wolf74 said:
    Golden oldie time:

    "I always get 3 to 4 kills"
    "Looping? Just break the pallet!"
    "DS is fine, since it can only be used once"
    "SC benefits the killer"

    Yep, people can actually disagree with other people and still do the same thing you know. Completely disregarding his claim to playing killer because he doesn't have the same opinion as you is honestly stupid.

    I am not "disregarding" his claim that he plays killer, I am just not "believing" it.
    Those memes can't come from someone seriously playing killer at red ranks.
    Even the top killer admit that these memes are stupid.
    Only fake killer come to bring up garbage like that.

    I have 2k hours and play regularly killer at rank 1. Still I think DS is just a nuisance that doesn't deserve all the attention it gets ,SC is not that big of a deal, especially since it's gonna get nerfed soon, and pallet looping is a problem only as a consequence of the speed at which gens are done and the density of pallets (which is quite random, and will change next patch, btw)

    And people who bring the argument "but 4 DS..." how many times do you really see 4 DS? Or even 3 or 2?

    Survivors often complain about NOED. But i rarely see NOED.

  • @se05239 said:

    @Tsulan said:

    @se05239 said:

    @Tsulan said:

    @se05239 said:

    @Tsulan said:

    @se05239 said:

    @Okuu46 said:
    Not Really, if there's only two hooks on every match and you have to get 50 blight for each one cosmetic..

    This isn't true, is it? That's mental..

    The 2 hooks are without offerings. If everyone uses a offering, you have 7 hooks.

    But still, 50 per piece? That's a lot. If it was for the whole set, that'd be what I would expect.

    It´s only a problem if survivors try to sabotage the event (pun intended)

    Can you at least use the things you get as survivors for the killer cosmetics?

    I hope so. Last events were divided. I really hope that we get the same event currency.

    Since they've only really shown off how awesome the killer skins are, and not any survivor skins at all, I really hope so.

    They showed the Claudette and Dwight skins. Those look really good. I´m not sure if those will be purchasable via event currency or auric cells.

  • @se05239 said:

    @Tsulan said:

    @se05239 said:

    @Tsulan said:

    @se05239 said:

    @Okuu46 said:
    Not Really, if there's only two hooks on every match and you have to get 50 blight for each one cosmetic..

    This isn't true, is it? That's mental..

    The 2 hooks are without offerings. If everyone uses a offering, you have 7 hooks.

    But still, 50 per piece? That's a lot. If it was for the whole set, that'd be what I would expect.

    It´s only a problem if survivors try to sabotage the event (pun intended)

    Can you at least use the things you get as survivors for the killer cosmetics?

    I hope so. Last events were divided. I really hope that we get the same event currency.

  • @Vietfox said:
    Tsulan said:

    @Vietfox said:

    Op is totally right, there are many "issues" in this game which would get fixed if the people who don't stop complaining were skilled enough.

    4x DS is not a problem?

    @Tsulan
     You know how often are 4 DS? Not to even mention that it's a wasted perk slot many times.

    DS turns survivors cocky. They do things they usually wouldn´t do. Noob survivors use it, fail and dc. Experienced survivors use it as extra life. SWF deathsquads use it to drag out the game and bully.

  • @kandalph said:

    @Tsulan said:

    @Vietfox said:
    Op is totally right, there are many "issues" in this game which would get fixed if the people who don't stop complaining were skilled enough.

    4x DS is not a problem?

    you know that wiggle is slow asf?

    You know that survivors have 12 lives and that 4x DS add 4 more lives?

  • @Vietfox said:
    Op is totally right, there are many "issues" in this game which would get fixed if the people who don't stop complaining were skilled enough.

    4x DS is not a problem?

  • @se05239 said:

    @Tsulan said:

    @se05239 said:

    @Okuu46 said:
    Not Really, if there's only two hooks on every match and you have to get 50 blight for each one cosmetic..

    This isn't true, is it? That's mental..

    The 2 hooks are without offerings. If everyone uses a offering, you have 7 hooks.

    But still, 50 per piece? That's a lot. If it was for the whole set, that'd be what I would expect.

    It´s only a problem if survivors try to sabotage the event (pun intended)

  • @se05239 said:

    @Okuu46 said:
    Not Really, if there's only two hooks on every match and you have to get 50 blight for each one cosmetic..

    This isn't true, is it? That's mental..

    The 2 hooks are without offerings. If everyone uses a offering, you have 7 hooks.

  • @George_Soros said:

    @Tsulan said:
    Please don´t bait. It´s against the forum rules.

    It doesn't look like baiting, he's pretty much right about all that.

    takes a deep breath
    If you say so.

  • @Doc_W__HOLLIDAY said:
    kandalph said:

    @Doc_W__HOLLIDAY said:

    kandalph said:

    First of all DS It's really not OP
    
    I'm playing on PS4 both killer and survivor
    
    As a killer (usually pig)
    
    most times get 4k (rank 3) and even if they all have DS it's fairly easy to get em' because it literally works only once, you're complaining about one stun per game if they hit it and up to 4 if you are really slow going to hook and they all have it, which is pretty rare.
    
    As a survivor
    
    It's really not that great of a perk. you get small asf skill checks which (at least on ps4) 65% of the time warps over the whole skill check otherwise it's nice if you hit it... until you realise he's right back on you.
    
    please stop complaining and learn to play the game.
    
    applies to other perks aswell, don't know any op perk because there isn't any
    
    NOED - find the totem or open doors before killer gets to you
    
    SC - It's pretty slow and really not that op it's just good if the killer isn't on you, which he usually is if you're injured or you get saved from a hook and there is a guy already healing you
    
    Pallet Looping - don't whine, just break the pallet or outsmart him
    

    If you're gonna bait, at least be clever with it.

    im not really baiting, i've read this forum a lot lately and it's really annoying when every other post is noobs complaining about DS

    So you're telling me a 4 man Squadette with DS is perfectly balanced?

    Just resist!

  • @kandalph said:

    @Tsulan said:
    Please don´t bait. It´s against the forum rules.

    Im dead serious

  • You get 2 weekends to do the challenge. If the queue goes up for one side, play the other. I assume that the blight is valid for both sides, so priotize the cosmetics you want first and after that you unlock everything else.
    Good luck.

  • @Mashtyx1 said:
    @Wolf74 How did I twist things? 

    Survivor is hard? Like... really?
    As long as i don´t have to pay attention, can go half afk, attend the phone, and watch tv while playing solo. I wouldn´t call survivor hard.

  • @Tsulan said:
    Looks great! I really like the blindness ideas. Survivors never got this effect. 
    @Visionmaker I agree, the game needs to be darker for survivors, but brighter for killers. Not the other way around, like Freddy's vision. 

    One of the biggest reasons why I dislike playing Killer over Survivor is because it hurts my eyes.

    More LoS blockers and stealth options (hiding under objects, dumpsters, or crawl spaces) need to be added, while bullshit natural camouflage needs to be addressed. There is no skill in simply blending into the floor.

    And yeah, it's a big shame that Freddy is gimped by his own power.

    Yes, survivors should fear the dark and killers should be able to see their victims. That's why I like Lerys and Game the most. Simply because I can see survivors.
    I have no problem with more kinds of sight blockers. Sewage drains for example. Or map specific objects to hide in. Like a hollowed out tree, car tires, etc.

    Also the reason why killers dodged Flashlights was because playing on pitch black nights, and then get a bright white screen, that hurt the eyes. Not fun at all.

  • Dont like the exhaustion one because its punishing in chases. Love the first one and hook one.

    Have you ever been chased by a chainsaw wielding maniac? I assume no. Chases should feel like a life threatening situation. Not the rodeo or nascar feeling we have now.
  • Looks great! I really like the blindness ideas. Survivors never got this effect. 
    @Visionmaker I agree, the game needs to be darker for survivors, but brighter for killers. Not the other way around, like Freddy's vision. 
  • fcc2014 said:

    @MojoTheFabulous any idea who the source is for all that info. I just looked at it and it looks great i'm just not so trusting of anything on Wiki.

    https://forum.deadbydaylight.com/en/discussion/24123/upcoming-halloween-event-the-hallowed-blight/p1
  • @Tsulan said:
    So... how many shards do you have?

    Only 5k.... im so poor =(

    Would have expected something in the millions...
  • So... how many shards do you have?
  • @fcc2014 said:
    The whole point of changing the end game for a hatch play would be to eliminate a hatch standoff. If you have a hatch standoff both parties are equally guilty. The killer wants 4k and the survivor wants to escape and get 7k in blood points.

    The only way to remove hatch standoffs: Remove the hatch.

  • @TheDarkLycan said:
    so just to make sure. the event will be like howling grounds where we earn the cosmetics and not have to buy them with real money?

    I think both.

  • @fcc2014 said:

    @Tsulan said:

    Because survivors love to drag the game out. If the killer can´t grab the survivor, i guarantee you, that survivors will stand teabagging on that hatch until they get bored.

    That is a ridiculous reason to change everything else but keep that mechanic for fear of some douche bag teabagging. No sense in changing it other than to favor the killer. We still will have a hatch standoff under those conditions.

    Reason is to stop survivors from keeping the game hostage.

  • @fcc2014 said:

    @Tsulan said:

    If you take away the grab, then you have to make the survivor visible to the killer. Otherwise it would be way to easy for survivors.

    if survivors have to look for a key after the next to last person dies and also find the hatch before the killer catches them and hooks them. Why does the killer need to see the aura of the last survivor?

    Because survivors love to drag the game out. If the killer can´t grab the survivor, i guarantee you, that survivors will stand teabagging on that hatch until they get bored.

  • @TheDarkLycan said:

    @Tsulan said:
    Jed said:

    So we will need a new type of currency to purchase these skins? So all the shards I'm hording right now will have no use for this event? That kinda sucks if that's the case.

    Event coins. They exist only during the event and can only buy event skins.
    Just like the summer BBQ event with BBQ hooks and pinata gens.

    event coins and we get to choose which outfits to pic? wraith and huntress here i come.

    I would assume so.

  • @fcc2014 said:

    @Tsulan said:

    @fcc2014 said:

    Yeah that wasn't my question. I'm all for the lack of "free" escape. My question is can the killer still do the hatch grab. If they can all this does is make the survivor do more just for another standoff.

    2 players are required for a hatch standoff. If 1 doesn´t want to play the standoff game, then the other one won´t be able to play it aswell. So yes, the killer can still grab the survivor.

    See I like the idea. It offers the killer more time to find his last person and may eliminate the need to slug the next to last person down, but as long as it still can result in a standoff it isn't progress. If the option to grab is taken away it forces the killer to look for the survivor and makes the game more exciting. Some will look for the survivor others will sit and wait.

    If you take away the grab, then you have to make the survivor visible to the killer. Otherwise it would be way to easy for survivors.

  • But they get the nectar by doing a different objective than the gens.

  • @fcc2014 said:

    @Tsulan said:

    Survivor has to search the key in a chest, or use one he found earlier. Now the killer has to watch the hatch, chests and gens.
    I think the survivor has to work a little bit for that excape. At the same time, the killer can´t just camp the hatch.

    Yeah that wasn't my question. I'm all for the lack of "free" escape. My question is can the killer still do the hatch grab. If they can all this does is make the survivor do more just for another standoff.

    2 players are required for a hatch standoff. If 1 doesn´t want to play the standoff game, then the other one won´t be able to play it aswell. So yes, the killer can still grab the survivor.

  • @fcc2014 said:

    @Tsulan said:
    Keep the hatch and let it spawn closed. Survivors need to bring a key to open it or find one during the match. 
    If 3 survivors are dead, let a key spawn in a chest. If all chests have been looted, reset a random chest.

    This would make keys more valuable, maps more valuable (mark position of chests and hatch once found) and coin offerings more valuable.

    Finally a sensible solution. Can the killer wait and grab though? I could see killers not taking the advantage to look for survivors. If that is still the mechanic all it would do is buy the killer more time, extend the game with the same standoff. If they can no longer grab i'm all for this idea.

    Survivor has to search the key in a chest, or use one he found earlier. Now the killer has to watch the hatch, chests and gens.
    I think the survivor has to work a little bit for that excape. At the same time, the killer can´t just camp the hatch.

  • @se05239 said:

    @Tsulan said:
    So, you nerf the only 2 viable killers and expect the other killers to suddenly be competitive on high ranks?

    Go ahead. See how that turns out.
    My prediction: a "matchmaking error" for survivors above rank 10. Estimated time to find a match = 45+ minutes

    That's not how you do balance.
    If you want more killers to be viable at the higher ranks, you need to look at why they aren't.

    As it stands, the two main reasons are either that their chase game aren't as good as the Nurse's or that their map pressure aren't on par with the Hillbilly's.
    The first one of the two reasons is actually the easiest to fix. Simply, make the maps less looping friendly. If maps become more accessible for killers who's chase game ain't top tier, we'd see far less Hillbillys and Nurses dominating the high ranks.

    I know that.

  • Chrona said:

    @AshleyWB Because of reasons I stated in my previous post but don't feel like repeating here :3 Also what @White_Owl Said four posts above.

    @Tsulan I may be wrong here, but I don't think they will likely ever include any matchmaking "modes." Biggest reason? It'll split the playerbase. The playerbase for dead by daylight is a good, healthy size. Not massive, not small. Add different queues for different modes? Suddenly there's less players for you to play with. The amount of players in any queue is a 0 sum game. In order for one mode to do well, the other must suffer having less players. Let's say exactly half the active players decide to only play that hardcore mode now: That's half as many people playing the normal mode. And both mode will have longer, and more uneven, queues also, because there's only half the normal amount of players.

    This is the same reason that they release the maps to all players, instead of just the DLC purchasers (similar to call of duty, etc). By releasing it to everyone, and having it affect everyone, it means there are no splits in the player base. SWF and KYF don't really count, because SWF feeds into the main matchmaking, and KYF is a small side mode, honestly. Plus there's no matchmaking for it, of course.

    Let's compare it to say, overwatch. Overwatch has an insane number of players playing it on a daily basis. Blizzard can afford to split the playerbase by modes. Even then, it can be hard to find players for some of the unpopular modes (like certain arcade modes, etc).

    This game is at the same time: incredibly addicting (most veterans have 1000+ hours) and incredibly frustrating (no big player retention).
    Many new players get scared away, by how frustrating the game is.
    So different game modes could change the game for a better experience.

    A casual mode could offer 12 gens and 5 hook stages to die. It would give both sides a relaxing match. Everyone would earn points.

    Ranked mode would be harder, just as it is now. It would require more to actually pip. But could award rewards at the end of a season, which should take 3 months. 

    The ranked mode could also appeal to esports. The small tournament TydeTime hosted, were really fun to watch.

    Hardcore mode for horror fans which want to alter their experience. 

    All 3 things could drastically increase the popularity of DbD. Which in turn would increase the player base. 
  • aaaaand here we go again, this place needs some detox treatment.

  • @pauloandrade22 said:

    @SenzuDuck said:

    @Tsulan said:

    @White_Owl said:

    @Tsulan said:

    @White_Owl said:

    @Tsulan said:
    Keep the hatch and let it spawn closed. Survivors need to bring a key to open it or find one during the match. 
    If 3 survivors are dead, let a key spawn in a chest. If all chests have been looted, reset a random chest.

    This would make keys more valuable, maps more valuable (mark position of chests and hatch once found) and coin offerings more valuable.

    Altough a good idea, this wouldn't solve the problem of the hatch standoff.

    Survivor has the choice to search the key and the hatch (2 steps) or finish the gens.
    Killer has the choice to search the hatch, a chest and the gens.
    I don´t think there would be any standoffs anymore, since survivors would have to find the hatch after getting the key.

    Imo it doesn't change much from what we have now, it just adds an additional step for survivors, but after the key is found it's all back to the good ol' hatch standoff.

    Then it´s just the survivor who wants to have a standoff.
    If the survivor stays in a 24 meter radius around the hatch for 2 minutes, the entity gets angry and turns the hatch into a deathtrap. If the survivor tries to jump trough, he/she would instantly die or get stuck until the killer picks him/her up.

    This idea has just turned into a "punish the survivor for wanting to survive". Why wouldn't the survivor hang around the hatch to hope the killer wanders off and tries to see if they're doing a gen or something.

    Maybe if the killer stays too close to the hatch the entity creates fake skill check f'ups notifications on unfinished gens to try and trick the killer into thinking they are on one if they stay too close for too long or something?

    Standoffs exist only because survivors and killers arrive at the same time at the hatch. Survivor don´t wants to risk getting pulled out of the hatch and the killer doesn´t wants to risk hitting the survivor, so he can have a free escape.
    The whole key mechanic would have both searching different objectives. Because the survivor needs to find a chest with a key first (unless he found the key or brought it in). If the killer finds the closed hatch first, he can decide to camp the hatch. Giving the survivor the chance to do gens. If the survivor finds it first, he can just leave. If he doesn´t leave because he wants to teabag in front of the killer. Then the entity would get angry after the 2 minute timer runs out, and turn the hatch into a deathtrap.

  • @White_Owl said:

    @Tsulan said:

    @White_Owl said:
    This game has third person view for survivors as a core mechanic, changing it to first would make it terrible for survivors simply because the game was build around this difference between killers and survivors. I once thought it could be interesting to limit the camera during repairs, but if you think about it skillchecks are there to limit the survivors' ability to look around freely in a more clever way, since skillchecks switch your focus from the surrounding.
    In any case I wonder why some "unbiased" players play this game if they don't like the fact that survivors have third person view. It's one of the first thing you are told about this game.

    ps I'm pretty sure the devs already tested different camera solutions during the game development, it's not that they woke up and said "let's make survivors third person!". The one we have now it's probably the most optimal.

    Camping is a core mechanic, SWF wasn´t even intended as a mechanic. The game changed over time.
    Make it optional for people who want more jump scares (hardcore mode) or an alternative for people who regularly play with No Mither.

    The game changes, but the core remains always the same, that's what makes the game's identity.
    And hardcore mode would be nice, but it should change more than just the survivor's pov. For example the chase music shouldn't cover most of the killer's noises preventing you to know where he is by sound.

    My approach on a hardcore mode. More things could be added (optionally).
    https://forum.deadbydaylight.com/en/discussion/15899/hardcore-mode#latest

  • @White_Owl said:

    @Tsulan said:

    @White_Owl said:

    @Tsulan said:
    Keep the hatch and let it spawn closed. Survivors need to bring a key to open it or find one during the match. 
    If 3 survivors are dead, let a key spawn in a chest. If all chests have been looted, reset a random chest.

    This would make keys more valuable, maps more valuable (mark position of chests and hatch once found) and coin offerings more valuable.

    Altough a good idea, this wouldn't solve the problem of the hatch standoff.

    Survivor has the choice to search the key and the hatch (2 steps) or finish the gens.
    Killer has the choice to search the hatch, a chest and the gens.
    I don´t think there would be any standoffs anymore, since survivors would have to find the hatch after getting the key.

    Imo it doesn't change much from what we have now, it just adds an additional step for survivors, but after the key is found it's all back to the good ol' hatch standoff.

    Then it´s just the survivor who wants to have a standoff.
    If the survivor stays in a 24 meter radius around the hatch for 2 minutes, the entity gets angry and turns the hatch into a deathtrap. If the survivor tries to jump trough, he/she would instantly die or get stuck until the killer picks him/her up.

  • @White_Owl said:

    @Tsulan said:
    Keep the hatch and let it spawn closed. Survivors need to bring a key to open it or find one during the match. 
    If 3 survivors are dead, let a key spawn in a chest. If all chests have been looted, reset a random chest.

    This would make keys more valuable, maps more valuable (mark position of chests and hatch once found) and coin offerings more valuable.

    Altough a good idea, this wouldn't solve the problem of the hatch standoff.

    Survivor has the choice to search the key and the hatch (2 steps) or finish the gens.
    Killer has the choice to search the hatch, a chest and the gens.
    I don´t think there would be any standoffs anymore, since survivors would have to find the hatch after getting the key.

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