Utna
Utna
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- Utna
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@TheLegendDyl4n1 said:
i think they should just say F**K it and add voice communication for the survivors only and where the killer >cant hear them talking and a way to mute other survivors if they are too annoying or ear #########.I tried voice communication once and I hate it, just because I saw no point in playing a spooky survival horror game where the killer can hardly scare me. Because with all the communication going around I am:
1. Aware of the killer position at almost all time ... So when I'm doing gens, I don't have to watch out for the boogy man... skillchecks are MUCH easier to succeed when you are relaxed. And I am ...
2. distracted from the game's atmosphere, which is supposed to be tense and dreadfull. Don't know about you but I can't imagine enjoying the game's vibe, while earing a 14 year old teamate cracking jockes all the time.All in all, DBD wasn't designed for team play in the first place, but players wanted to get paired with their friends (I totally understand that) so the devs had to quickly add it to the mix ...in my opinion that was a mistake, but they probably couldn't avoid doing it anyway. So please, do not ruin further the game asking to get rid of the solo experience, because this is the only reason I (and probably many other players) play this game. Let's be honest: there are plenty multiplayer games to play with friend ... why choose an asymmetric horror survival one ?
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@theArashi said:
Ranks don't mean ######### tbh.
I have play with and against good and REALLY BAD/Potato survivors in all ranks.People at rank 1 also can be really mediocre at the game so the ranks hold no purpose outside of making some people wait a lot of time for games.
If everyone played just for fun (because that's usually the purpose of playing a game), there would be bad, average and good players separated with each other, thanks to the game's rank pairing. But I guess, some people believe they're better than they really are and they might do anything to be amongst the best players, even at the expanse of everyone's fun.
I guess this is why so many survivor hook farm their teamates, and why face camping + NOED is still a thing. None of those playstyles are fun and it makes everyone miserable, save maybe the self dillusional individual who believes he deserves to rank up.
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@TheLegendDyl4n1 said:
if you would stop complaing about SWF we wouldnt complain about NOED or RuinI guess you believe he's complaining about SWF, because he might be a killer main. Let me tell you that I am a survivor main (90% of the time) and I see SWF as a problem.
SWF are a problem because it makes NOED (NOED is one of many example) maybe too strong against solo survivor, and barely strong enough against SWF, since one of them dying before the gens are done can tell his teamates ALL SECRET WEAPON THE KILLER MIGHT HAVE.
See my point ? Yet in fact this isn't about NOED or RUIN (I could exmplain why ruin is played as a SWF meta), nor any specific perk or add-on, because as long as SWF and solo players wont have the same chance to survive a game, Survivors as a whole and killers can't be balanced at all.
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@Peasant said:
Well, now we know why the developers have been balancing around low ranks. The only question that remains is why are there ranks at all?To separate casual gamers and wanna be competitive ones during pairings of course, why else would it be ? The TRUE only question that remains is why on earth couldn't you figure that on yourself ... I mean, I'm honestly intriged about what was your guess ... you had to have one, right ? What was it ?
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@Master said:
I always wonder why people consider 50% kill rate balanced. Such a rate can almost everytime be achieved by hardcamping the first guy and killing a second with NOED.On my opinion it should be rare that survivors escape, but then I am a very special guy that expects to fear the killer in an horror game, I know not everyone thinks like that
50% was just an example. Developers might as well think 75% kills is better ... I can't really tell.
In my personal opinion we can understand the scores in the following fation :
0 Kill : shame on the killer. (4 winner / 1 loser)
1 Kill : the killer loose, shame on him and the dead survivor. (4 winer / 1 loser)
2 Kills : that's a tie. (2 winner / 3 losers including the killer)
3 kills : both the killer and the final survivor wins (2 winner / 3 losers)
4 kills : Killer wins, shame on all his victims. (1 winner / 4 losers) -
@se05239 said:
That's exactly it. Right now, all they see is data and here-say from the forums. They haven't EXPERIENCED it themselves, so it's easy to shrug aside what's being said and seen.Seems like you're discarding data as a non relevent tool to understand the game. Why is that ? I guess data is the most reliable way to get real information on the game without all the drama attached to everyone's unique experience and feelings ... we're not talking real life here ... we're talking about a video game where everything was created with a purpose, and everything can be breaked down into logic algorythm.
So in the big picture, if killers sacrifice 50 % of the survivors, then obviously the game is at least roughly balanced. Experimented killers not getting the 50 % chance to kill experimented survivors or SWF, is a problem, but when compared to the big picture this is just a detail. I believe devs are working hard to even things out. Yet of course they cannot risk breaking the whole game balance just to please some veterans, because this is not their game : this is everyone's game.
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@UltraX What special perks do you get from prestiging? I haven't gotten any.

There are none at the moment. My last post pictured an idea to balance things up between solo and SWF players. Instead of giving special effects to everyone (SWF players included --> which makes no sense) it might be more effective to design a set of special perks only useable when playing solo ... that way not everyone shall be obliged to have the kindred effect, because again: when I'm playing DBD I'm expecting the killer to sneak on me sometimes, so knowing where he is at almost all times might be usefull to survive, but that doesn't sound fun at all.
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@BLUE_APE said:
Didn't the Dev's already say they were doing that?
Did I heard that in a Dev video ? maybe. Can't remember.
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Damn, I remember seeing the movie but not the movie itself ... guess I did'nt like it. Is the creeper a popular horror figure nowadays ? I mean are people cosplaying him or stuff like that ?
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@Peasant said:
Solo mode is still around because it was the intended playstyle. The devs intended for 4 random strangers to try to work together to escape a horror slasher.Yes, that's exactly how I like to play it. SWF might be better at escaping, but knowing where the killer is at almost all time is just plain boring in my opinion.
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I've heard the following idea somewhere, can't remember where.
Make the healing action an "All or nothing" duty, just like totem cleansing ; meaning that if you can't get it to the end, the progress shall be lost and you would have to start the action from scratch. That way, self healing would be much more difficult, because the action itself would require a larger amount of time undisturbed. Also it might encourage people to find some kind of safe place, before starting the healing. With such a change Medkits might need a speed boost though. -
@Nick said:
Atleast with Kindred being built-in they can balance around SWF. Instead of buffing killers keeping solo players in mind all the timeWhy giving auto Kindred to survivors, because let's say it, SWF are survivors, and why would they get that on top of everytihing else ? Let's be real about it : SWF players will benefit auto kindred, probably not just as well as solo players, but certainly enough to discard the idea. Let's remember we do not want survivors in general to be stronger ... we want SOLO survivors to get some love, because it is only after SOLO and SWF players gets roughly at the same power level, that we might consider balacing things up with killers.
I guess survivors should be divided into 3 groups and get different options :
1. New solo players and casuals, should have normal perks, just as usual.
2. Once a character reaches prestige level 2 or 3, new (stronger) perks, and exp. version of old ones, becomes available on the bloodweb. But you may only use those perks as a SOLO player ... so don't buy them if you do not plan to go solo.
3. Whatever the rank or the prestige level you have, when your character enters a SWF lobby, alt. perks are removed from his inventory. SWF players may only play with normal perks available to anyone before prestiging.That way, if you played for while, you might get better stuff in the bloodweb, in order to balance things up with experimented killers ... only if you're not playing on coms.
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Totally agreed about the Kindred stuff. SWF perk's tweaking sounds like a very nice idea too.
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DBD definitely needs to be home for the great horror movie vilain all stars. Now with Freddy, leather face, and M.Myers, their collection is nice already, but there could be so much more ... Jason, Pinehead, Ghostface, Candyman, the tall man, ... , and also gremlins

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I feel like some totem like Ruin or NOED are already strong enough on their own. Of course I realise hex totems are being cleansed very quickly, but I guess that's because survivors are so bored to see those two specific perks all over the place, that their mind is set on "go cleanse totem" mode, right at the start of each game.
Of course your idea is still interesting for other, less mandatory, hexes. But my gut tells me it might be better to nerf Ruin and NOED just a little bit, instead of boosting all other hexes ; then make a perk giving hexes a chance (let's say 25%/40%/50%) to respawn on a random dull totem, after being cleansed. -
@Esheon said:
Utna said:I don't like much the "concede" button idea, because as people mentioned earlier : getting the killer to quit might become the new trend amongst troll survivors (even if there is nothing to gain ... well, just for the delight of pissing someone off).
It's already a trend among troll survivors. There are tons of videos on YouTube where they laugh and joke about making a killer DC.
Yes that's exactly my point ! Imagine if the killer had the button which let them quit the game and still earn their bloodpoint ... obviously, the number of deconnection / concede will rise tremendously, to the benefit of the trolls. And it might even reach the point where they'll think that killer dc'ing or conceding is normal, but when it doesn't happen, they'll think that's might be because they didn't try hard enough so of course they'll do their absolute worst to make it happen, every single time !
I guess this concede button might 1) feed the trolls, , 2) make the trolls think they are entitled to be fed, and finally 3) encourage them to put even more pressure on the killer, just to ensure his early capitulation because if sometimes they don't get it, they'll think they're lame.
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@projecteulogy said:
The game is so much harder solo than a 4man SWF. In a SWF your biggest worry is tunneling and hard camping(prior to exit gates), while solo playing you have to deal with SO much more without communicating.Agreed ! How are we even discussing DBD's balance where the game is obviously split in two very different type of games : when playing solo, this is a stealth survival game, but when playing with friends, it looks more like a bad action game where players try to alternately grasp the killer's attention, so the others can reach the objectives.
I personnaly prefer the stealth survival game, where I might get surprised by the killer moves or tactics sometimes ... because that's the opposite of boring !! This is why I absolutely DON'T want solo survivors to be more like SWF. Instead, why not grant the killer AND solo survivors a movement speed boost equal to 3 times the number of players playing as SWF ?
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I played with a survivor friend once and the fact that, thanks to the comms, I was almost always aware of the killer's position made me hate it. Because once you're done watching out every corner and trying to hide the best you can whenever you hear the terror radius, even though you don't know if you're the survivor being chased, you're not playing an intense horror survival game that make you feel something, you're just playing the average action game with time management (survivor's and killer's), being the sole key to victory. I guess automatic kindred is a bad idea wich might fasten the game even when survivors are not on comms, also it might be more boring because there are a lot of surprise effects that might be lost along the way.
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The giant gremlin of course (well it might be giant, but still would be as tall as the hag). Put his shorter friends into lockers and generator for gremlin sabotage purpose and jump scare fun. Cute mogwais could lead to news mechanics. Finding one around a corner of the map, might give you the opportunity to feed it, but there's always a chance you fed a bad one, and thus giving the giant gremlin another cousin to use for sabotage ... stuff like that.! -
I don't like much the "concede" button idea, because as people mentioned earlier : getting the killer to quit might become the new trend amongst troll survivors (even if there is nothing to gain ... well, just for the delight of pissing someone off).
Instead, I'd like the killer to be able to close the hatch definitely, but not after 3 minutes after it opened.
And the gates should close themselves slowly after being powered, leaving a 3 minute escape window for each one of them. Once the hatch and gates are all shut down again, there would be no more escape route left, thus no point to keep the game going. In that case, all remaining survivors would be automatically sacrified.