Valik
Valik
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- Valik
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I think this would be a very simple update.
The 'knocked down' animation a survivor goes through lasts for 2.6 seconds - meaning they cannot move during this time.
This means that, generally - they can still do a backflip to freedom or get away if they're right at the line. However, if they miscalculated and are a couple of inches away, the killer can likely grab them before they make an escape - which has still happened to me in many circumstances.
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No, because it is a no factor at that point.
If someone is repairing a generator in front of you, pick them up.
Walk behind them and bait out their fake, then grab them.
BT doesn't prevent grabs.
If they touched a gen, they don't have DS.
You can either count to 12 in your head before smacking the survivor - or if they are being brasin about going to a gen... just grab them off.
If they're cheesing the gen by touching and letting go, just keep counting - they're far more likely to lose progress with skill checks than finis ha gen before you smack them down again.
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I want to get a DH killswitch weekend for sure.
People are talking like survivors will hate it.
And they might... for, like, 4 matches.
But, in reality, they're going to find that they go against much fairer survivors in the long run.
The vast, vast, VAST majority of players popping their feet into the deep end of MMR are NOT ready - they're just boosted by DH and spoiled by BT and other meta perks.
Once they don't have DH to boost them into the stratosphere - they will likely fall back into the average pool where they're better fitted for the matchups.
I'm honest to goodness sick of getting baby survivors in my lobby, then see them press E to not die at the last moment. It's like seeing a kid in a car with a crayola crayon drivers license. Like, oh - buddy - that worked for you back home... but that doesn't fly out here.
Killswitching DH for 3 days will probably be one of the healthiest things this game will ever see. Survivors will loop safer, play smarter, and the boosted kids that seep up to the big games with bad plays and bandaid perks will slowly trickle back down to their proper MMR ranks.
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Behavior changes perks that register as a problem. Like, an actual problem.
it does not seem that BAD or MEDIOCRE perks are on their priority list - but that once the community gripes enough about something breaking the game, only THEN will the problem get fixed.
Not holding it against them, it's just the truth.
DS and OoO took many years to finally get the lines of code needed to put them back into the toybox. (DS is still super strong!)
Really wish they took a hard pass at all of the other C/D/F tier perks and gave them considerable makeovers.
Literally anything would be better than some of the garbage we got with some perks.
I mean, when's the last time you saw someone run This Is Not Happening and why was it only because they were trying to make some sort of sick joke?
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100% agree, in that I love to mix and match.
Some heads / bodies I want real bad, but I don't like the rest of the setup.
New Nea skin - love her top, don't care much for the white hair or lower portion. So what gives?
Financing, Texturing, and DLC.
- I think we all understand when there are Legendary sets that change a lot about the character - especially if they are licensed. The Birch Hag skin is Legendary because it's a licensed character. Makes sense, Chris Redfield is a Legendary set because he has his own voice lines and everything - basically his own survivor. Makes sense. When licensing and other overhauls are concerned, it makes absolute sense to lock the options into Legendary sets.
- Texturing can be an issue. When you have certain elements depend upon others, you can run into problems. You want a lower with a hood, but it can cause issues with most hair options? Your awesome new Jacket you just designed for a survivor clips through the neck of the base model and you need to hide that bit of the neck with a special model? Legendary Skin means it will look good and won't have those bad clipping issues.
- Financing is another big one. Let's look at Cosmetics as a 3 way split pizza that the devs think is totally good. They work hard to make it look cool and slave over every inch before they put it up for a sale. What happens when people can mix and match? They may hate the pants... maybe, it turns out, people dont like the hat as much for some reason? Suddenly, the profit margins of the sales drop by over 60%. Behavior depends on sales to inflate their cheap initial game cost. Giving players the option to simply NOT buy a portion of the product can be reeling in many ways.
It's not always realistic to expect customization options with specialty crafted skins, licensing, and pricing. BHVR wants to make the game as good as they can, and it's hard to give everyone what they want.
You have to ask yourself "I might be okay with clipping issues in cosmetics, but does EVERYONE think that way?"
I want more individual customization options too, but its not always so easy.
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They really should fix the hook spawns.
I had 3 hooks next to basement (2 in adjacent 1st floor room/hallway and 1 on 2nd floor above) and no hooks on the other side on more than one occasion.
It could use a facelift in the future - but nothing needed as of now.
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I completely agree that it's "optimal" builds that encourage boring gameplay on both sides... but I have to disagree with the video when he claims that high MMR is not filled to the brim and overflowing with sweaty players and SWF bully squads.
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I love the creativity!
This version addresses the frustration survivors have with having to boon a totem (taking several seconds) and healing (taking MORE time!) but also prevents the boon from being a perpetual and veritably infinite bastion of heals with a wellspring of super speedy health states from match start to end.
It also means that survivors don't instantly run to a totem and start booning, but only go for it once they are injured.
it puts a good condition on the totem that requires preparation and foresight, while adding a finite value to the perk's effects.
I like it a lot, but I also think it has some drawbacks.
Overall - I think this is better than what we currently have - although I think the entire Boon system needs a drastic rework in and of itself.
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@Lastchild said:
All your ideas do not include the Trapper lost forever to set and reset the traps.
This is why I maintain that:
Base kit:
At the beginning of Part 10 traps are placed throughout the childhood card windows and palettes.
All traps are reset every 25 seconds.
Trappers have these two basic traps.
It is therefore appropriate to update the add-ons around these ideas.
Furthermore the trapper could very well have special traps such as traps that are activated only when a pallet is lowered or if a generator is completed.
I take it this is in reply to me.
@Lastchild said:
If you play killer you must understand the value of time is crucial and understand that my idea is viable.
I do play killer.
Spending 8 seconds to waste 4 seconds of survivor time and ensure that they cannot 'tap' a generator is particularly powerful in certain circumstances.
Spending 3 seconds to brute force a down at a pallet is a massively good exchange in time.
Spending a few seconds to make a survivor slow vault mid-chase or take the time and position to wind up a fast vault can place the killer in an advantageous position well worth the time.
I agree that the killer's time is important - which is why traps should already be placed in the trial and survivors should be less concerned with the killer and more concerned with spending THEIR time searching out and destroying the premade traps around the map. Gives the killer a lot more time at the beginning.
Allowing the killer to spend time setting up feints and tricking survivors into dooming themselves can be not only satisfying, but highly lucrative if played properly.
House of pain giving you grief? Trap the pallet, then the upstairs window, place a bear trap in the grass on the outside stairs. Takes 7-8 seconds total, maybe even 10.
Next time a healthy survivor loops you, they throw the pallet - you hit them. They panic and run upstairs, they are confident they can beat the window trap with a fast vault, and are completely unprepared for the bear trap they step into.
Congrats, you just outsmarted a survivor and put them from healthy to Dying in less time than it took to setup your trap.
You see, setting up traps takes time. But in the hands of a capable killer - this can net some incredible gains with a good bit of foresight and skilled gameplay.
(Edit, just to clarify)
Your idea is viable. it is not bad.
Many ideas can be good and viable at the same time. No one idea has to be better than the other.
It's just fun to make ideas and discuss their effects!
Your idea is valid, my idea is valid. Everyone here in the forums has a valid opinion on what the Trapper should be like. I just want to make sure you don't think I'm dismissing you, just wanted to add.
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I think he should be more rootin tootin and gun shootin than sneaky deeky.
Slinger players should be enticed to go for super risky shots and stack impressive long range skewers back-to-back to snowball.
He should be like a nurse: high risk, high reward. If you land his shots consistently, you're unstoppable - but when you miss, you pay the price.
I don't think that making his sights snapshot 0.2 seconds faster, reducing his terror radius, nor turning him into a stealth killer while unloaded will allow him to better fit this niche.
In truth, he should be loud and terrifying - not at all subtle. The joys of his power rest in the viability of producing hits in loops and pulling survivors away from objectives, not catching them unawares like Ghostface or Meyers rely upon.
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@randonly said:
Idk about instantly open the gates, but allowing them to have a small speed boost to opening the gates wouldn't be a bad idea. At the very least it'd fit thematically.
The thing with opening chests faster is that in order to get any value from opening a chest, you would need to swap your key for the item inside of it, unless you leave the item there for someone else to take. Although if you find a medkit and heal yourself up with it, and then take your key back, I guess that would be pretty useful.
By instantly open the gate using the key, i meant take the same time to open the hatch - 2.5 seconds of animation with the key (just to avoid opening the gate in the killer's face and not getting punished).
And even if it took less time to open the gate, I don't see so much problematization, because in order to open the gate it means that all the generators were made or only one survivor remained (and the hatch was closed) - the animation always starts from 0 when reset and once it completes the gate goes to 100% automatically.
In a hypothetical scenario where Killers are using a full EGC-focused build, even here they wouldn't feel much difference, not least because the mandatory perk in this niche is no way out (with Noed, Blood Warden and Remember me), which blocks interaction with the gate (removes just a little bit of pressure from the remember me perk once the gate is unlocked ).Just noting that killers have full access to items that survivors are taking in the match, it's quite easy to replace one of the perks with Franklin's Demise
The most affected alone would be Remember Me, but 1 item to counter 1 perk alone isn't a big deal.
about the green key... well, it is already an underappreciated item, and it just wouldn't be worth spending time opening chests with it if... another green key appeared (quite unlucky).
Ps: There could be a new addon for keys to increase the rarity of items obtained from chests, stacking with Plunderer's Instinct. So, would be worth spending on the green key these addons, and even fully depleted (using the aura reading addons), it would still open chests instantly
I agree with opening chests - that it's basically bringing an item to swap, although I think it's generally the idea of the point. It would be nice to bring an item that is, in essence "Get your backup items faster"
It would be nice if other gameplay features were implemented to attract key use, such as locked doors and what not.
In addition, it would be super sweet if keys could dispel Entity Blocks upon interaction at great expense to the key.
I think being able to bring a key to go for a 4th vault, chew through a Dead Man's Switch, or remove No Way Out may make them attractive in particular circumstances with certain addons.
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@SpaghettiYOLO said:
https://forum.deadbydaylight.com/en/discussion/comment/2937796#Comment_2937796
In no way would they ever make it stronger than Prove Thyself, which itself is a pretty disgusting perk if people pile on a gen. I know people say that piling up is inefficient, but a coordinated team with BNPs and PT... pretty gross. Plus if 3 people manage do 3 gens with PT, that's 3 gens done in 87 seconds versus 240 seconds all split up. But yeah, much more 'efficient' to do gens solo when there's a PT in play.
Broad 12% across 3 teammates is in no way stronger than PT, it is patently weaker than the current Thanatophobia.
In addition, that's sadly not how PT works. It simply overrides the inefficiencies accrued from generator co-op, meaning time is not wasted.
It does not make generator time overall take less, it simply consolidates generator time.
4 people on 4 gens for 1 seconds creates 4 charges of progress - same with PT. Otherwise, that 4 charges would get changed to about 2 charges if everyone was on a gen without.
Not sure where this PT angle is coming from, we're talking about the issues with Legion being the sole benefactor of the perk and how it's basically irrelevant to everyone else.
@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/2937796#Comment_2937796
So you want encourage tunneling? I think survivors should be slower repairing gens when there is everyone alive and that excactly what thanatobia does.
Did the math, it doesn't really encourage tunneling.
If a killer tunnels a survivor, the benefits from a 'snowball' Thanatophobia are within standard deviation from what it already does.
If survivors are doing gens while one survivor is getting tunneled out - going for last minute saves, etc. The perk is less overall effective than current 5% flat Tanata.
Upon that, 12% debuff on one kill takes a long time, can be tweaked to be lower (like 9%) and is generally less viable than other perks anyhow.
Not sure how 'Snowball Thanatophobia' which adds 10s to gen progress on one kill can even compare to something like SH:PR which can sap 36 seconds from the highest priority generators for the same amount of trouble.
Saying that the 'on kill' buff would encourage tunneling simply isn't supported by the numbers, the meta, or the killer time investment relative to repair speeds.
Adding a few seconds to survivor repair and cleansing times once a survivor has died is a particularly lukewarm reward for a static killer. Overall, it's still hardly enough to warrant taking with the value being shifted to the tail end of the match. It's not crazy strong - not sure why people are acting like adding 6 - 9 seconds to a total generator repair is a deal breaker once the late game rolls around when there are several perks in play that display a tug-of-war with drastically higher numbers.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2937796#Comment_2937796
This is the sort of snowball effect they want to avoid.
Eliminating a survivor already means overall gen progression is reduced by 25% permanently. There's one less survivor to do gens!
If you assume at any time one survivor is occupied doing something other than gens, being chased, hooked etc. then a dead survivor is a 33% repairing decrease.
Without a doubt.
Kind of the point, though.
I think you're on the right track - but I'm not sure if you're aware of the implications of what those numbers mean.
Playing into that degree of '33% repairing decrease' is far more attractive than juggling injured survivors for this exact reason.
The problem with Thanatophobia is it's an anti-snowball perk in just about every way - but it becomes absolutely unbearable in the hands of a select minority of killers. (So we're on the same page! But here's part of the problem therein)
In the hands of the Plague, it's a hostage situation where in order to counter the plague, you have to sit and deal with a hefty 20% debuff on your actions - or you must provide her with one of the most powerful abilities in the game. If survivors refuse to give the Plague her power, they have 16 seconds of additional repair time added to each generator, which is why it is far more powerful of a perk on her than on a killer like Ghostface or Cannibal, because the Plague can use this perk to add up to 80 seconds of repair to the survivors in the match, threatening reprisal with her powerful Corrupt Purge if they capitulate.
Considering the proposed change of a 'Snowball' Thanata rework... While granting a stronger debuff on kills, it is not as if it has any additional oppression than otherwise. While the potential debuff of having >10% heaped on top of losing a teammate may seem sanguine, it is a considerable tradeoff to have much, MUCH greater speed when the entire team is alive.
And while you are generally correct that killing a survivor negates 25% of the team's effective repair speed, that's numbers and not completely accurate. A hooked survivor doesn't negate 25% of the team's repair - it negates 50%, as someone must come to the rescue. A downed survivor can negate even more than 50% in some cases. Chasing a survivor removes 25% generator speed, so does healing. Do survivor perks that prolong chases like Dead Hard reduce the team's effective repair by 25% for longer?
The entire match is a tug of war between time and repair efficiency.
It's just beside the point. Overall, survivors tend to die midway through the game, or towards the end. If you're trying to repair 3 generators with 2 people dead - ~20% reduced repair speed isn't what's keeping you from a long and prosperous life of escaping.
There are a lot of mathematic sides to the game - but a dead survivor, in no way, reduces the effective action speed any more than normal gameplay parameters already align with. All 4 players on one generator reduce their repair efficiency by 45%. That's more than a dead survivor with a Snowball-centered Thanataphobia. It's just not a relatively solid basis to engineer a counterargument. Effective repair speed of the team at any point in time is no solid metric for the viability of the match itself, nor the status of the survivors within.
Example: Survivor loops the killer while another mends and then heals themselves with self care over the course of 45 seconds. The survivor team's repair efficiency is reduced by 50%. Thanatophobia, as is, increases this inefficiency to 60%, right? What if it was only 56%? What if the heal was faster and repair speed was only hindered by 50% for a short while and returned to 75% quickly? Are we breaking the game - or is this a normal match that has been played for 6 years?
Sacrificing a player on a scourge hook and following up with a Pop Goes The Weasel has been in the game for awhile now, and it resets the survivor's ability to repair gens far, far, FAR more aggressively than a paltry 12% debuff would. 12% is effectively ~10 seconds or so of repair time. 20% is 16. Is it better to add 16 seconds to generator repair for 3 survivors (1 chase 3 repairing) , or less than 10 seconds for 2? (1 dead 2 repairing) Pop and PR regress steal ~40% of a generator's progress - that's 32 seconds on every hook. 8 hooks, these two perks are going to eat up 256 seconds worth of progress. That's over 4 MINUTES! But Pop is considered balanced, right? Even on the moderate side, if it were nerfed, it would still easily steal a minute or two of generator progress from survivors. It is quaint to suggest that contributing a ~10 second debuff when repairing a generator from 0 to 100 is as oppressive a perk as one that can just as easily blow away twice that amount without issue.
Example:
It takes 3 hooks to kill someone in most circumstances, right? That's 30 seconds of injured chases between hooks, ~30 seconds on the hook for both states, perhaps 15 seconds in the Dying state all three times. You have a grand total of 90 seconds injured, 45 seconds Dying, and 60 seconds hooked. 90 seconds of 3% debuff, 45 seconds of 6%, 60 seconds of 9%. Total of 195 seconds unhealthy.
With the original Thanatophobia, survivors would have a cumulative debuff of 195 x 0.05 = 9.75 seconds of progress sapped from them.
With a snowball Thanatophobia, survivors would have a cumulative debuff of (90 x 0.03) + (45 x 0.06) + (60 x 0.09) = 10.8 seconds sapped from repairing survivors.
That's 1 second of faster repair time over the course of 3 minutes, and between hook stages.
If looking at time between hook stages (135 seconds) you'd see a massive difference.
Current: 6.75 seconds of progress sapped. Proposed: 5.4 seconds of progress sapped.
That's more than 1 second saved over the course of two minutes! Wow! But then you remember that Pop Goes The Weasel exists, and those same 3 hooks just gave the killer 60 seconds worth of generator progress back.
Proposed differences between old Thanatophobia and new Thanatophobia have variances of less than 1 second in perceived value in a tunneling scenario - while Pop Goes The Weasel can contribute more than 6 times the current slowdown.
You see my point? The math is there, it's just deceptive at first glance. You gotta go a bit deeper.
If survivors go on to repair 3 full generators after the first death, the perk is only granting the killer around 28 seconds worth of time - which is a bit more than a single Pop-Goes-The-Weasel proc over the course of 3 entire generators.
While killers like Legion or Plague that can injure survivors before the first generator is finished will see full injuries sustained throughout the entire match.
A full injured team with Thanata currently: Killer gains 80 seconds of time just because everyone is injured.
Proposed: only 48.
This means that a fully injured team will have nearly half the original debuff, gaining 32 seconds of repair time over the course of the match, while that same 32 seconds can be placed in jeopardy when a survivor dies.
If we put the scenarios together, the original will sap 40 seconds from the survivor team until a survivor dies, from there it saps 30 seconds until the final generator is completed and the killer gets their second sacrifice of the trial. ~70 seconds total.
Proposed: injured team has a bit over 24 seconds sapped from them until their friend dies during the third generator's repair, after their death, the survivors must repair about 42 additional seconds worth of repair progress. ~70 seconds total.
Between the 'Unhealthy = -0.05' to 'injured=-0.03|Dying=-0.06|Hooked=-0.09|Deceased=-0.12' systems, there's a negligible variance throughout the course of this match. The difference between is that the former was more impactful at the beginning of the match and fell off, while the latter gave survivors much more breathing room at the beginning and gained momentum.
In addition, the numbers can easily be tweaked. I have no problem with someone pointing out that 12% may be a bit much and that 9% is plenty fair, or that Hooked/Dying/Dead should share the same debuff and the system should be changed to 'Injured = 2%' and the rest should be 8... or anything of that sort. Numbers can be changed - it's the intention that we are truly discussing.
By transplanting the time survivors have towards the end of the match, the perk can become much more attractive for both sides, offer counterplay for survivors - while also incentivizing killers to play with the late game in mind; using Thanatophobia as more of an end-game threat with a small early game presence rather than a powerhouse early game perk that falls off the better you perform, unlike other - far more attractive perks that offer relatively fewer opportunities to counter or dilute.
You'd have to consider the time spent before a survivor dies and correlate the increased debuffs with the lighter ones. If the majority of the time, survivors are all in the injured state and suffering a 12% debuff (~10 seconds to full repair a gen) and not the normal 20% (6 seconds more than the previous) how vital are those 6 seconds at the beginning of the game rather than after one person dies - or even two?
I'd like to do the math with you if you're interested - create some simulations and hypotheticals to bounce the numbers around and see how balanced it truly is. But, generally, the proposed change is transplanting the early game momentum with late game momentum. And - in many cases - survivors rely more heavily on a strong start and killers rely heavily on a strong ending. If you take 6 seconds away from a survivor's repair time at the beginning and place it on them at the end, is it truly broken?
Moreover, if you recall a previous point, if you have a lot of repair to go when this perk picks up, it's already the least of your worries.
If you're trying to stick the last generator and you have 1 ally on the hook, 1 dying on the ground, and another being carried to death hook while you're bleeding against your repair skill checks - your last concern should be "Man, the ~20% repair debuff is getting me killed!"
We're looking at killer specific synergies that break the perks. Which is why such a change is relevant.
It's important to remember that Thanatophobia is basically garbage on many killers.
Trapper can have 3 generators finish before he even gets a single down. In many matches - killers will have one or two injuries against a team and will rely on downing and hooking survivors to pull their allies away from generators. In many, many, many cases - the perk is going to have greatly stunted value. More than half of generator progress with have the perk running with one or two people being injured, Dying, or catching hang time. That wicked ~70 seconds of value can easily become ~35 seconds of value in most matches. For this reason, a snowball perk can become more relevant on 1v1 killers that can only dream of seeing this perk harbor its maximum yield, while also stunting its obscene effectiveness on killers like Legion that can extract its maximum value in mere seconds and force the match to continue the ~70 second additional repair time on top of their innate slowdown. Even so, removing the powerful base number will make it less of a threat to survivors at the beginning and a much greater concern as injuries mount and hooks take their toll later into the trial. Such a change will make the beginning of the match against any killer far more agreeable - making it high risk/moderate reward for most killers - an improvement over where it is currently.
However, killers that tunnel one survivor may accrue greater value than the base perk - but even having the survivor loop the killer injured is a better alternative to survivors than the OG one. Camping and tunneling won't let a killer snowball much more than already much if at all.
How are you going to make Thanatophobia less as powerful on "always injured" killers like Plague or Legion but also make it better than a C-tier-at-best perk for the majority of killers?
All in all, right now it's a "please heal" perk. It incentivizes survivors to spend time healing in order to avoid the perk's deleterious effects.
However, this "please heal" perk can become extremely unfun and nearly unfair to play against when paired against certain prospects such as Sloppy Butcher, Plague, Deathbound, etc.
It's in an awkward place because the "please heal" side of things has shifted away from healing being a massive investment - with B:CoH and other powerful healing perks and items, Thanataphobia is in a place where it's a mere nuisance for survivors in most matches and very unappealing for the majority of killers. However, in the hands of a select few killers that have the ability to keep survivors wounded reliably and easily - it can get out of hand.
It would be both more attractive to killer players and more generally fair for survivor players if it turned from a "please heal to avoid me" early game perk into a "Please play safe to avoid dying" momentum perk.
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Some lore is better than others.
Personally, I despise the prose and stylings of the writing in the tomes. I find it sloppy and amateur.
While there's not a lot accounting for taste - there are certainly some characters who boast of much more refined and creative lore than others.
For instance, the Clown's lore is far more fleshed out than the likes of the Wraith. As the Clown has his villainous character arc, motivations, convictions (or lack thereof), methodology, and origin of certain theatrics in his lore; meanwhile the Wraith has basically nothing in his lore that correlates the in-game character to the one described in the lore.
Some are better than others.
I love storytelling and characters - the art of how to weave a narrative into a product - it is my passion.
However, much of the lore that DbD has to boast of leaves little to the appetite. Some bits are better than others, but it's better not to have a good character spoiled by bad lore.
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IMO Thanataphobia needs to be reworked for this exact reason.
I hate how it gives a sizeable debuff for injured teamamtes (ok) but then it's completely useless when they die? Isn't this supposed to be the perk about being afraid of DYING? And yet the closer survivors come to death, the less actually afraid of it they are.
It should probably be a perk that slows down survivors action speeds depending on the severity of teammate's conditions. Like - Injured teammates confer a 3% debuff, Dying confers a 6% debuff, Hooked confers a 9% debuff, Dead confers a permanent 12% debuff.
At that rate, instead of gaining maximum value for 4 injured teammates, the greatest value is when survivors are at their worst. 1 dead survivor and another on the hook as the other 2 are injured? Fear of Death. 27% speed debuff.
But this also means that getting everyone injured with the Legion or Plague isn't an automatic 1/5 speed slowdown. Instead of 20% for everyone injured, it's only 12% - 15% when you 5th hit and put someone into the Dying state and 18% while they're hanging and everyone else is spread out.
Legion isn't the problem, it's that Thantaphobia is a little wonky.
5% slowdown per injury is nice, but not super strong. Punishing a killer for getting kills is a bit strange and kinda goes against the theme. Might as well get two birds with one stone.
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Letting other people show off is a large part of the attraction to such a cosmetic system.
I.E. In shooter games, people can have weapon skins which can break immersion. But there's no doubt that the person with the diamond rifle wants everyone to see the flashy skin they have.
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Some of it is time and acceptance, the other part is the perceived notion of aggression within the community.
Put the shoe on the other foot.
They come out with the Christian flag cosmetic. Redeemable code for all of the Christian players out there who want to show their pride!
Okay, whatever, it doesn't effect anyone - nobody should be complaining about it. We should all accept each other's differences and enjoy the game.
Besides, nobody is forcing you to download it. It is purely elective.
Some people may feel uncomfortable with the Christian flag and may have issues with it being in the game.
Do you just force everyone to have the Christian flag by default?
Some people are not ready to accept something like that, they just aren't in the proper head space. While you can argue "wow, these people are completely intolerant of other's lifestyles, they SHOULD leave!" but in the end, this is a game. There's no reason people should feel uncomfortable or made to leave over something so political. This is the place to get away from such things. If they want to keep it sterile from outside influences, ideals, or insinuations - that's up to them. Trying to push people to leave the game because of ideological differences is regressive for the community.
On top of it all, if BHVR chose to put the Christian flag in everyone's inventory in spite of everything, it could be seen as aggression to some - as if they are trying to force a particular worldview on others. In truth, it's just a pin, it's no big deal, but it's just not a very smart thing to do.
The LGBT+ community is not in business to hunt down those who disagree and force them into darkness. The LGBT+ community is about acceptance, not about closed minded ignorance and hatred. Speaking against those who have differing worldviews or ideals is completely against what the community has worked so hard to build over the years.
We, as a community, should not seek to punish others for their ideological differences.
We, as a community, should not ask the developers to 'pick a side' and force players into receiving things they may not yet be ready to accept.
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I really, really, REALLY like the sound intros too. They're very small, but they go a long way for the game.
They should keep doing small QoL changes like this.
Good BHVR moment!
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this please.
I'd pay again for Legion chase music and all of the other interesting audio bits that they've added over the past 6 years.
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I think there should be more types of traps to make playing as/against Trapper SUPER interesting.
That and - I keep hearing people upset that his traps are on the ground. But you know what, this wouldn't be a bad thing if they started the match open.
If there were at least a few traps that started primed and ready to catch a survivor off-guard, the player can begin to play around them before having to setup.
New traps could be:
Trapped pallets - when thrown, the pallet snaps back upright, failing to stun the killer, but it also disables the trap
Trapped windows - fast and slow vaults disable the trap, medium vaults injure healthy survivors and deep-wound injured ones.
Trapped Generators - there's a gate around a generator, takes a long time to set up. Survivors cannot touch the generator until they go through a 4 second animation to deconstruct.
Trapped Hooks - disables the hook, makes an obvious 'rope trap' in front of it that functions as a bear trap.
Trapped totems - just makes
When a survivor disables a trap killer instinct reveals them.
~
· 5 traps placed in map, 2 in hand default. All traps begin the match open and have a bias to spawn away from the walls of the realm. Can spend time to play a 3 second animation to trap a pallet, causing it to bungie back upright after being thrown – denying a stun and placing it upright once more, which disables the trap. Hooks can be trapped with a 5s animation – disabling them from being used as a sacrificial object, but turn them into rope traps, which act as normal traps extended 1m from the hook’s face. Vaults can be trapped – causing the next medium vault through it to damage a survivor – vault traps take 3s and are broken once a survivor vaults through it. Totem remains can be trapped to cause them to seem like a hex totem after a 5s animation. They take the same time to cleanse – but do not count as a cleansed totem and have no hex cleansing audio cues. Survivors take 16 seconds to escape a bear trap and 24 to escape a trapped hook, being helped by another survivor lowers this by half, required progress to escape is reduced by your luck. Whenever a survivor disarms a trap when further than 8m away, killer instinct reveals their location for 4 seconds. Generators can be trapped – playing an 6s animation to place a cage around the generator. Survivors must spend 4 consecutive seconds to remove these cages in order to regain access to the generator. The Trapper gains 5% haste whenever a survivor triggers a trap. At The beginning of the match – 5 Bear Traps spawn open, 4 Gens are trapped in cages, 3 random Vault locations are trapped, 2 Pallets are trapped, and 1 random hook is set as a trap. Spawn with 1 Bear Trap, which functions as a ‘Trap Point’. Other traps can be disabled through their animations to collect additional trap points up to 16. Can place bear traps when looking towards the ground, but otherwise can interact with pallets, generators, hooks, and vaults to trap them – consuming a point and playing the setting animation. Duo trapper Mori animation, if he does not have traps – traditional Melee with machete with increased brutality, if he has traps – bear trap is incorporated into Mori animation as method of death. Injured survivors that are caught in a bear trap suffer from the Deep Wounds timer when they escape, regardless of attachments.
~
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I think that once your bleed-out timer is less than half-full, you should be able to make the ultimate sacrifice.
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I'd rather instead of removing items and merging their usefulness - they should simply fix the ones they have.
Honestly, what you described should be the map item - flat out.
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Good, but I don't think it's needed to make it token based or remove the i-frames.
Just make it a tradoff of some sort, such as the Broken or Deep wounds status - and make it Health-conditional to stunt its ubiquitous appeal.
If it makes the user Broken for 60 seconds and require them to be restored to Healthy before using it again... it would make it far more considerable of a drawback and a requirement rather than the 40-second cooldown only settlement we have now, which allows survivors to have quite the capricious approach to its employ.
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He needs to be reworked.
He used to require very little skill and had huge payoff.
Now he requires very little skill and has little payoff and a lot of risks.
In my opinion, Deathslinger should be more like Nurse.
No weird Deep Wounds slowdown, difficult chain balance, or clunky ADS system to punish FPS pros.
They should make him a terror from across the map and in loops, and force him to take little 'time-outs' to reset.
~
Gun’s max range is increased to 25 meters. Projectile has a parabolic trajectory and a slower velocity – the chain is much stronger. Can quickly ADS, but there is a large cone of bloom that narrows to precision over the course of 1 second. Over 1.5 seconds or so, the weapon attains maximum range and perfect accuracy. On a missed shot or chain break, the Deathslinger automatically enters a 3s ‘reload’ animation. Unique animation to swing while reeling a survivor. Upon landing a hit with a speared survivor, plays a 4s reload animation. The rifle has 5 shots and must be reloaded at a locker with a 5 second animation to attain more bullets. Walking animation changed to be ‘faster’ and a bit more aggressive. Hitting a survivor with the last 5m of the spear’s range instantly damages them. Spear Hitbox slightly larger. Velocity rapidly slows with range. Swinging weapon while survivor is skewered does not liberate the survivor before – hitting a skewered survivor plays a special ‘down’ animation where the slinger stabs them and pushes them away with his boot – taking additional time.
~
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They just need to rework keys.
Make doors. Survivors can open doors through a 8 second animation, which preserves them. They can be slammed shut to stun a killer - but killers can break them like a breakable wall.
With a key, charges are expanded to open a door in 1.5 seconds.
Make Keys open gates and chests faster as well - and perhaps add some sort of element that aids when interacting with a killer belonging. Keys should be very quick 'get out of jail free' cards.
~
– Expend charges to unlock chests much faster. Animation to use key in order to open hatch. Keys unlock exit gates faster at the expense of charges. Broken key extends the range of all aura reading by 8m. Keys have different models. Iridescent addon to keys to spawn hatch sooner. Addon to make key able to open hatch – Pink Keys do this by default. Purple keys no longer open hatch by default. Keys can open doors extremely quickly with a 1.5s animation at the expense of charges.
~
Would be nice if a key could be used to instantly free yourself from a bear trap, complete a Jigsaw box search, Open a Nemesis Chest instantly, etc.
At that point, the Broken key can be more addon reliant - but perhaps only grant a certain amount of opening speed buffs where Dull keys offer normal and Skeleton Keys have far more utility baked in.
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/2937184#Comment_2937184
I think OP is sick of mending. Either that or keeps getting wrecked by the 5th Frenzy hit.
5th hit is only an issue when there are even 4 survivors in the match.
How the heck is Legion getting 5th hits after their buddy does or while they're on the ground/hook?
Do they keep mending before their power is through??
Ugh. I don't understand.
Mending sucks, but it honest-to-goodness isn't all too bad in most circumstances.
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The biggest issue with BHVR is the position they have found themselves in - between finance and stability.
As a developer, they have to play things extremely safe, they cannot afford to take a big risk and have it not pay off.
That being said, it's a lot easier to let sleeping dogs lay when their content is 4/10 or higher. If they release something 3/10, they work to fix it (see GhostFace backlash) as they should, because they aren't complete sillynannies.
But really, unless there's something pressing - there's really no reason to fix it financially (at least, in their mind)
While I fundamentally disagree with the notion that QoL updates do not create ROI like new content, microtransactions, and Season Passes - I can see that the team is being very particular with their movements as not to be wasteful.
I.E. We all hate the MMR system - but there needs to be SOME sort of SBMM in the game... and they already poured a lot of resources into MMR. It's worth it to the devs to MAKE it work rather than scrap it and start over. Financially, it's better for them to try to stick it out with a 4/10 system than to go back and design a 8/10 one. What would an 8/10 SBMM system earn the team? They do not seem to think that the time and resources to develop a more robust system would encourage enough revenue to cover the cost of production.
I fundamentally disagree with this, but I also have a sneaking suspicion from my time in production, and looking around into the power structures of other jobs:
Their command structure is likely not hyper efficient.
Those pipeline inefficiencies can become VERY expensive VERY fast.
For instance, I asked Graphics to come up with a thumbnail graphic once. I make cheap thumbnail graphics for side channels in 40 minutes or less, it's easy stuff. Doesn't cost the company more than $20 in man-hours to generate one.
But when I ask the MARKETING department for an OFFICIAL Thumbnail - it goes through several desks for review, then it gets passed to our super talented graphic team - who spit-shine it to perfection with 16 man-hours of work. Then, the graphic is passed up the chain and is verified by the VCEO, the ACEO, or the CFO, then get handed down to directors to meet over and then gets piped back to my desk to be used. What a waste. That silly YouTube thumbnail probably cost over $320 in cumulative headaches and labor. Sure, it was a lot better than a cheap $10-15 one, but the abysmal inefficiencies, roundabout verification systems.
The misguided priorities of leadership turned what should have been a less-than $50 product into a greater-than $300 one.
Spending $50 on a youtube thumbnail is already pretty pricy for our level of work, but asking for $300 on a niche channel is exorbitant.
Bad Pipeline, poor prioritization, and mismanagement just marked up the cost of production by 600%.
You want the truth?
A GameJam code monkey can re-write each and every perk in the game in a day if they were pressed.
But BHVR cannot find the time to re-balance a single one of their 120+ BAD perks... not because they are dumb, bad, or evil - because they are not any of these things - but because the system they have is expensive and intensive.
If they wanted to, say, fix 'Remember Me' - that could be the proverbial $50 fix that costs the company more than $300.
BHVR has a pipeline, BHVR has prioritization, BHVR has management.
When these aspects are geared towards making SAFE moves for the company, rather than DARING but HEALTHY ones - it can become very easy to lose sight of what's important from either side.
In the end, we like the game and want to keep playing. We are here talking about the game and the devs because we care and want it to succeed - to grow - to perpetuate.
What's more important, though? Having a healthier game, or having a game at all.
Because that's the terrifying question the executives at Behavior have to ask themselves every day.
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I don't think I understand what this post or thread is about...
Is it about Legion being strong?
Is it about a lot of people playing Legion?
Is it about silly design directions?
I don't understand what the soul of this is intended to be or where it is supposed to be headed.
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Survivors can easily reveal you while you are unable to stalk them.
Your 'Mark' is not incredibly powerful and is highly situational.
If a team doesn't heal, you're just Undetectable Machete Man.
If the team keeps an eye on you, you are just Machete Man.
If you spawn into a Coldwind map, you are just DC Man.
He's flat just not worth playing when you have superior options.
Saduko is a contender for the worst killer in the game, but at least she has a teleportation ability. Meyers is a stealth killer and he can eradicate an entire team in 60 seconds once he gets the ball moving.
GF tho? Eh.
Freddy and Clown are better in loops,
Pig and Trapper have better map control and slowdown.
There's very little reason to play him IMO.
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The system is fundamentally flawed.
It cannot be 'tweaked' to work because it was based on a misguided vision of what constitutes as 'winning' which has caused the balance of the game to tumble into undesirable territory - to nobody's surprise.
Until they either create a flat point based system that is determined by actual in-game performance... or simply adopt a SPM model - they're going to have massive difficulty making SBMM work for them rather than against them.
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/2928054#Comment_2928054
Easy Anti-Cheat and most other anti-cheats don't care so much about your ini as the config ini is the file that is meant to be changed. They're also looking for third party program hooks than a simple number change. Sometimes you actually need to tinker with dbd's ini as this game has a history of just not responding to in-game configuration changes.
I totally agree that this is both how it is and how it has been.
Going forward, though, the devs should give players a stable experience and options without forcing them to modify the ini files.
Overall - the ini files should be sacred, never modified in an online game like this - but I support that the devs should give a stable and considerate experience in-client instead of depending on modifications to their core files.
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@KennyTheRipper said:
https://forum.deadbydaylight.com/en/discussion/comment/2935653#Comment_2935653
pls stop, you make no sense. Educate yourself about that topic is the best advice I can give you.
Besides, if you talk about "unfair advantages" for basic graphics settings you already out of touch with reality.
What are you talking about?
Educate myself on what? That's needlessly rude and suspiciously vague.
The differences between MSAA, TXAA, SSAA, and MLAA?
Ever occur to you that there's a reason players cant change their brightness or chroma in the options menu as other games have?
Ever wonder why certain resolutions aren't supported by the game, or why its field of view cannot be modified?
Last I checked, these were basic graphic settings - and they have been stunted from the game because the developers deem them to be abusable by sweaty players.
No, I do not think they should revert the change to let players edit their INI files.
t's not my call, but if there isn't a good reason for the devs to force AA - then they should give people a switch.
There is nothing ignorant or uncivil about this statement, which is not what I can say for yours.
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@Elcopollo said:
https://forum.deadbydaylight.com/en/discussion/comment/2934838#Comment_2934838
I had this whole detailed paragraph written out at first, but....
You're trolling, right? 'Cause I fail to understand how any sane person would think that players should be paying their money in order to get updates and reworks of the content they already own. And if you really think that - hell yes Sadako Rising is better. At least Sadako Rising is an actual new content that's completely optional, not a cashgrab I am forced to buy in order to get a flippin' perk update.
Silly, nobody would be paying for the update, it's a free event.
The company gets money by moving more DLC units.
I.E. Massive free update for all players, with the spotlight on the Twins and Elodie.
Players can buy the new cosmetics.
Players may actually buy the twins DLC now that it's better and more attractive.
Players will get online - pumping up the CPC on all platforms.
Player Retention for newcomers will improve.
So, no, you're not charging for QoL changes.
QoL changes make the content more appealing, which drives sales of what's already on the shelf.
I.E. No Man's Sky bombed and didn't move a lot of copies when it first came out.
With multiple FREE updates, they moved more units and were able to INCREASE THEIR SALES!
Do you see what I mean? Nobody has to PAY for the update.
Everyone gets the update, your Twins - better, your perks are better.
But now all of the holdouts who didn't buy the DLC because it was garbage are going to have a lightbulb moment where they say. "Wait, the Twins are FUN now? And all 6 perks in the DLC are awesome?? I should pick it up!"
You don't have to re-purchase the content, the devs get their money from the people who didn't already have it.
And releasing some sweet skins will also make a pretty penny as players log on and have fun with the new keys and everyone tries out the new content.
The event would be free, but the devs would get revenue from separate DLC and shop sales that accompany such an event.
The primary benefit is that creating the event would be much, much cheaper than constructing a new chapter, meaning the increased velocity of units can be relatively mild and still see ROI.
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@KennyTheRipper said:
https://forum.deadbydaylight.com/en/discussion/comment/2928054#Comment_2928054
My jaw dropped. How can someone with that little knowledge be so confident lol
Ah yes,
Saying players should have a switch and not be editing INI files is super not knowledgable.
Also saying that I'm skeptical as to the potential cheese that can come out of such a switch makes me ultra not knowledgable and not at all doing my best to be reasonable.
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@nostrada96ass said:
remove, and change countrable killers basic speed 115% ->117.5%
usable abilities stay their speed, and nerf of blight movement speed to 112.5%, same speed buff for deathslinger
I understand if you want her removed, but why would you want to increase all killer movement speed b 2.5%?
What does that have to do with the nurse?
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2934169#Comment_2934169
collecting grunts of pain, maybe?
That's a creative thought!
Maybe Susie could pull the very breath out of a survivor when she downs them - making her more powerful with every down that she attains, which also plays into her hyper aggressive snowball aspect of consecutive downs.
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@Murgleïs said:
Another day, another thread asking for a nurse nerf. As usual :
- Survivor main will say she is "broken" or "unbalanced"
- We will provide stats and data showing that in fact, she has a BAD winrate comparing to all killers, and is very hard to learn
https://us.v-cdn.net/6030815/uploads/ZIWEE3PRGCAX/stats.png
- Survivor main will argue there is no counterplay
- We will explain to survivor main how to counter a nurse
- Survivor main will argue that despite this counterplay, it's still easy to get 4k with nurse at any elo
- We will ask for winstreak video proof to back up this claim
- Survivor main will ignore this request because unable to do it
Just to clarify, I don't believe she should be nerfed - nor do i recall asking for such.
I just want to hear everyone's honest opinion
Just wanted to make sure that much was understood - thank you for sharing yours, though!
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@Raptorrotas said:
https://forum.deadbydaylight.com/en/discussion/comment/2934819#Comment_2934819
Well, I probably misread or interpreted your poll wrong, apologies. But with the current forum threads, most mentioned changes to nurse are nerfs, and the 2 range addons are simply the most complained about. I just read the nurse addon list on the wiki and agree on the general assessment that her range addons are her best, if not only because most of her others are bad.
That said, im not really into playing nurse since her fatigue is annoying and my PC cant handle the game anymore. I'm also heavily killer biased so take my opinion with a bucket of salt.
All good, my friend!
I love hearing what members of the community think. I'm glad that there's no misunderstanding :)
Always remember: your opinion matters!
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@Elcopollo said:
https://forum.deadbydaylight.com/en/discussion/comment/2934403#Comment_2934403
I believe there isn't a single word about quality of life changes in this poll. And you make it sound like quality of life chapters might be monetizable just like regular chapters are (the sole fact of comparing the two + the whole "for people's money" thing), but company "fixing" something they've already put out should never be something players have to pay for with their money.
No matter how good for the game those fixes are.
Yes it does ?
I mean - it doesn't push nearly as much sales revenue as a new product on a hot market like a good DLC release, but it absolutely makes money.
It's the same debate as building a new house to sell, or flipping a junker.
You can get a lot more money for the new house, but flipping a house is a lot cheaper and much lower risk.
If they made one of their lowest performing killers viable, people may actually buy her.
If they gave her some good cosmetics, people may actually buy it.
If they gave Elodie good cosmetics, people may actually buy it.
When the game releases with a major update - such as a new map - sales and retention usually go up.
Retention is a massively important sales figure because it's correlated with microtransactions.
The more engaged, the more fun a player is having - the higher their retention. The higher a player's retention, the more microtransaction sales are made.
A game fix not only spreads good will to the players, but in the long run it has the capability of increasing a game's profitability for a very low internal cost.
Instead of having to create new assets, new powers, bug test new features, generate new terrain, make new perk art for 6 new perks, do tons of balance and bug tests... you just tweak what's already there and add a couple of new skins - which sell themselves separately.
You don't charge players for QoL updates like a DLC. You give it away for free and make an event out of it. Make it a fiesta. A Party.
Last year's Resident Evil chapter was an absolute party. We need more things like that where the changes are celebrated and emphasized - new or old. Updating 7 perks to be meta or even near meta is worth the fanfare alone.
If they do this, they will gain money - and they will save a lot of money while making it.
That being said, I still didn't get an answer for my question:
What would you rather have seen released in march: The Saduko Rising chapter we got, or this fictional 'Cosmic Inheritor' update - and why?
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@Raptorrotas said:
I feel she shouldnt be touched. Visual makeovers may happen bit nerfing her addons?
Whats the compensation for getting rid of her good addons? More meme ######### ones?
Be careful what you wish for, too many nerfs and we can replace her fatigue with just a small slowdown like billy.
I don't remember anyone suggesting that her addons get nerfed.
If you're referring to SuzuKR, he isn't wrong in stating that her range addons are, without contest, her strongest and most highly favorable addons. But I don't believe he was asking for any true nerfs - just observing that it slightly upset her zen.
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@shinobu149 said:
https://forum.deadbydaylight.com/en/discussion/comment/2933594#Comment_2933594
I disagree we need more content frequently js..
I must disagree.
The content is in the game - it's just no good.
For every good survivor perk, there are six bad ones that NOBODY uses.
You always see Dead Hard, Decisive Strike, Unbreakable, Circle Of Healing... when's the last time, honest to goodness, you saw someone take No One Left behind, Appraisal, Dark Sense, Rookie Spirit, Repressed Alliance, Slippery Meat, Aftercare, Left Behind, Empathy, Open Handed, Visionary, Deja Vu, Hope, Buckle Up, Red Herring, Sole Survivor, Up The Ante, Corrective Action, This Is Not Happening, Lightweight, Poised, Wake Up, Premonition, Calm Spirit, or Solidarity?
Rarely, and even at that, what gives? Why don't you see it more than once every 40-50 matches? Why do survivor players hate these perks??
It's the same sad story for Killers too, almost 100 perks and using the same 10-12.
Why do some killers get a lot of screen time while others don't? Why get a NEW killer, when the Twins is seen every 100 matches or so on average?
Why get more killers with useless perks, and more survivors with useless perks - when you can get the same exact effect on something already in the game?
Would you rather have gotten Saduko Rising as it was, or would you rather have the 'Cosmic Inheritor' update (or something like that)
- New and improved Twins, actually fun to play as and against! New Twins skin and minor lore update!
- All twins perks reworked - they're good, fair, and killer's actually take them.
- Elodie gets a new skin, lore touchups, and a new charm.
- All Elodie perks reworked - they're good, fair, and survivors actually take them.
- New Map! Paris France map in the Crotus Prenn realm! Feature for the Twins.
- Monstrous Shrine rework - fair, good, and actually useful!
- Keys rework - they are good again, without being broken!
- Prestiging a character now makes their Bloodweb slightly cheaper!
- Incapacitated tweaks and updates
- Multiple bug fixes!
Is this more attractive than the Saduko chapter, or less - and why?
Because, for my money and - I bet for many people's money, this update is a more attractive prospect than another poorly implemented and rushed DLC.
You know what I mean?
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Medkit+addons is better 100%, but with CoH being so ubiquitous, it's often a better idea to simply drop gens as fast as possible.
Bringing a Wire-Spool/Swivel Socket Commodious with Streetwise and Built To Last can strip away over 40 seconds of generator time.
Literally, one tool box and two perks can confer half a generator worth of progress.
With Prove Thyself and teamwork, or coordinated with multiple toolboxes - a SWF bully squad can abuse Kits to shave off 2 gens worth of progress over the match.
Literally, with everyone going a build build like this - the entire game can be over in less than 3 minutes.
With a good looper and Brand New Parts, the game could be over in half of that. with coordination.
Bringing even a fraction of that power into a match that already has good heals is incredibly strong.
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It never feels good to destroy children.
When I get paired with newer killers that have absolutely 0 clue on what the weather is, I do what I can to go easy on them and give them plenty of chances... unless they start camping or BMing.
The sweaty game may be a bit harsh - never fun to get outclassed by an enemy - at least I can learn new things, new techniques, and accelerate my intentions of growing as a survivor player.
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Dry, uninteresting, completely uninspired.
They originally had him pull people into the dream world and oppress players with massive debuffs and circumvent powerful survivor perks. Glad he doesn't have to pull players, but at least it was creative.
Now, he's a generic M1 killer with ketchup pools and a teleport, which look very flat - especially in contrast with much more flashy killer powers. Very boring in comparison.
He has to be reworked - for the better of the license, their business, and the game itself.
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He should be harder to see while awake, but not completely invisible - that would be too broken.
I would normally agree about the terror radius and lullaby swap - but it both lacks thematically and is the opposite of what you, as a killer, want.
Heartbeat is a lot more specific than lullaby - and the lullaby is also a lot more creepy and dreamy. It would make more sense to hear the singing while they're dreaming and to feel a sense of foreboding while lucid than the other way around.
There should absolutely be a few passes on the items to make them more interesting.
But they really need to have a major overhaul of the killer overall.
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This 100% needs to be changed. Plunderer's has ONE JOB. It should be expected to do it well.
It should also have some sort of loot multiplier to make it more rewarding to search a chest - and maybe a small, temporary buff after opening it.
Like.
You get better quality loot from chests, and after opening a chest, gain 6% Haste for 30 seconds.
Would make opening chests beneficial and also could bring a bit of strategy to it.
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This is such a simple yet MASSIVE addition that it 100% should be in the game.
Having to go through each survivor to meticulously update their charms - or re-customize each and every killer's hook whenever you get a good, shiny addition is such a pain in the neck.
They should probably also have 'auto adorn' which adds random charms so that people who like to gamble, or lack the creative drive to customize can roll until they like what they see.
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I'm a nemesis main. He's fun to play as and against IMO.
There's enough skill involved on both Survivor and Killer that it keeps interactions interesting - and Nemi's power is literally a 'I don't want to be frustrated' power. It hits through short loops, breaks pallets, and punishes survivors who make risky vaults at the last possible moment.
He stays in chase with zombies and survivors throwing pallets, using flashlights, and throwing Dead-Hards into killing zombies is both hilarious and genuinely fun to play around.
Zombies add a comedic element, and his power literally eliminates the most frustrating elements of the game while encouraging survivors to take time off of generators to cure themselves... and promotes a lack of tunneling - as spreading the infection is much more beneficial than focusing on one person at a time.
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Absolutely.
They should also have a John Cramer skin with VO from the original actor.
Probably also have a legendary skin for Tapp to be another SAW character like Gordon, Adam, That Other detective guy, Daniel from Saw 2, etc.
That would move a lot of players to actually buy the DLC and play with it, which - correct me if I'm wrong - is exactly the business that the devs are in.
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They 100% need to stop working on new releases and start working on major QoL updates.
I have no doubt that DLC releases bring in a massive amount of income for their hungry production team needs - however, I'd argue that QoL drops are far less extensive and have much higher ROI than DLC releases.
What's better than working hard to release the Twins DLC and generating revenue through sales as the community cries about it?
Re-releasing the Twins DLC with minor patch work and generating revenue through sales as the community rejoices while you save money.