Visionmaker
Visionmaker
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- Visionmaker
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@not_Queen While a BBQC stack is harder to accomplish, I don't think you've considered that it does not change the killers objectives. Unlike individual survivors that do not have to go in for saves or otherwise pointless bodyblocks, killers primary objective is to hook and kill survivors. BBQC gameplay is the same as no BBQC gameplay.The incentive also doesn't work for anyone but Nurse and Billy. If you observe higher rank streams, even one missing aura signals to camp/patrol as usual. Watch killer streams and many even vocalize it: "they're nearby".Meanwhile WGLF incentivizes poor gameplay that runs at odds with BBQC. People farm hooks instead of completing objectives, and risk death for protections. Dedicated savers with WGLF put the hooked survivor at risk for camping versus BBQC killers, and the lack of BP penalty for unsafe hooks puts solo survivors at risk of death.Fact of the matter is that WGLF changes survivor gameplay in a negative fashion (excessive bodyblocking and hook farming) because it's useless as anything but a farming perk. Unlike BBQC that does not require the killer to change gameplay, helps them farm BP with no risk to themselves, and still acts as a strong tracking perk.
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@Runiver I meant increasing the BP offerings.
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They have no choice.
@Runiver You know that's a lie.
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@Runiver Same with increasing BP and they still did it.

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@theagitatedapricot said:
I think it should show the auras of survivors within like 8m of a hooked survivor. That way you know if someone is going for the save or not.So I can SB in and get the farm before them hehehe
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@RagingCalm @Jack11803 This is cool
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@Temori said: Since when do people care about the emblems?
If they cared, they wouldn't be running with an empty perk slot.
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@MyFreddyIsBae Aside from the fact that it can encourage farming teammates and acts as an empty perk slot otherwise.
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It sounds like too much time and effort to reopen and escape. Versus a good killer, the cat and mouse would probably take over five minutes, assuming I know where the hatch was to begin with. I'd rather start a new game.
Personally I wouldn't bother unless there was a BPS on the line. If killers wanted the free last kill, they can get it.
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Thank you.
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Jack11803 said:
@Visionmaker said:
Jack11803 said:That’s the entire gimmick of obession Perks. Sole survivor (not anymore because it’s such a weak perk) object of obession. The reason you can get it nullified, is because you choose to run it. You chose to risk running an obession perk, that also happens to be the strongest any perk in the game.
I don't know if we're playing the same game, but Ooo and SS both work for non-obsessions. Inevitably, even non-obsessions fully get the chance to use their perks.
The reason it would get nullified is if the devs implement such a ridiculous suggestion. Not because it follows any sort of preexisting theme.
In advance, thanks for debating civilly

I believe the pre-existing theme is that the perks are weakened if you aren’t obsession. So the strongest perk gets weakened the most, to nothing. Also, pre-game chat. And I suggested in other posts solo people should get SWF tier comms, and then both could be nerfed without ruining solo queue survival rate, which is currently at 30%
I don't think it's the right way to do it. A drawback shouldn't lead you to put blame on your teammate. A drawback also shouldn't be fully reliant on a coin toss. And it's completely unfun to have to compromise with every single lobby just to use a perk.The implications of your suggestion forces DS the biggest pain in the ass for the user as possible, and that is not a good trend for balance. It's intentionally frustrating just to artificially drive down its usage.I'd like to see where you got your numbers. Not because I don't believe you, but because I like seeing data for myself.And I bet you SWF will try to bully solo survivors out of using their DS. -
Jack11803 said:
That’s the entire gimmick of obession Perks. Sole survivor (not anymore because it’s such a weak perk) object of obession. The reason you can get it nullified, is because you choose to run it. You chose to risk running an obession perk, that also happens to be the strongest any perk in the game.
I don't know if we're playing the same game, but Ooo and SS both work for non-obsessions. Inevitably, even non-obsessions fully get the chance to use their perks.The reason it would get nullified is if the devs implement such a ridiculous suggestion. Not because it follows any sort of preexisting theme. -
Jack11803 said:
@Visionmaker said:
Having a perk do nothing for non-obsessions is absurd.I'd be thoroughly impressed if the devs implemented that sort of dysfunctional suggestion.
Should just be the killer root for non-obsessions and insta-wiggle meter or longer root for obsessions.
How so? All obession perks had weakness to non-obession. Wouldn’t it fit for the strongest obession perk (perk in general) having the strongest drawback
Because it's simply unfun. Why should I end up with a dead perk just because rando-Claudette decided to spice things up with a Lv1 DStrike? Why should my customization be fully nullified by a **teammate** of all things?It's completely counter intuitive. If multiple DSes are a problem, then they can figure out a solution for balance. This is not a solution, this is a lazy way to dissuade people from using the perk completely, and even less to play with randoms. -
Having a perk do nothing for non-obsessions is absurd.I'd be thoroughly impressed if the devs implemented that sort of dysfunctional suggestion.Should just be the killer root for non-obsessions and insta-wiggle meter or longer root for obsessions.
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only1biggs said:
So many people falling for bait it's ridiculous
Iwasonlypretendingtoberetarded.jpg -
Runiver said:
Devs stated several times in their stream that they do not give passives to survivors for a reason : they want people to be able to play the character they like the skin of.
Tho I suppose passives could do if it would fit playstyles rather than being pure buffs.
That would ask for quite a bit of work to get them all balanced tho.Being small enough so they are inconsequential is enough for balance. -
Casual players probably aren't playing the ptb.Tryhards and enthusiasts are.
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It should be first person in a locker, like most games.But I wouldn't want the entire game to be first person just cause you want some jump scares. For some reason, I have to strain my eyes to discern things from a killers perspective. Would make it painful to play DBD as a whole.
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Increase BP cap at least. Why is it not even enough to bring a character to 50?
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sawerjke said:
its obnoxious and shouldnt be a thing
Remove the one thing that's fun and requires skill...And doesn't work when the killer isn't a steaming pile of trash. Hmmm -
@Michael_Myers said:
Better hope you don't make a mistake, cause I had a couple of survivors that did, and they payed dearly. Popped evil within 3 and got some extra kills lol. Most satisfying feeling ever.Never

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Camping is alright.
Facecamping is not alright. It's kinda crappy that killers can facecamp early on. Whether or not it succeeds, it ruins the game for that individual and arguably the killer as well.
There needs to be more done. BT is not enough. There have been a few good suggestions so far on the forums, and I hope the devs try one.
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I grab a last minute chase for the sweet 250 chase pts.But I don't see the need to teabag. I do teabag teammates who are downed though. Just because it's funny.
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Would be nice.QnQ is niche but that would make a solid, A tier stealth perk.
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In the same vein, why are dull totems 600 points for 14s? Toward the boldness category of all things?Meanwhile gens are around 1400 for 80 seconds, while being the main objective in the game.There's no point in lowering pallet BP if you're not going to increase generator BP. As if the survivor grind wasn't bad enough.
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Killers easily get 2x more BP on average than survivors do. Played optimally with Doc, offering, BBQC, it's 40k minimum, even on a losing game.Why does there need to be more add-on saturation?
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End game chat, game exploits, holding the game hostage, abusive chat... those are the things that should be punishable.
However, it should be suspensions and silences, not BP reducs.
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@Runiver said:
@weirdkid5 said:
@Runiver said:
Wow, this thread went full apeshit.
Don't forget to just break the pallet boyz.
We need @GeneratorJake in here to calm people down.
I'm counting on you and your memes.Just break the pallet and stare at a wall during pickup dude. It'll solve all your problems.
LOL
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@Terrence said:
They've explained this many times on dev streams why they can't do that. Something about the servers not connected.It's not about can or can't...
It's about will or will not! And they will. >:(
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@Evil_Dwight said:
My unpopular opinion:
Survivors sandbagging each other is good and should be encouraged. The Entity wants us to betray each other some of the time.There are many mechanics in the game that suggest this is true. I even wrote a guide explaining the whole idea a year or two ago and it got some good responses... and plenty bad ones. 8-)
In response...
Let there be a perk that lets you backstab other survivors. Because if I see a survivor intentionally sandbagging me, I'm saving D-strike for them.
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@TheCamper said:> Pretty sure lobby dodging isn't allowed. Not sure if it's reportable but seems like something a person should get penalised for. They should just do something similar to plug pullers. Too many times and you get an auto ban.
It's completely allowed. You can remake the lobby till your heart's content.
The only problem is that people dodge SWFs expecting a difficult/toxic game. If there was a rep system/enforcement of good sportsmanship in the game, it would be less of a problem.
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@ThePloopz said:
It depends on how much the hooks stand out because then body blocking would be insanely powerful lolI dunno, like a little bloody and have creepy ambiance like they should already. Instead of fading into the background.
Maybe pulse a bit and look dramatic to the killer instead of showing the full damn outline.
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@ThePloopz said:
Visionmaker said:Aura reading ruins the game. Strong aura reading perks act against the horror aspect of the horror game more than SWF does. This includes Killer and Survivor perks.
Being injured should incur more penalties. Including running slightly slower/having your dying state bleed out timer decreased in the background.
Dying state timer should be less than half of what it is now. Slugging is a boring ass mechanic and people should be scared about sitting there BLEEDING TO DEATH.
That new perk where it highlights pallets and windows should never have been even though of imo it’s SUPER hand holdy.
I agree, they should save that for the tutorial mode and KYF.
Same with the full hook highlights. Hooks should naturally stand out more, but completely outlining every single one of them in red is just so unnecessary.
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@weirdkid5 said:
@Visionmaker said:
@weirdkid5 said:
Sorry, but this game wasnt made or designed with the ability to play with friends in mind. SWF gives you a massive advantage, there should be a downside to it as well, as do some perks and addons. That's called balance. If you dont want the disadvantages, play within the intended balance.I've already done the theoretical math in my petition that garnered over 3k comments on Steam. Wait times wouldn't really be affected too much and if anything, would cause the playerbase to grow by attracting old solo players and Killers alike.
Growth and profit at the expense of fun for one of the sides isn't good game design, it's shilling for the majority and dropping your initial vision for profit. This kind of artistic murder is shameful. People who bought this game to play with friends when it first came out bought the wrong game. Devs knew SWF would be unbalanced, wo they opted no to include at it first until they could figure out how to balance it.
Survivor mains whined and review bombed and made them cave. Yet when Killers review bomb and whine, they get told to get over it. Funny how these things work.
Sorry, but the developers weren't always right since the beginning inception of the game. There is no magical merit to clinging onto original developer statements like a messiah.
Playing with friends should be encouraged. Cooperation should be encouraged. This game is a team game and players should not be penalized for inviting more players to play with them and buy the game. Networking is a powerful tool for the game's growth and maintenance, and the developers know it.
Okay... I would be impressed if you managed to prove reliability or validity in your data and analysis...
Idealistic masturbation and Puritan gatekeeping over a specific preference of play will only prohibit improvement of the game. "Artistic" doesn't mean "original", and "growth" doesn't mean "bad". People who bought the game at its inception are not the only players that get a say in the game's direction, and their voices have no more merit than other players. Devs knew that prohibiting SWF limited growth and player retention, and they merely took the step in a direction you cannot appreciate.
Thanks for the anecdotes buddy.
You lost me at cooperation should be encouraged. Read the store description of the game.
Work with your team... or don't.
This is not a team game. You have the opportunity to work with your team, but ultimately you are playing for yourself. Sorry 70% of the playerbase doesn't understand this concept.
You say this while there is an Altruism Emblem that dictates performance as helping and cooperating with others. Points, performance ranking, and a higher chance of survival isn't encouraging team play, in your eyes?
You confuse "encourage" and "force", and pretend that just because you aren't forced to act as a teammate, survivors are not a team.
Meanwhile, the sole mechanic that caters to uncooperative teammates is the hatch, which, coincidentally, is getting a hefty nerf.
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@weirdkid5 said:
Sorry, but this game wasnt made or designed with the ability to play with friends in mind. SWF gives you a massive advantage, there should be a downside to it as well, as do some perks and addons. That's called balance. If you dont want the disadvantages, play within the intended balance.I've already done the theoretical math in my petition that garnered over 3k comments on Steam. Wait times wouldn't really be affected too much and if anything, would cause the playerbase to grow by attracting old solo players and Killers alike.
Growth and profit at the expense of fun for one of the sides isn't good game design, it's shilling for the majority and dropping your initial vision for profit. This kind of artistic murder is shameful. People who bought this game to play with friends when it first came out bought the wrong game. Devs knew SWF would be unbalanced, wo they opted no to include at it first until they could figure out how to balance it.
Survivor mains whined and review bombed and made them cave. Yet when Killers review bomb and whine, they get told to get over it. Funny how these things work.
Sorry, but the developers weren't always right since the beginning inception of the game. There is no magical merit to clinging onto original developer statements like a messiah.
Playing with friends should be encouraged. Cooperation should be encouraged. This game is a team game and players should not be penalized for inviting more players to play with them and buy the game. Networking is a powerful tool for the game's growth and maintenance, and the developers know it.
Okay... I would be impressed if you managed to prove reliability or validity in your data and analysis...
Idealistic masturbation and Puritan gatekeeping over a specific preference of play will only prohibit improvement of the game. "Artistic" doesn't mean "original", and "growth" doesn't mean "bad". People who bought the game at its inception are not the only players that get a say in the game's direction, and their voices have no more merit than other players. Devs knew that prohibiting SWF limited growth and player retention, and they merely took the step in a direction you cannot appreciate.
Thanks for the anecdotes buddy.
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@OxyReap said:
@Visionmaker Wake ups is not only about opening doors.
Botanic knowledge is not that bad when you put another perk with it. I'll let you think wich one.
Lithe need to be fixed then, but no up.
Agree with two lasts. I wasn't in the same opinion of my two mates, but they have more experience than me.Uh.. I guess the aura from Wake Up is ... niche? Still don't think it justifies a perk slot at all. It is bad.
It is not necessary. It is a waste of a perk slot, and should only be used if you want to look cute. 20% longer med packs can be replaced with Pharmacy or decent add ons, and 20% extra speed is trash in comparison to other perks... I'll let you think which one. It is trash, even as a supplementary perk.
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1. Aura reading ruins the game. Strong aura reading perks act against the horror aspect of the horror game more than SWF does. This includes Killer and Survivor perks.
2. Being injured should incur more penalties. Including running slightly slower/having your dying state bleed out timer decreased in the background.
3. Dying state timer should be less than half of what it is now. Slugging is a boring ass mechanic and people should be scared about sitting there BLEEDING TO DEATH.
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@weirdkid5 said:
@Visionmaker said:
It's just the PTB.
I'd leave too, to end the game faster. Why wait the three minutes it'll take for everyone to finish struggling/for the killer to walk around finding survivors and hooking them?@weirdkid5 said:
Voice chat wouldn't do anything cause SWF use Discord anyway. So they wouldn't use voice chat. And solo players dont need it. I dont want voice chat as a solo player main. You still need to buff Killers to account for the voice communication, something the game currently does not consider.Voice chat wouldn't be for SWF. Solo players need it to be on par with SWF. Solo player mains do not NEED to use it. Putting solo players at the level of SWF ALLOWS the devs to balance for SWF without completely taking a dump on solo players.
They don't need to bring solo players to the level of SWF. They need to nerf SWF groups or make a separate mode.
I absolutely do not agree with putting solos on the same level as SWF, and have opposed this mindset since it was first considered by the devs.
Cripple a large chunk of the playerbase for inviting their friends to play the game together? Sure. /s
Split the already long queue and, again, punish players for inviting their friends to play (BUY) the game? Uh huh.
If you advocate for something that kills the growth and profit of the game, you will be waiting for a very long time.
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It's just the PTB.
I'd leave too, to end the game faster. Why wait the three minutes it'll take for everyone to finish struggling/for the killer to walk around finding survivors and hooking them?
@weirdkid5 said:
Voice chat wouldn't do anything cause SWF use Discord anyway. So they wouldn't use voice chat. And solo players dont need it. I dont want voice chat as a solo player main. You still need to buff Killers to account for the voice communication, something the game currently does not consider.Voice chat wouldn't be for SWF. Solo players need it to be on par with SWF. Solo player mains do not NEED to use it. Putting solo players at the level of SWF ALLOWS the devs to balance for SWF without completely taking a dump on solo players.
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Lol
Game designer =/= Concept Artist =/= Animator
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@CallMeRusty420 said:
Anti-GenTap FixMake it so that the gen progress bar doesn't start to progress until after 3 seconds of holding the action button on the gens and also won't stop the Killer's gen-break function until after the 3 second time.
Pros for balance
-Survivors won't be able to cheese the Killer's gen-break function
-Survivors won't be able to avoid Hex: Ruin (Hex: Ruin skill checks won't activate during the 3 second time either so they won't be robbed of the progress they've made in rather risky situations)A bit too large. I'm afraid this will buff three-gen strats too much. Maybe it won't progress after 1-2s instead. Just a little bit will prevent gen tapping.
Trapper Aka the real OG of DbD
Power Rework #2: Disarming a beartrap requires a skillcheck and if they miss it, it still disarms the bear trap but puts them in the injured state (like as if their hand got nipped and left a nasty gash) Disclaimer: I came up with this on my own and then I saw your dev stream bringing it up which I was happy to hear
Maybe. Only if they redesign the skill check a little bit, maybe. It seems a bit redundant to add them to every nook and cranny of the game. (Already present in Doc and Pig's powers.)
Pig
-The growl causes exhaustion for 3-5 secondsDisclaimer: Someone else came up with this idea and I can't remember who came up with it. Whoever did is a genius.
I don't think it makes sense lore-wise. Would rather save that sort of buff for the Wraith instead. If anything, the Pig will do just fine with her power if/when they nerf SB.
D.S. change
Upon successful activation, the survivor is put through a bleedout timer that lasts for the same amount of time as Borrowed Time.Pros for Balance
-With your emblem system, you want survivor players to play more stealthy right? Well if they aren't running Iron Will their groans of pain from your change in mind will be a dead giveaway. So make it so that if they don't hide and juke from the killer and try to pallet loop them, they get punished for it. But if they get away, they can heal themselves out of the timer and back to full health and will also make perks like Unbreakable and Tenacity more viable.Disclaimer: I saw your changes you're working on for DS and I think that'll make it a bad perk choice for a lot of survivors. I may be a killer main, but I want balance. Not an easy win. I play survivor fairly enough too and not being able to heal to full health might be too much of a hinderance for some players. Also it can be abused if used correctly at the end game.
Sounds good to me. Maybe make it 30s instead of 25s timer. I think that'd be fair, given that BT requires a hit before going into Endurance state.
Self Care change
Rework: Make it so that for the level of Self Care determines how many times you can heal yourself. Ex: Tier 1 means you can heal yourelf 1 time, Tier 2 means you can heal yourself 2 times, and Tier 3 means you can heal yourself 3 times.
Pros for balance
-Survivors won't be able to cheese self care all game
-Will make perks like Empathy more viableDisclaimer: I saw your rework that you have in mind about resetting the bar if they can't complete it and to tell ya the truth, I think that would be a bad choice because it'd be annoying for a lot of players that are like 1 second from being healed but then the Killer is gonna hit them if they don't move, they'll be brought back to injured state and have to do it all over again. And that's if they finish it in time. Not to mention if the killer is tunneling the crap outta them. But if you just make it a set number of times they can heal, then they can still heal themselves without those annoying hassels but also won't be able to cheese it like a lot of players do.
Sounds good. It won't heavily nerf solo players unlike many other suggested changes.
Hex Perk Reworks
When destroying a Hex, the hex has a devastating secondary effect that hurts survivors. This way they will be viable and yall over at the office don't have to take the painful detour of moving the totem locations and other rather daunting tasks.I think your rendition rewards Killers too much just for possessing a Hex perk. IMO, all broken Hexes should curse the survivor that cleanses it, and only if the Killer manages to gain stacks to begin with. Hexes that the killer successfully protects should have strong returns, while hexes that Killers neglect will do little when cleansed.
This will promote the style of play that Hex Perks require: guarding and protection in exchange for their curses.
Hex: Ruin
-When destroyed, all survivors' repair speed is reduced by 20%Too strong IMO. It completely overshadows Dying Light and other hindrance perks. It would make it way more mandatory than it already is.
Instead: it should apply to the cleansing survivor by having an aura that reduces repair speed by 15%*(x) to themselves and survivors 5m around them. X being generators not completed.
Hex: Thrill of The Hunt
-When destroyed, all survivors' auras are revealed for 10 secondsKinda cool, kinda OP. Not a fan of extra aura reading. Again, I think it should only be for the survivor that does the cleansing. It's already not fun that BBQC punishes survivors for other people's mistakes and this would be just that.
Instead: Apply a curse that shows the cleanser's aura to the killer by 3 seconds for every token/totem uncleansed (min:3s, max:15s). Killer's Bloodlust gain is permanently shorter versus this survivor.
Hex: Huntress' Lullaby
-When destroyed, all skill checks function as if 3 tokens are active for the rest of the matchExcessive and oppressive for lower ranks, while kinda worthless at higher ones.
Instead: Give no notification of Hex Lullaby until 5 stacks. The cleansing survivor is cursed with the number of tokens at the time of cleansing permanently.
Hex: Devour Hope
-When destroyed, all survivors are put into the Exposed status effect for 1 minuteReally excessive, but maybe balanced by the low duration.
Instead: At 3-5 stacks, curse the cleansing survivor with Exposed or Exposed+Mori ability (at 5 stacks) for 3 minutes.
Hex: The Third Seal
-When destroyed, all survivors are put into the Blindness status effect for 1 minuteReally weak.
Instead: If the cleanser has been hit, permanently curse them with a hex that hides their aura from teammates, and prevents them from seeing teammates auras. If not hit, duration is only 3 minutes.
Pros for balance
-Hex perks can't just be instantly destroyed at the beginning of the match without paying for it
-Killers won't have to waste a perk slot if not more than 1.
-Destroying the totems will hurt survivors, but the survivors will still prevent their full power from being unleashed.Anyone have opinions or thoughts? Feel free to share. Have an idea? Please share because 2 heads are always better than 1.
In my opinion, most Hexes are designed for snowballs. Hexes should not be a "equip and forget" perk, but instead promote a different playstyle that produces a new objective for both killers and survivors. If the Killer fails to protect their Hex and have them cleansed in 30 seconds, the survivors deserve the win. But if the killer does build up the strength of the Hex, its remaining power should curse the survivor that cleanses it.
The only thing necessary is that totem placements be reworked to be away from survivor spawn points, generators, and open areas without cover.
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@THEPUMPKINSHAPE said:
@Visionmaker said:
@THEPUMPKINSHAPE said:> I also honestly don't understand why cheating is such a hard word for people accept/wrap their heads around.
Is it an advantage?
Yes.Can it be used against me?
Yes.Do they get it?
Yes.Do I get it?
No.Is that fair?
No.Does that make it cheating?
Yes.Bannable?
Probably not. But cheating? Yes.It's like if someone have someone extra Monopoly money at the start of the game and everyone gets it but one person out of the five. And whenever the one person speaks up and say, hey, why does everyone else get two extra $500 at the start but me? They all say, 'It's not cheating, it's fair. We don't really need it, and it does give us some advantage over you, but you should stop complaining about it, learn to play against it, and sit down, shut up, and accept it.'
That's what people are doing to me with the game. Why should I keep bothering to play it? Explain to me why.
Because cheating in gaming specifically refers to something not sanctioned by the game or the populous. Unfortunately, despite it meeting a criteria of being a tool that is used to advantage only one side, it is sanctioned by the game and a very large chunk of the playerbase. That's it.
But you're fighting a losing battle to try to categorize it as something it is not. I get it, you want people to see the weight of injustice that it brings to the game. Labeling it this way does not help you.
I think you should take a break. It is not healthy to have this sort of reaction to something that should be an enjoyable experience. The game is slowly improving, and the developers are still working on it. If it is hurting you and making you angry, why don't you lay off for a few days and support the game by voicing your opinion through the forums instead?
I already tried taking two months off when the Game Leader told all Killers to [BAD WORD] off in the live stream. It's not any better. It never will get better. I'm done. I can't undo what I just did anyway. Deleting it off Steam account is permanent and I'm never buying this again.
Okay, I respect your decision. It may be for the better. Take care.
If you ever change your mind, we'll be waiting for you at the campfire.
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@THEPUMPKINSHAPE said:> I also honestly don't understand why cheating is such a hard word for people accept/wrap their heads around.
Is it an advantage?
Yes.Can it be used against me?
Yes.Do they get it?
Yes.Do I get it?
No.Is that fair?
No.Does that make it cheating?
Yes.Bannable?
Probably not. But cheating? Yes.It's like if someone have someone extra Monopoly money at the start of the game and everyone gets it but one person out of the five. And whenever the one person speaks up and say, hey, why does everyone else get two extra $500 at the start but me? They all say, 'It's not cheating, it's fair. We don't really need it, and it does give us some advantage over you, but you should stop complaining about it, learn to play against it, and sit down, shut up, and accept it.'
That's what people are doing to me with the game. Why should I keep bothering to play it? Explain to me why.
Because cheating in gaming specifically refers to something not sanctioned by the game or the populous. Unfortunately, despite it meeting a criteria of being a tool that is used to advantage only one side, it is sanctioned by the game and a very large chunk of the playerbase. That's it.
But you're fighting a losing battle to try to categorize it as something it is not. I get it, you want people to see the weight of injustice that it brings to the game. Labeling it this way does not help you.
I think you should take a break. It is not healthy to have this sort of reaction to something that should be an enjoyable experience. The game is slowly improving, and the developers are still working on it. If it is hurting you and making you angry, why don't you lay off for a few days and support the game by voicing your opinion through the forums instead?
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@THEPUMPKINSHAPE said:
@Visionmaker said:
@THEPUMPKINSHAPE said:
Otherwise, I'm out and giving it a trash review as I leave.I put over 200 hours into the game and I'm [BAD WORD] sick and tired of getting my ass handed to me by noobs who ONLY win because they CHEAT. Where's the [BAD WORD] FUN in that?
This man has seen one too many Squadettes.
It just gets me when they say it's not cheating and that it's not a big deal and doesn't change the game enough to matter. Yet, it changes the game completely for me. If it doesn't matter, why not take it away? Whenever anyone suggests that, the skies open and blood rains down. But, when I call it cheating, 'It doesn't effect the game that much.'
See the totally insane double standard?
Just because it ticks you off doesn't mean it's cheating. Just because you have a specific perspective of what it is to cheat doesn't lend any more validity to calling this cheating.
By exaggerating the problem, you're making yourself look less credible. Keep to calling it unbalanced and unintended, because at least that makes sense to people.
And no one is even saying that SWF voice chat advantages aren't a big deal or not affecting the game... And you even flagged the other guy's post? Relax buddy. You need to take a chill pill. He's just disagreeing with your wording and reaction. He didn't kill your puppy.
In the words of our dear Director Cote, you should play some Civ.
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@Allivan said:
This is why I think it would be appropriate to buff his power a little more. It feels weak, and someone mentioned Horvath had said something along the lines of "But the survivor's debuffs are reapplied constantly while he/she is within the cloud, and the 1.5 seconds lingers AFTER they exit the cloud". That statement is negligible at best. No survivor, not Rank 1, 15, or even a brand new 20 will stand in something that's supposedly toxic/poisonous. The natural reaction is to run out of it and from the killer.Posters were asking for a 0.5s increase for a total of 2.0s. The time a survivor has debuffed is often a total of 2.0s duration if momentarily in the gas cloud. That is why the dev pointed out that the debuff lingering mechanic.
Even if a player tries to leave instantly, more likely than not they will stay in it for at least 0.5s.
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@THEPUMPKINSHAPE said:
Otherwise, I'm out and giving it a trash review as I leave.I put over 200 hours into the game and I'm [BAD WORD] sick and tired of getting my ass handed to me by noobs who ONLY win because they CHEAT. Where's the [BAD WORD] FUN in that?
This man has seen one too many Squadettes.
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The perks and design are interesting. I might buy it... Kate's perks are fun.Or buy a licensed character since I don't own all of them 🤔
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[color=red] Test [/color][color=#FFD700] Test [/color]Bb code maybe?<font color="red"> Test </font>Html?I'm out of ideas. 🤣
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Wake Ups values are too low. It shaves off 2 seconds. For a strictly endgame perk, it's incredibly lame.Botany Knowledge is trash. Not sure why anyone would run it instead of We'll Make It.Lithe is buggy. Sometimes chase breaks for no reason, causing it not to proc.Borrowed Time and Adrenaline are fine. Camping doesn't need to be any stronger and end game perks should reward getting to endgame.
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It's just one window. It's fine IMO. Rather nice addition to the anti-chase perks.
https://www.youtube.com/watch?v=RxskFXYRUFs&lc=z23pedcpwwqwf1w0nacdp43aoexw13bpinxqh04xjwdw03c010c