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WolfPad06

WolfPad06

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WolfPad06
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  • I think the rework is amazing. They basically helped Freddy on the 3 key components of a Killer's strength.

    -Mobility/Map Pressure: He can teleport to any gen, I'm not sure about distance restrictions but anything higher than 40 meters is already good. He can even fake teleport to force them off the gen and catch them running away.


    -Stalling/Wasting time: Asleep survivors are in more danger since they cannot hear a TR (just a non-direction lullaby) and they are susceptible to traps and dream pallets. The fact that Freddy doesn't need to actively put people asleep and it happens on it's own can waste time on survivors by forcing them to wake up or risk being in more danger during a chase.


    -Chase strength: Dream Pallets and/or Snares will help freddy during a Chase, even if only as a deterrant to survivors for gong to strong loops at worse and an easy hit/down at best. Maybe even certain add-ons will get dream pallet dropping survivor debuffs or even damage them.

    Assuming he is a 115% movement killer still, his dream powers can only help him in chase, not hinder him.


    cover1.jpg


  • Nah music is super important for the ambiance and setting of the game, BUT it is currently completely busted for both sides. It is way too lound and masks important sound cues for killer and survivor both.


    It baffles me Devs haven't fixed this even though they know about it for over a year.

  • They should just add voicecoms to the game for survivors and buff killers accordingly. This would end all unfair advantages SWF have over solo players and give the killers the right tools to deal with comms. Sure some perks might becomes a little less useful (bond, kindred, etc.) but they can always be reworked to something else.

    TBH I rarely play solo survivor because of the massive difference there is between that and playing with my friends/voice comms.

  • These sound very good (in principle). The numbers would have to be tweaked after implementation to see if they need to be changed, maybe even the scenarios or the situations that award point too, but the idea is super solid.

    This would be a step on the right direction of the 4vs1 asymetrical game DBD should be, instead of the 1v1 + 1v1 + 1v1 + 1v1 we have right now.

    Next step would be looking at map design and loops where teammates have a much bigger role on your survival when you're being chased, but that's such a massive and balance-sensitive undertaking I don't see it happening soon/ever.

  • @Gorgonia

    You're telling me that "Me la Pela" and "Esprint" are actually names in the game?


    If so, Devs got seriously memed by the translator.

  • @AStupidMonkeyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/483799#Comment_483799

    That sounds balanced to me XD That's right.. the basement perk. The one that increases hooked time in basement.

    MS gives only 9% faster entity progression at it's 3rd tier and ONLY for basement hooks. Perk is probably the worse in the entire game.

    Does not even come close to comparing to what OP suggested for survivors.

  • Sure.

    Just also give killers a perk that sacrifices survivors while they still have 10%/15%/20% of their struggle bar left.





    No? That ridiculous?


    Right.

  • @tt_ivi_99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/480312#Comment_480312

    @WolfPad06

    I've seen survivor mains that actually understand the problems of the game and agree that A LOT of things should be changed.

    That being said, It is true that some survivor mains are too blind to see those problems, but they're as blind as those killers that complain about 360s or looping.

    In my eyes there's not many people in these forums that actually understand the game enough to give good feedback.

    This is true, I shouldn't have generalized. Some people will complain about anything that makes them change their playstyle even a little bit, regardless of who they main.


    OP in this one is particular dense though. I'm sure they're just venting and complaining for the sake of complaining. Don't bother to try and reason why them, they're not interested in intelligent discussion.

  • I don't side with any one role in this game, since I enjoy both.

    But I will say that the difference in "killer mains" and "survivor mains" complaint threads is hilarious.

    Killer mains: *This perk is a problem because a, b and c. We could rework it by doing 1, 2 and 3 because the counterplay would be x, y and z. What do you guys think?"

    Survivor mains: *I have a slight chance of not being able to get free escapes, 6 second chances and less than 3 minutes to tbag the killer at the gate, REEEEEEEEEEE"

    MoM had no downsides for a powerful effect, had to be adjusted. Just like DS had no downsides for a ridiculously powerful effect, almost everyone agreed it took the devs way too long to address DS.


    MoM STILL lets you tank 1 extra hit, you just gotta work a little harder for it than before. What's the big deal about it?

  • The power's add-on have references to "spotters". If I had to guess, I'd say the "Shrouded Hunt" has a meter that slowly depletes as long as nobody has direct visuals on you but quickly goes down if someone looks directly your way.

    For all we know, Shrouded Hunt could have a 15 second base timer, which would be sufficient to reach a survivor and stalk them before they could ever hear your terror radius.

    In the gameplay footage that was released a few days ago, the survivor was always looking at the Ghost, which would explain why the power lasted for so little.

  • In my opinion, a killer's strength (or lack thereof) has to do with his chase advantage against a single survivor, which translates to map pressure.

    The biggest factor in this is a killers mobility. The better they can deal with the survivors defensive options while in a chase, or the earlier they can end the chase, the stronger they are.

    Just look at the top tiers: Nurse, Billy, Spirit, Hag (some might disagree with some of these, but it's the general consensus).

    All of them have tool to both deal with loops effectively and to move around the map quickly to force survivors off of gens and increase pressure.

    Myers has snowball potential with Tier 3, but his power has limited uses (unlike billy), gives him minimal improvement on mobility (a slightly longer lunge I think), and does nothing to help with loops. If survivors play well, myers will not be very strong.


    The biggest issue with balance in this game, is that the devs are balancing the killers and survivors on a 1:1 basis, instead of a 1:4 basis.

    By this I mean they're looking at the chase between one survivor and the killer, and since they don't want the survivor to feel like they're doomed to go down on the chase eventually, they give them the tools to offset the killers power role ON AN INDIVIDUAL BASIS. So you have 4 survivors with the ability to best the killer on an individual chase, and the killer can only commit to that one chase while the survivor team has 3 free pairs of hands to do things risk free while the killer is engaged in the chase.

    This problem is one of design and mechanics. There shouldn't be pallets in this game, other survivors should have to help their teammates in the chase by activating levers and switches to cut the killer off in the chase or help their teammates survive. An individual survivor against the killer should be overwhelmingly in disadvantage.

  • My friend and I have done it before, especially if the killer allowed us to live/farm when we use BPS or someone doesn't load into the game. Once we get a good amount of point we just let them kill us.

    Now we just have a rave party at the gate until the timer ends and we all get impaled. Much more fun now!

    I give hatch as killer to survivors who played very well but had a crappy team. It's hard for survivors to do that because if the killer played well he could've just killed them to begin with. Also the difference in BP between surviving (5K) and Killing one person (800 fo last hook plus death) simply makes surrendering as survivor not worthwhile.

  • @Peanits

    I like those, but the 599 are open backed and I feel would be more comfortable if you play for a long period of time.

    Speaking of which, for DBD (killer side) would you guys say Open Backed is better for directional audio? The ones I have are Closed and with the chase music it's really hard to hear survivors at all even if they are close.

  • His power sounds amazing so far, like the perfect baby of Myers and Pig.

    I'll be curbing my enthusiasm though, since I'm fairly certain he's going to be gutted to hell either before he comes out or a few weeks after survivors complain about him.

  • Trying to Kobe absolutely comes at a cost, a BIG cost. Not only for you, but to the whole team.

    You're basically shaving off an entire minute of your sacrifice process where teammates could be doing gens, cleansing totems, planning your rescue, etc.

    4% is very, very low. It is less than 1/20 that you'll get it PER attempt.

    I feel, out of every bad design there in this game (and there is a lot), the 4% kobe chance is not a problem. It actually feels awesome when you pull it off as survivor at a hopeless scenario and even as killer, chances are you'll be able to down them again anyway. If they escape, it's pretty clutch and I never get mad at it because it's so rare.

  • @Peanits said:

    It will be on the PTB first. If it is necessary, they could always be changed. It's worth noting a few things, though:

    • Although the speed is lower, Feral Frenzy is longer. Overall, you'll be able to much much further than you could before which will make it easier to hit multiple survivors.
    • Using Feral Frenzy against an already injured Survivor wouldn't be a good idea in the first place, since all it would accomplish is applying Deep Wounds to them.
    • If you miss an attack, your power will not be depleted, it will only cancel. For example, if you have 75% of your charge left, you will start recharging from that point. It does not go back down to zero just because you missed.

    Sorry for the Necro, but this bothered me since it's clearly not true (blatant lie or mistake?)

    Missing a swing in FF will cancel AND deplete the entire power gauge, even if it's at 90%

    @Peanits

  • Integrity from the Devs.

    Let me elaborate:

    The Devs know their game has dozens of very serious flaws. From bugs, to balance, to bad mechanics, etc.

    I get this is a business venture, and that BHVR need constant influx of revenue that mostly comes from new chapters and cosmetics.

    However, I think it's safe to assume almost the ENTIRE playerbase would gladly welcome a delay of a new chapter for 6 months if it means the devs will instead focus on fixing all the serious issues in the game. Sure, that is 2-3 chapters that would increase sales for BHVR, but there comes a moment where you have to step back and evaluate the product you already have, fix/improve it and then continue expanding. I see and do this all the time at work (I work in the Hospitality Industry).

    The issues I mention are not new, nor are they unknown by the devs (they have recognize them several times in streams and posts):

    -Several issues with loading screens, crashes and other in-game bugs.

    -Lack of gameplay variety, grind for perks, etc.

    -Balance issues with killers and survivors alike; gap between the "strongest" killers and "weakest" killers is massive.

    -Some perks are outdated or simply useless. They rework them way too slowly.

    -Endgame is boring and one-sided; hatch standoff still has no solution.

    -Ultra Rare add-ons missing on some killers.

    -Extremely lenient penalty for DCs.

    The list goes on.


    TL;DR

    Forego some new chapters on the short term in favor of fixing the incredibly long list of problem the game has, in order to increase the life-span and playerbase of the game in the long term.

  • I've thought about this in the past and the most balance change I can think of is the killers having 5 perk slots total; 4 Regular and 1 Hex.

    Some buffs to totems and hex perks would be needed, like increased time to destroy a Hex Totem, better hidden totems, reworks on some Hexes, etc.

    In turn, killers can only use 1 Hex totem per match. This would mean they can have their regular builds with that added "boost" from the Hex Totem, encouraging survivors to do that secondary objective and if they succeed, it wouldn't hurt the killer so badly.

    It also means the survivors can make better guesses as to what the Killer's Hex will be, and once they deal with it they know they won't have to deal with another hex for the rest of the match.

    Eg: No Ruin? Wait for 3 hooks and see if it's DH. If not, most probably NOED.

    The truth is that the nature of this game favors survivors more than killers because comms will grant survivors several "perks" without the need to actually equip them (Kindred, Bond, Empathy, etc.)

    This doesn't mean killers can't do well, but it certainly seems overbearing when you (as killer) face a 4 man SWF group that is coordinated with comms and has the same skill level as you (I know this cause I've done it as SWF).

    The most fun I have in this game is when I'm actually scared and afraid of going down against killers like Nurse or Spirit. Other killers are just a repetition of: Get Found>Chase>Loop until BL3 or they give up>Go back to Gens.

    The Chase can be fun when mindgames are involved, but it does get stale very quickly and aside from the chase, the game as survivor is pretty dang boring right now.


  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/393029#Comment_393029

    If they were to make it that if you camp the survivors health goes down slower I would like it but if there are survivors in your radias whole camping their health will go down faster so they have to save him/her my idea

    I was thinking this.

    The current "incentive" to avoid camping was dramatically reducing your emblem progression if you camped, but since 99% of the playerbase don't care about rank (because there's absolutely no reward for ranking up) it isn't really a fix.

    What WAS a good idea about it though, is that if other survivors were inside a 16(?) Meter radius from the hooked survivor, there would be no penalty. We can apply this to the suggestion OP made and have it so that after, say, 5 seconds of hooking, the bar will slow down if the killer remains within 16 meters of the hook UNLESS there's a survivor inside that radius as well.

    The only problem I see is that the killer could use the entity bar as a sort of "Whispers" to determine if there is a survivor close by. Perhaps make it so the killer can no longer see the progression bar? And balance that with the "block generator" option OP said for bonus BP and preventing Genrushing.

    Just an idea.

  • @cricketscorner These guys are DCing right after they get downed. I doubt it's a connnectivity issue.

  • Nurse

    Anesthetic Mask: A medical mask created from the fog itself, it's pain-relieving qualities provide a respite to an agonizing servant.

    -Renders the Nurse's blink completely silent.

    -Tremendously decreases fatigue time.

    -Removes 1 chain blink.

    Sally's Ring: An old, worn wedding band belonging to Sally Smithson. The trapped memories within unlocks incredible potential in the Nurse's power.

    -Hitting a survivor after a blink reveals the aura's of all survivors within a 32 meter radius for 3 seconds.

    -Increases the Nurse's movement speed moderately (105%)

    -Removes all chain blinks (Trumps all add-ons)

  • Why wasn't Vile Purge given the ability to Hinder/Reduce action speed instead of simply hurting (with broken as bonus)?

    Would fit the killer a lot more and make her power a lot more interesting.

  • I thought the same thing after a few games being unable to lightburn Wraith, so I jumped into a KYF to test it and the Lightburn mechanic is still there, but it’s so ridiculously long that you’ll never be able to get it in a game unless you start flashing the flashlight a good second before they even start uncloaking. If they started uncloaking don’t even bother trying, you won’t stun them.
  • I'd like a killer that introduces a new passive AOE mechanic that poisons survivors slowly.
    Something like "The Rotten" that has a power that creates spores around the map that start poisoning survivors in a specific area. If the poison bar fills up they suffer a healthstate of damage.
    This would make the game a lot more dynamic and give survivors something else to do (destroy the spores). It will also prevent gen rushing because strategic placement of spores will force survivors to destroy them before being able to safely work on gens.

    Add ons would modify the cast speed, amount of spores, range of effect, speed of effect, etc.
    For iridescent add ons a really cool one would to to give you a single, indestructible spore that will pretty much shut down an area of the map.

  • @VolantConch1719 said:
    Nice backstory.
    His power seems a bit too powerful, I'd tweak the duration to be a little bit shorter. Or not have his attack cool-down be decreased. The terror radius increase is fine, and the penalties work well, but the attack cool-down decrease seems a bit much. The lunge too. I do like the idea though.
    Lunch Money: I get the feeling it should say for each token, but I think it could work. However, I would change it to after the Obsession dies, the tokens get used up after breaking a pallet, instead of immediately after their death.
    Detention: I can already see this being useful. I generally break pallets immediately after their thrown down, since I generally play illusionary pallet Doctor, and I can see blocking other pallets from being dropped as incredibly useful. The Survivors would need to know about it, but that could easily be done with the Entity wrapped around those pallets, holding them there.
    Peer Pressure: Not very useful when the Survivors are far apart or the totem is gone, but I can see its use otherwise. I think it would help Freddy more than anyone else, but everyone can benefit. Also, nice touch making it clear it does not work if you hit a hooked Survivor.
    Curriculum set: I like this set, you give something up (the increasingly long cool-down) for extreme power. Usually works okay.
    Belt Set: Other than the Velvety Belt, I see amazing use with this (I don't normally run add-ons that provide bloodpoints, mostly because I don't have any).
    Lunchbox set: Pretty reminiscent of Michael's tombstones (except for the fact that only the top tier causes Exposed). I honestly like this, combined with the Curriculum set, this set can be pretty devastating.
    School Supplies: I like where you're going with it, but I would probably have had both rare ones also include sabotage speed penalty, so you can pick either repair and sabo or heal and sabo, not be stuck with one pretty not too rare choice and two more limited choices that also only affect one stat. Or make all three of them rare. Like the final one though.
    Nice idea, but it could use a bit of tweaking with Intimidation. It could also cause a legal issue if he's 16 or under (I think 17 would be an issue too) so he'd have to be 18 or something, but I think it's interesting.

    His power probably is a bit too powerful, but without perks he is still as loopable as the trapper. I wanted him to be able to become extremely powerful for a short time in a strategic way since he would have the longest power cooldown of any killer.

    It should say "for each token" I fixed that! I think just losing a token would make this too powerful. It should force you to risk leaving the obsession alive if you want that extra speed.

    As far as Detention, I was also visualizing black jagged tendrils wrapped around the affected pallets.

    Peer Pressure is geared towards preventing survivors from following a chase to try and get a flashlight or pallet save. This would let you see any survivor as soon as you down someone and chase them away, which is something no perk does so far.

    You might be right in the school supplies one. I just felt like healing and repairing are way more important mechanics than sabo and so the add-ons affecting them should be rarer.

    And of course he's 18, he was held back 2 years for having such bad grades ;)

    Thanks for the feedback!

  • Sorry for the mistakes in the markdowns, will edit soon.

  • Yes but why on the "Off Topic" subforum? :|

  • Zanfer said:

    @WolfPad06 said:
    Not really arguing about getting iridescent or not. I think I should've fully escaped for iridescent.
    But I do think I should've earned a Gold Emblem because thanks to me all of the other survivors managed to get the 5 gens and earn full unbroken and high lightbringer (if not full for some).

    Also @Zanfer we could sit here all day and argue the proper definition of "Evader" in regards to this game, but the bottom line is that the Emblem does not reward hiding nor avoiding the killer as it should and simply expects you to get into a chase and escape it every time in order to get a decent Emblem.
    While I agree that people that aren't in chase can easily get high emblems in other categories, the person in Chase is expected to initiate a chase and escape it over 4 times per game in order to get iridescent without ever getting hit. You'll only get that if the killer is helping you farm or if they have an IQ of -30

    You shouldn't be aiming for and iridescent because the devs have already said that the iridescent is for going above and beyond in that category. Aiming for gold is always better. As for getting gold because you got chased all game it depends on if you even hit the floor. To get iridescent you have to escape without going down. Gold is when you escape even though you went down. Why should you get a gold for dying?

    Wether you live or die is already influencing the Unbroken emblem. Actually that’s the only point of that emblem.

    Chase points should be rewarded regardless of wether you manage to escape or not. Should only be influenced by how well you managed to _evade_ the killer.

    like I said, I fully agree that Iridescent should only be awarded to people who manage to be chased by the killer for a long time AND also manage to escape. But I don’t see how being chased for 5 gens (and securing your chased points every 15 seconds) will only yield a silver emblem instead of gold.

    This emblem, in my opinion, really has no place in the game. The same with the Chaser Emblem.

    Losing the chase means you’re getting downed and losing that iridescent emblem on unbroken. Winning the Chase means you’re hooking someone and on your way to better malicious/devout emblems. Why do you have to purposefully get chased all game or purposefully use attacks that don’t 1 shot people in order to fullfill a very petulant emblem?

    I get iridescent everything in my cannibal every single game I 4K except for Chaser. Why? Because even though I ended chases in less than 10 seconds I did so with my chainsaw, so naturally I “missed out” on 50% of the chases I would otherwise have to do if I only hit them with my mallet.

    Does that make me a worse chaser? I would argue the opposite, I was way more effective during my chases as a killer, but alas this faulty emblem didn’t reflect that.
  • As of right now, there is no solid idea how the Hatch will change because they tested a few ideas and weren't convinced by any of them.

    As far as DS, they're fairly sure it's going to be changed into a 2/2.5/3 second stun for the killer that will not drop the survivor but will allow them to continue to wiggle and give time for teammates to come for a flashlight or pallet save.

    I personally think that apart from the stun, DS should increase the wiggle meter progression slightly as well after a successful stun. Kind of like a reversed iron grasp.

  • As far as cheap jumpscares I would say Hag Traps, but if we're talking just pure unnerving terror I'd say Mikey boy at tier one just slurping up that EW as you work on a gen before pulling you off. Not to mention being chased by him and suddenly hearing that damned Halloween jingle and watching him raising him knife, thinking "alright I'm completely beaned here".

  • I can see you put a lot of effort into this! I really like the general idea of it, do believe a lot of tweaks would be necessary for balance and whatnot but solid concept.

  • Not really arguing about getting iridescent or not. I think I should've fully escaped for iridescent.
    But I do think I should've earned a Gold Emblem because thanks to me all of the other survivors managed to get the 5 gens and earn full unbroken and high lightbringer (if not full for some).

    Also @Zanfer we could sit here all day and argue the proper definition of "Evader" in regards to this game, but the bottom line is that the Emblem does not reward hiding nor avoiding the killer as it should and simply expects you to get into a chase and escape it every time in order to get a decent Emblem.
    While I agree that people that aren't in chase can easily get high emblems in other categories, the person in Chase is expected to initiate a chase and escape it over 4 times per game in order to get iridescent without ever getting hit. You'll only get that if the killer is helping you farm or if they have an IQ of -30

  • @N3_ said:
    One thing about these proposed changes, is that they HAVE to be part of the core game. This game tries to fix way too many problems with perks, and it shows.

    Perks should be good, interesting additions to the game, but not so much as they are considered a "must run" such as Ruin or Self Care. It's why the meta still hasn't changed even with the addition of the last three DLC's.

    Sure, some of them are good perks, but the top three perks on each side remained uncontested.
    Self Care, Decisive Strike, Sprint Burst on survivor side. BBQ & Chili, Ruin, and Nurse's Calling on Killer side.

    That is exactly what I'm proposing here. Change the endgame core mechanics so that it isn't reliant on specific perks to be playable.

  • Nah a survivor would be very foolish to do that, the body blocks we're talking about are during engame tunneling, which wouldn't be a problem is the endgame mechanics weren't so... Dull.

    I made a topic about the endgames on the killer's subforum giving some ideas how the killer can punish extreme altruism and make the endgame way more strategic and fun than it is right now.

  • @Jack11803 said:

    @TheTimeMachine said:
         The point I see is: Why can Survivors push the Killer around while both are moving but the Killer cannot? It’s a strange role reversal.

    Just tested this in KYF with trapper. Survivors can’t literally push the killer, unless they dead hard, which that’s in place to prevent it from hitting the killer like a brick wall

    Then your friend did a poor job trying to body block,. probably.
    Approach the killer in a perpendicular/diagonal way and you will always manage to either pop in front of them or outright stop/change their trajectory. At that point they (the killer) can either 1) waste a bunch of time trying to go around you to hit the injured survivor or 2) hit you and allow the injured survivor to escape during the successful hit cooldown to then proceed and try to down you.

    If this happens near an open exit gate both survivors will escape. Or if there's 3 healthy survivors who coordinate the body block they can literally escape on a gate that is on the other side of the map even without Dead Hard or dropping pallets on you.

  • Myers does not need a buff (saying this as a Myers main).

    I feel EW gains are right on the money as far as timing. You can get EW2 pretty much as soon as you find a survivor if you so choose, and taking into account EW3 makes EVERYONE exposed I think getting it any faster (without add-ons) would make Myers even more powerful than he already is.

    Mid-chase stalking Myers can be extremely unnerving. I don't mean on a V-line chase scenario but if the survivor is using a loop and they suddenly see Myers start to slurp on that sweet EW nectar chances are they will start to get pretty worried about EW3 insta down.

    Not only that, but EW1 Myers with monitor and abuse is nightmare fuel. I remember this one game in Haddonfield where I was doing a gen inside of a house before knowing who the killer was, just thinking "I hope it isn't Mike". I kept switching my camera between the window and the door, and I kid you not, as soon as I switched to the door Myers stepped into the window with M&A and started to stalk me (didn't pull me off the gen for some reason). As soon as I switched back to the window and saw him not 2 feet away I screamed like a little girl on a haunted house. Easily the biggest jumpscare I've ever had in this game.

  • Doctor's shock giggle is what angels dream about.

  • Don't take this the wrong way, but there's a lot of things that make your arguments fairly weak. Let me elaborate:

    "Rather than messing with the gates, just give the Killers an aura read after X minutes. It can take newer players a bit of time to find them, so 4-5 minutes after the gates are powered seems a fair amount of time"

    I have no idea how you think 4-5 minutes before the aura read kicks in is a "fair amount of time" when certain games are 5 minutes IN THEIR ENTIRETY thanks to gen rushing.

    Besides that, aura reading does not help a killer win chases or down players. After 5 minutes (FIVE MINUTES!), once the gates are opened permanently, do you really think you'll be in a position (as a killer) to down any players before they escape even if you find them?

    "If they're opening the gates, the Survivors have basically won the match unless the Killer is built for it. They shouldn't be penalized for attempting to save their teammates."

    This would make sense if only doing generators weren't so easy. Do remember that this is an asymmetrical PvP game; 4v1 to be exact. The killer should, in theory be like 3.5/4 times more powerful than a single survivor in every way in order to make this balanced. The burden of proof should be on the survivor to show they have good communications, strategies and team plays in order to best the killer and have all 4 survive.

    You are right, once survivors repair all the gens they have won. So why even have the endgame or the endgame perks at all? You shouldn't need a specific perk build just to balance out core game-play problems. Endgame perks should make that part of the game easier for you, not "barely, maybe, if you're lucky, possible".

    Survivors should CERTAINLY be in risk of punishment if they try to save their teammates. That's the whole point of altruism (high risk, high reward).

    NOED is a wonderful perk, but it is a Hex perk. So once again all the cards are held by the survivors as far as how effective the killer's tools are.

    By the way I am not a "killer main" or "suvivor main". I play both sides pretty much equally.
    I am however, rank 6 on survivor and rank 13 on killer. Mostly because I "win" about 90% of my survivor matches with little effort but have to play flawlessly and hope for survivor mistakes on my killer matches in order to secure at least a 3K win.

  • This is something I've thought about pretty much since I bought the game.
    I can understand slight deviations or slow downs if a survivor tries to body block you while running, but it seems to me that 99% of the time their collision takes priority over the killer and STOPS IT DEAD IN IT'S TRACKS, which makes absolutely no sense (regardless of the realism of the game, we're talking balance here).

    I'm not saying this as a killer player. I've memed so many killers who're going in for the hit before my friend can escape. I just run right into them and POP I teleport in front of them and tank the hit.

    As far as body blocking a killer carrying a player to the hook, I can see how a crouching survivor should be able to stop a killer dead in it's tracks (and be punished by getting hit), since the killer is slowed and the survivor is in a much more "stable" posture, but certainly not just push them away like a newborn puppy while they're in a chase.

  • @SirFrancelot said:
    I think that you would need to implement either 1 & 3 or 2 & 3 together since if the gates are only opened for a set amount of time, survivors are more likely to leave them at 99% before going for a save. I like that this would also introduce an interesting dilemma for the survivors to consider, being the choice of escaping immediately or risking getting locked-in to save another.

    I feel like that might be a bit too unfair to survivors. If they already played well enough to do 5 gens without any of them dying they should have good chances to help each other for them all to survive.

    If they leave the gate on 99% as you say, then one of them would have to stay ready to fully open the door while 2 others try to rescue from the hook. It should give them good chances to save the guy (assuming they have Borrowed Time and you don't have stuff like NOED).

    But a slightly more realistic scenario is for only 3 survivors to be alive by the time the gate is powered. This means only 1 survivor can try the hook save while the other is ready to open the door fully (from 99%), making fairly difficult and risky. The other option would be to open the gate and try to save the hooked survivor between the two of them but risk taking two long and having the gate shut trapping all of them, which sounds fair and way more exciting.

    Perhaps implementing #1 and #3 in different values is the key. Depending on the dynamic that is wanted for the endgame.

    You could make the re-closing time 60 seconds and the gate regression fairly slow. Or you could make the re-closing time something like 120 seconds but the gate regression pretty fast (35-40 seconds from 99% to 0%).

  • @Mringasa That's actually a really good point for farming, thanks!

    But besides trying to purposefully exploit that I think the Chaser Emblem doesn't truly reflect you evading the killer. For example the very thing you said it getting found on purpose just to max out the emblem lol.

  • Exactly, it means evade.
    it’s not an “Escaper” emblem.
    You should be getting points for how long you “evade” the killer, wasting it’s time, regardless of the end result. I completely agree with the loss of points if you lose the chase, I’m just saying the criteria for the gold/iridescent emblem seems very niche and specific to “spend the entire game being chased and escape every single time or you get bronze”.
  • Stunning the killer should count towards being an evader though.
    I get what you're saying, but the emblem seems to be on a bad middle ground between hiding and being chased.
    For example:
    If you manage to be stealthy and hide from the killer the entire game, inlcuding within his terror radius, you will get a silver emblem at best. Even though you successfully "evaded" the killer for the entirety of the match.
    Likewise, if you manage to run away and evade the killer the entire game, without getting away, you also get a silver emblem at best.
    I feel the devs put WAY to much emphasis on the "losing the killer" part of the emblem when it is nearly impossible to lose a good killer unless you get a good map, have the right perks and get him (the killer) to make a mistake.
    Ask anyone who's played this game long enough and best you can hope for while being chased by a good killer is to loop and waste his time as much as you can. Getting away is usually just a happy accident.

    Edit:
    Honestly same goes for the Chaser Emblem. You would have to purposefully stop using one-shot attacks and Moris to get even a gold emblem because even if you immediately win a chase and down the survivor, it counts the same as just smacking them with a regular attack.

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