Zmue
Zmue
About
- Username
- Zmue
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Comments
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One and two I'm okay with. I think encouraging killers to leave the hook will lead to a better overall experience. If you are aiming to punish camping though, I don't think making the survivor on hook last longer is a fun experience for anyone, and you should instead find alternate ways to punish a killer.
The entity being displeased with the direct lack doing what a killer does, if the killer is within a set distance of the hook (stealth or otherwise) they become revealed after a set amount of time, and generator action speed increases over that time, going faster every second the killer remains near the hook while not in a chase (to prevent abuse). While camping, the range to disable the effect for the killer increases by a set amount every second as well, to prevent him from just dancing in and out of it.
This signals to soloQ players that the killer is camping and it speeds up generator progress to allow a comeback mechanic. The speed increase should be high enough that if even two survivors are doing gens while the killer is camping, that it will be a net loss to the killer, if all three are doing gens, the killer would be so far behind that they will end up losing.
Doesn't solve tunneling though, good luck with that one.
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Started playing SoloQ since the patch, it's not that bad. Objectives are boring though.
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That sucks, but thank you!
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@Rastabooze said:
https://forum.deadbydaylight.com/en/discussion/comment/3109885#Comment_3109885
hey man. did you ever try new dh or new ds? be honest please!
thx for the hopes
I didn't need the old dead hard and I don't need the new one. I run Kindred, Open Handed, Situational Awareness, and Prove Thyself to encourage team work, highlight where I am for people to run to when injured, and if I screw up to give my team a lot of information when I do go down.
NOED and Dead Hard are horrible perks that probably shouldn't be in the game because they punish good plays on the opposite team (winning a chase/mind game or successfully completing gens) and I dislike them. I probably lean too heavy into information perks, but it lets me know what my team is doing and I only play soloQ when I go survivor.
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You seem to be a player that's unable to adapt, and that's unfortunate. I hope wherever you end up, you can find another set of overtuned set-ups to rely on and have fun.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3094005#Comment_3094005
It's not difficult at all? Maximum healing speed is capped so that no matter how nutty survivors go with healing perks and medkits, past a certain point they can't heal any faster. I don't see why the same shouldn't apply to gen speeds. Just cap maximum action speed slowdown. Forever builds have been an issue in the past and something's been changed every single time - Freddy, Doc, Freddy again...
I didn't say it was difficult, I asked how it would be done.
The game doesn't communicate that there are speed caps, so I didn't know. It's a solution, but the game should probably inform you on hard caps or just be designed around them.
That's cool. I wasn't arguing that slowdowns shouldn't be addressed nor that they were never changed, thanks for the additional information though.
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Is there a way to make his traps have a texture that helps blend into what map he is on a little better.
While obvious, you could increase the amount of bushes/grass he could hide stuff in. Some maps seem barren of plants.
Make setting traps a little quicker?
Make his traps open at the start of the game, or open after a set amount of time, similiar to the amount of time the Onryo has her TVs come online, reducing some set up time at the begining of the game.
Give him the Mori animation from Mobile(?) game.
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@Chocolate_Cosmos said:
I think something should be done about stacking many slowdown perks + slowdown add-ons + with power that can slowdown as well.
How would that be done? Categorizing perks by design intention and only allowing a killer to bring one/two based on which killer it is?
We have a system in place for Survivor (Exhaustion based perks), is there a debuff that killers could use to prevent multiple slowdown types? Is there a difference between slowdown and regression?
Is it healthy to limit build diversity for the game long term to say you can only bring an X amount of slowdowns, killer dependant?
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I'd like to see general stats, like Numbers of Hooks and Deaths against Gens remaining.
Seems like that'd give a nice idea of when survivors are dying in relation to the state of the game as well as how many hooks there are. Seperated by MMR if possible.
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It seems like you just shouldnt play for a bit.