apropos
apropos
About
- Username
- apropos
- Joined
- Visits
- 158
- Last Active
Comments
-
@Rebel_Raven said:
@apropos said:
@Rebel_Raven said:
@apropos said:
@Rebel_Raven said:
@apropos said:
The hatch should operate around the trial ending in a tie, which the devs said happens when two survivors have died and two have escaped. To balance around that idea, the hatch should only open for the final survivor, if at least half of the other survivors have been killed/sacrificed/disconnected. A few examples:- One survivor died, two escape; hatch does not open. Survivors have secured half of the victory.
- One survivor dies, one escapes by opening a black lock; hatch doesn't open until one of the two left dies.
- One survivor dies, one disconnects, two are alive; hatch opens if either of the two left escapes or dies.
- Two survivors die, one escapes by opening the black lock; hatch stays open for fourth survivor.
- Two survivors die, two are alive; hatch doesnt open until one escapes, or dies.
- Three survivors escape; hatch turns into a mimic, opens, and eats the last survivor when they try to escape through it.
As it stands now, it's unfair because the hatch can be used to circumvent certain killer powers, like the Pig's reverse bear traps; three survivors escape, the last survivor with an RBT simply jumps through the hatch and dodges death. That alone should be fixed, regardless of any changes.
You really think a survivor has a chance to get the RBT off and get to the hatch in normal gameplay?
I'm not sure why you think they have to get it off then go to the hatch, they will have three exits to choose from in the given scenario. Consider that the point of the RBT is that the survivor is restricted from leaving the trial until the RBT is removed. The hatch is an exit just like the exit gates, so it shouldn't be treated any differently. Considering that the RBT has been balanced against regular exits, and that the hatch is an exit all the same, I don't see why it should have some special power to negate reverse bear traps.
You're not sure why I think they have to get off the RBT then go to the hatch? Then you explain that if they don't, it should kill them if they try to exit via the gate, and feel the hatch should as well?
You lost me.
You said the hatch circumventing abilities like RBT are unfair.
If it killed the survivor same as trying to get through the gate, they have to take it off before trying or Game Over.
Thus I ask, do you think the average survivor, on their own, can take off the RBT, then get to the hatch, or have to look for the hatch to get to it?Do you know how the reverse bear traps work? I'm not trying to be patronizing, I'm serious. And yes, I'm 100% certain that survivors are capable of removing their RBT, and then escaping through the exit gate, or the hatch.
Yes, I know how they work. When the trial starts each trap is assigned a jigsaw box that removes the RBT. They have 2 min 30 seconds from the time gen activates to find that box.
If they don't, it activates, killing them.
The RBT timer does not run during chases, being hooked, or being slugged.
It goes off at a certain proximity to the exit regardless. It can be bypassed through a hatch escape.
Basically.I didn't ask if you thought survivors could get a trap off, and escape. It's obvious that as a group, they can.
I'm asking how realistic you think it is for a lone survivor, 3 of the 4 sacrificed, or exited, to get the right Jigsaw Box, find the hatch, and escape with a not potato Pig player after them?I'm not trying to be mean about it, I just want to get some idea of how good you think the average survivor can handle the situation.
I figured that's where you were going with this, and to be frank, the answer is relative and only leads into a subjective territory that we couldn't escape from without data that's relevant to the respective population. I mean, I tried taking the existing balance within the game as an implication of what data the devs have, then made inferences about balancing that would be fair. At least that's what I attempted to do by pointing out that the conditions to leave through a regular exit gate and the hatch are very different. If I can trust existing balancing to be a rough indicator of what's fair, then the current hatch mechanics don't make much sense to me, given that it's a more powerful exit that requires less effort to use.
But to be fair, and make an argument against killers; survivors are supposed to function as a single unit, and what's left of their team essentially represents the trial's progress, and who's winning. So, when there's only one survivor left, that whole unit is crippled, and the killer has secured victory. And, even though it's a single person leaving through the hatch, they represent what's left of the survivor's team. After survivors have lost, they should be eligible for the compensation provided by the hatch. But, if they have cleaned house, I don't see why they should be allowed to use something that can negate a killer's power. The killer should be compensated if he's losing by not letting the hatch open, if no survs died which would be fair according to what the devs defined as a tie.
-
I did some research and found every movie I could that was a slasher/horror and took place in or around a ski resort. I found 10 or so, but there were two that fit both my criteria the best, even though I can't imagine the killer in these movies being the premise or inspiration for dbd's new killer because neither killer had any obvious special powers.
It's hard for me to even mention "Iced", but it fit the criteria for the most part. The horror fanbase thinks its garbage. But, it's a slasher in a ski resort - it kinda resembles Until Dawn more than anything else tbh. Some dude wants to get back at his friends so he invites them to a ski resort and kills em all in various ways, tractors, knives, icicles, etc.. One of the main characters loosely resembles kate's new outfit, too.
https://aslashabove.com/2012/09/28/iced-1988-review/
The one I found to be the most promising was a movie called "Satan's Blade". It was considered a Friday the 13th copy when it was released, but over time people came to appreciate it, and it gained it's own following. A dagger possesses people who come into contact with it, or something like that. They're driven to kill etc.. The trailer is pretty funny.
https://aslashabove.com/2012/01/02/satans-blade-1984-review/
Oh yeah, while messing with the exposure of that image we got today, I discovered something looking back at me...

-
@Rebel_Raven said:
@apropos said:
@Rebel_Raven said:
@apropos said:
The hatch should operate around the trial ending in a tie, which the devs said happens when two survivors have died and two have escaped. To balance around that idea, the hatch should only open for the final survivor, if at least half of the other survivors have been killed/sacrificed/disconnected. A few examples:- One survivor died, two escape; hatch does not open. Survivors have secured half of the victory.
- One survivor dies, one escapes by opening a black lock; hatch doesn't open until one of the two left dies.
- One survivor dies, one disconnects, two are alive; hatch opens if either of the two left escapes or dies.
- Two survivors die, one escapes by opening the black lock; hatch stays open for fourth survivor.
- Two survivors die, two are alive; hatch doesnt open until one escapes, or dies.
- Three survivors escape; hatch turns into a mimic, opens, and eats the last survivor when they try to escape through it.
As it stands now, it's unfair because the hatch can be used to circumvent certain killer powers, like the Pig's reverse bear traps; three survivors escape, the last survivor with an RBT simply jumps through the hatch and dodges death. That alone should be fixed, regardless of any changes.
You really think a survivor has a chance to get the RBT off and get to the hatch in normal gameplay?
I'm not sure why you think they have to get it off then go to the hatch, they will have three exits to choose from in the given scenario. Consider that the point of the RBT is that the survivor is restricted from leaving the trial until the RBT is removed. The hatch is an exit just like the exit gates, so it shouldn't be treated any differently. Considering that the RBT has been balanced against regular exits, and that the hatch is an exit all the same, I don't see why it should have some special power to negate reverse bear traps.
You're not sure why I think they have to get off the RBT then go to the hatch? Then you explain that if they don't, it should kill them if they try to exit via the gate, and feel the hatch should as well?
You lost me.
You said the hatch circumventing abilities like RBT are unfair.
If it killed the survivor same as trying to get through the gate, they have to take it off before trying or Game Over.
Thus I ask, do you think the average survivor, on their own, can take off the RBT, then get to the hatch, or have to look for the hatch to get to it?Do you know how the reverse bear traps work? I'm not trying to be patronizing, I'm serious. And yes, I'm 100% certain that survivors are capable of removing their RBT, and then escaping through the exit gate, or the hatch.
-
If it's not licensed, it could be a wendigo, like the things you get chased by in "Until Dawn." Which takes place in an old hotel/ski resort, on a mountain.
Either way, can't wait for that trailurrrr
-
@Raccoon said:
Is there a way to have it switch to 720p automatically upon startup, or does this need to be done in the system settings before each play?I wish
I've been able to switch to 720p from 1080p while a game is running, but it won't let me switch from 720p to 1080p unless I quit whichever game I'm playing, and restart it. I've had it on the automatic setting, and it still defaults to 1080p for dbd. -
Tried to look some stuff up, and found this guy in references to the movie. Good call on the whole snow environment, and hammers. This movie fits in with kates* new outfit, too.

-
@rafajsp said:
@apropos said:
I could be wrong, but I thought that consoles had their resolution locked in by the game's developers, meaning that if the user settings are different from that resolution, the console renders at the preset resolution internally, but is then output at whatever signal is set for your display. Which would mean that there's no change in performance, but instead a change in signal. Unless, there's a setting within the game that allows you to adjust the resolution yourself.It's similar for framerate, too. The PS4 pro is a good example of this; it's capable of running games at 60fps if the game has been developed to run at that framerate, otherwise it runs at 30fps, like the regular PS4. I don't know if dbd is on the 60fps list, though.
There are other ways to boost performance, too. You can install an SSD or SSHD; rebuild the database from the safe mode menu (takes a long time to complete); disable film mode, which locks some TVs in at 24fps, the framerate for most movies - game mode disables this, which you mentioned setting.
I'd guess it has more to do with the game itself, or networking issues, because... Peer-to-peer networks.
I understand you.
DBD doesn't run on 30 FPS.
If it was locked and all the time 30 fps, ok ... but it does not. Sometimes it fall to 15 ...
Our aim is to keep it constant and playable near 30 a least.I meant to come back to this thread, because I tried it, and my game was running better at 720p, too. It's a good find.
-
@Rebel_Raven said:
@apropos said:
The hatch should operate around the trial ending in a tie, which the devs said happens when two survivors have died and two have escaped. To balance around that idea, the hatch should only open for the final survivor, if at least half of the other survivors have been killed/sacrificed/disconnected. A few examples:- One survivor died, two escape; hatch does not open. Survivors have secured half of the victory.
- One survivor dies, one escapes by opening a black lock; hatch doesn't open until one of the two left dies.
- One survivor dies, one disconnects, two are alive; hatch opens if either of the two left escapes or dies.
- Two survivors die, one escapes by opening the black lock; hatch stays open for fourth survivor.
- Two survivors die, two are alive; hatch doesnt open until one escapes, or dies.
- Three survivors escape; hatch turns into a mimic, opens, and eats the last survivor when they try to escape through it.
As it stands now, it's unfair because the hatch can be used to circumvent certain killer powers, like the Pig's reverse bear traps; three survivors escape, the last survivor with an RBT simply jumps through the hatch and dodges death. That alone should be fixed, regardless of any changes.
You really think a survivor has a chance to get the RBT off and get to the hatch in normal gameplay?
I'm not sure why you think they have to get it off then go to the hatch, they will have three exits to choose from in the given scenario. Consider that the point of the RBT is that the survivor is restricted from leaving the trial until the RBT is removed. The hatch is an exit just like the exit gates, so it shouldn't be treated any differently. Considering that the RBT has been balanced against regular exits, and that the hatch is an exit all the same, I don't see why it should have some special power to negate reverse bear traps.
-
The hatch should operate around the trial ending in a tie, which the devs said happens when two survivors have died and two have escaped. To balance around that idea, the hatch should only open for the final survivor, if at least half of the other survivors have been killed/sacrificed/disconnected. A few examples:
- One survivor died, two escape; hatch does not open. Survivors have secured half of the victory.
- One survivor dies, one escapes by opening a black lock; hatch doesn't open until one of the two left dies.
- One survivor dies, one disconnects, two are alive; hatch opens if either of the two left escapes or dies.
- Two survivors die, one escapes by opening the black lock; hatch stays open for fourth survivor.
- Two survivors die, two are alive; hatch doesnt open until one escapes, or dies.
- Three survivors escape; hatch turns into a mimic, opens, and eats the last survivor when they try to escape through it.
As it stands now, it's unfair because the hatch can be used to circumvent certain killer powers, like the Pig's reverse bear traps; three survivors escape, the last survivor with an RBT simply jumps through the hatch and dodges death. That alone should be fixed, regardless of any changes.
-
Disconnecting is your first solution?
Maybe you struggled because he locates you because you're screaming? Get the perk "Calm Spirit" to tier 3, equip it and never find the doctor an issue again.
Or maybe he's a problem in chases? That's true. Shock therapy prevents you from interacting with anything for 2.5 seconds; pretty scary.
Although, the addon that increases the distance of shock therapy also increases the charge time, making shock therapy virtually useless in chases. It's good at keeping survs at level 3 madness, but it's easily countered. Run away and sit in a corner for a few seconds. After madness is healed, go get the gen farthest from him. Oh, you didn't finish the map's inner gens first? Oops. aaaand he's running nurse's calling?? Better luck next time.
-
TL;DR Balance between killer and survivor is currently focused around randomly grouped survivors that need handicaps to offset the mistakes they make due to that lacking coordination. However, high performing SWF groups that organize their perks, and use voice comms during trials are able to circumvent the problems that warrant those survivor handicaps, making them more powerful than intended.
I played for the first time today since rank reset, and >75% of groups were seemingly SWF, i.e. they all loaded in together, didnt have any redundant or weak perks, etc..
Generally, I expect to lose to SWF, but at rank 10 I thought it should be easier. Right? Maybe? Not really. Not that they should struggle, but these SWF groups didn't struggle as much as I would have thought, especially when they were making the same mistakes as the randomly grouped survivors I had played with. SWF group's mistakes would only pause progress briefly, as they'd recuperate before they seriously fell behind. Whereas randoms would lose morale and fall apart as they mistakenly led the killer to team mates, or all tried to unhook the same person at the same time. I noticed that when I was playing against the SWF groups, any mistakes I made, like chasing too long or running the wrong direction generally gave them a major leap forward, which wasn't the case with random survivors.
These experiences suggest to me that there are handicaps in place for survivors to offset the mistakes that randomly grouped survivors will inevitably face, which makes sense, considering the uncertainty of their disorganized circumstances. As a killer main, I embrace those handicaps because the game shouldn't end just because mistakes are made, mistakes are expected and should be welcomed - a killer is out to get them, after all. Not to mention, when survivors make mistakes, the time it takes them to recuperate allows the killer to make some mistakes themselves and still have a chance. However, an organized SWF team removes themselves from the regular conditions of the game. By being prepared for anything (coordinated perks) and having the means to quickly adapt across their entire team on the fly (comms), they don't suffer the same consequences of making mistakes as randomly grouped survivors do. But, they still receive the benefits to help them deal with those mistakes, that they don't really encounter.
There are supposed to be four, unacquainted survivors with varying skill sets that need to make due with what they have to escape. Not, be four highly trained, collaborating Seal Team Six operatives whose sole mission is to teabag and shine flashlights into the eyes of the poor harmless killers they are up against.
-
Ive been seeing weird complaints about tunneling lately. Like yesterday, I had a guy tell me that I tunneled him. When really, I left the area after hooking him, but came back when i saw he was unhooked and he ran right to me, hooked him in the basement, go to leave and his friend literally jumps down as im coming up. He unhooks him, and i turn around and hit him... nothing. Borrowed time. i chase him, hit him again and when I go to hook him he disconnects then sends me a bunch of nasty messages about tunneling.
-
@AnthonyC2014 Maybe I didn't explain myself well enough. i tend to do that.
-
Well, it doesn't directly, but gen rushing is an example of how objectives become an efficient routine for success. The OPs idea would simply add another element similar to that, which indirectly places restrictions on how we interact later in the trial - if it all becomes routine like gen rushing has. Gens finished? Open the exit gates. Exit gates open? Leave quick!
It doesn't make sense to me to restrict how or when we interact. I don't think I'm alone here, but, I most look forward to the interactions I have with survs playing as the killer (and vice versa). The objectives are really only there to make these interactions have some purpose.
Some of the best moments happen after the gens are done and exit gates open, when the survs feel a bit safer and they become more brazen. I think that OPs idea would make experiences like that rare.
As a side note, I can see this causing problems for survivors that aren't ready to leave, too. Some players could accidentally, or intentionally, open the exit gates before all survivors are ready, forcing people to exit. If they aren't hooked.
I mean, counting on people to not open the exit gates early is like counting on people to finish the gens before harvesting nectar during the hallowed blight event.
Oh, and holding the trial hostage could be done by hiding before opening the exit gates, too.
-
@Dwight_Confusion said:
Why do the really stupid threads get so much attention and the really well thought out ones fizzle out in a few hours?Answer:
Millennials.
I've been triggered!!! Kidding. Maybe. No one engages unless they can hold their own, and anyone can talk about dumb #########.
But, for seriously, why has no one mentioned that "correlation does not equal causation". Like, maybe the killer decided to go make a damn sammich just as this guy switched to laurie, but instead the OP wants to pretend that he's frustrated by having the power to force a killer out of a lobby by simply switching to a character that could have decisive strike. No effing killer cares if someone plays as laurie, most likely the killer was just annoyed that you bish ass survs weren't readied up.
-
@Dreamnomad said:
@apropos said:
I could be wrong, but I thought that consoles had their resolution locked in by the game's developers, meaning that if the user settings are different from that resolution, the console renders at the preset resolution internally, but is then output at whatever signal is set for your display. Which would mean that there's no change in performance, but instead a change in signal. Unless, there's a setting within the game that allows you to adjust the resolution yourself.I don't know about any of that. All I do know is that when I set the resolution to 720p, my in game performance was substantially better. I did get the occasional hang up. But it was the difference between maybe once or twice a game vs twenty times a game. I passed this tip along to some players that I regularly play with and they noticed a large improvement too. The graphics do take a hit, but it's nothing I can't live with for a performance improvement.
I mean, if that's working... I need to try this, lol. I usually reset my PS4 and the lag stops, but switching to 720p might be less of a hassle than having to reset the whole system.
I read an article last night that explained how this could work, it said that sometimes a game is only rendered up to 1600x900 and then upscaled to 1080p, which means that a 720p signal would be more manageable for a guaranteed 30fps. I was under the impression that hitting 30fps at 1080p was easy peasy nowadays, but maybe not.
-
I don't like this. It puts limitations on the number of experiences a player can have by forcing everyone 'to get on with it already'. There are so many games that force this experience on the player... why not just go play fortnite?
I'd rather see mechanics that prevented survivors from escaping and forced them to deal with the killer, rather than encouraging them to gen rush, then bolt out of the trial.
-
@Mr_Myers The devs did say in their last Q&A that killers simply cannot rotate their camera as quickly as survivors can.
@The_Crusader Patience is a big part of playing the killer, I think, especially with 360s. I've always found it better to let a surv 360 a few times before I swing. Or, if I wanted to be super aggressive, I would trail behind them, while parallel and not directly behind them, breaking the functionality of a 360. Oh, you can always run backwards just as they 360, then lock on, and lunge. You do lose speed, but not as much as you would from missing a hit.
@powerbats thanks for those tips! I learned something new

-
I think killers losing their addons helps to balance the fact that sometimes a survivor will have a perk that overlaps with another survivor's perk, thereby making one of them useless(in some cases). Meaning that survivors can't always be performing at an optimal level(unless it's an SWF group), so it's only fair for the killer to be in a similar position.
It also makes sense lore-wise; the killer 'works' for the entity, whom rewards and punishes the killer depending on their performance. To be at your best, you've got to work really hard for the entity.
What bothers me is what seems to be the reward for prestige 3 level 50 is more ultra rare offerings addons/offerings, but Leatherface doesn't have any ultra rare addons, so I get lots of 7k offerings to play as characters I already own.
-
@powerbats said:
@MasonHugsCats said:
>
At rank one I literally can't play anyone other than hag or Billy otherwise the game ends before I can hook more than 2 people
I went all the way to rank 1 using Spirit and frequently aced with no gens done or just 1 or 2. It's really all about figuring out what killer works the best for your playstyle. Then maximizing them and picking the optimal perks based not only on your playstyle but what the survivors have etc.
If the game is ending before you can hook 1 or 2 survivors that just means you need to improve your gameplay, where the safe spots are and where they aren't. Who's a good looper and who's not, which gens you want to prioritize defending and which ones can be ignored.
There's so many things to improve on even if you generally do well you can always get better at it.
I think he has a good point.
As leatherface, I was stuck at rank 2-4 for a while, so this cycle I tried using all the crutches I could to help where I was failing, locating survivors. How bad? Rarely, 3-4 gens could pop before finding someone, normally 1-2.
Anyways, my plan was to use ruin to delay, and the crow perk + whispers + BBQ to track. Ruin showed me that I shouldn't spend too much time on one thing, like, don't camp the hex totem too long, abandon survs that try to loop around that big ass tree in the corn fields, etc.. The crow perk showed me that, as I approached, survivors run farther to hide than I thought, and whispers showed me that survivors often hide, then hang out, circling trees.
I refused to use these perks for so long because I thought they were no good, but they were good in helping me figure out where I was going wrong. Now, I can find survivors without these perks, and I'm not hit as hard by gen rushing unless it's a 4-man SWF.
-
Considering that offerings are a way to bargain with the entity, these changes would make the lore associated with the moris somewhat awkward. The cypress mori asks, can I kill just the last one? Ivory, can I choose the one I kill? Ebony, it's my birthday.
About the cypress mori being uesless, I've had some good experiences with it:
Two survs left, slug the one that's been hooked, hook the other, return to mori the slug.
Standing on top of the hatch to force survs to stand at the edge of it, they show their back to taunt, if you can down them in one hit they fall too far forwrd to use the hatch right away and give you just enough time to mori.
-
I was dribbled as a survivor for the first time recently. It made me feel just as ######### as decisive strike did the first time I experienced it as the killer.
Do I support it? I won't pick up the obsession if a hook is too far away. I'll leave to let them crawl around a while, and hopefully when I come back they've moved closer to a hook so the dribbling can commence.
-
In the most recent hatch notes I believe they said they have a fix for the close mechanic, they just wanted to tweak it a little more.
-
I really enjoyed this thread.
-
I could be wrong, but I thought that consoles had their resolution locked in by the game's developers, meaning that if the user settings are different from that resolution, the console renders at the preset resolution internally, but is then output at whatever signal is set for your display. Which would mean that there's no change in performance, but instead a change in signal. Unless, there's a setting within the game that allows you to adjust the resolution yourself.
It's similar for framerate, too. The PS4 pro is a good example of this; it's capable of running games at 60fps if the game has been developed to run at that framerate, otherwise it runs at 30fps, like the regular PS4. I don't know if dbd is on the 60fps list, though.
There are other ways to boost performance, too. You can install an SSD or SSHD; rebuild the database from the safe mode menu (takes a long time to complete); disable film mode, which locks some TVs in at 24fps, the framerate for most movies - game mode disables this, which you mentioned setting.
I'd guess it has more to do with the game itself, or networking issues, because... Peer-to-peer networks.
-
@MegaWaffle said:
Just my personal take on Whispers but I find it messes with where you look more often then not. If I were to run whispers I tend to not do as much "detective work" to figure out my targets location and rely too much on the perk only to not find them.Spies on the other hand has been one of those perks no one uses and for that reason no one plays around it and I too have had some good success running it. I find it very useful on Pig since once survivors have a RBT on they will be in a rush to get places disturbing more crows than normal.
That's true about whispers. I do the same thing, really, I always undershoot the 32 meter range and end up searching too close to where the perk activates. By the time I get to where the surv was when it activated, the surv is probably gone.
Yeah, that makes sense, I don't think I've seen anyone using calm spirit. Spies does seem to become less and less effective as I learn where survs run after being found. I guess it can serve as training wheels until I get used to tracking survs more.
-
I finally got to rank 1 with Leatherface this cycle. I've had to solely play leatherface and I'm looking forward to going back to playing other killers occasionally. Playing Leatherface is like playing a killer without a power, until you get someone in the basement.
-
I do my survivor-ing solo every time. From my experience, even without voice comms, other players put me in bad situations too often. it'd be worse with voice comms, because... humans.
As a killer, I honestly don't mind the voice comms, what bothers me is the coordinated perks that make SWF groups highly optimized in every trial.
Normally, survivors don't get to coordinate their perks, so overlapping or duplicate perks can make the team weaker as a whole. To balance that out, the killer is prevented from always using the best addons, because they're lost each trial. So, each side has to deal with times of not being optimized. However, SWF completely circumvents that, and adds voice comms to boot.
-
@Slayer said:
Yes nobody likes boring games where survivors just run around with zero coordination were these developers stupid enough to think that balancing game around solo players is a good idea lol good job so farI'm with OP on SWF, I enjoy going up against them, but I don't think that they are a fair matchup. Anytime I've looked at their perks, they always have a nicely distributed set of perks amongst them with no redundant overlap. This makes them really efficient, and capable of tackling any perks the killer can bring into the trial.
I find it more frustrating that killers lose their addons from trials, even though SWF is so prevalent. I mean, it makes sense for killers to lose their addons so that they aren't always optimized, just like survivor groups aren't always optimized... oh wait, SWF groups are always optimized! D'oh! But, I guess that's what it makes it fun to shut them down.
-
On top of what zarr0ch said, make sure you buy the DLC itself, and not auric cells to buy characters separately. When I first got the game I bought some auric cells to buy the pig, not knowing that for 2 dollars more I could buy the DLC and get detective tapp, and have the characters accessible on my other accounts. smh
-
Any powered generator could be damaged once to start the reset timer. If the reset timer completes, then any survivors that help to repair the reset gen would gain 100% bonus on that generator, as well as a 5% bonus for the rest of the trial, per survivor. So if all 4 survivors repaired two damaged generators, they would all be running around with a 10% bonus to repair speed.
The point of there being a 100% bonus on repairing a reset gen is to provide survivors with a handicap while they redo the work they have already done. It seems unfair to me to reset it and make it like a fresh generator.
I think the complexity could be fun(?), strategy wise.
For the survivors, they could choose to ignore this gen, and go repair an untouched gen somewhere else, which could confuse some killer who's waiting for the survs to return to the damaged powered gen, to get that sweet 5% incentive. Pro survivors won't care about that bonus, for the most part.
On the other end, the killer can use this as an opportunity to prolong the game, and to have more time to earn Gatekeeper emblem points, which I think is needed considering the genrush meta that is pretty dominant right now.
I was trying to come up with something that could simply prolong the game without making it too unfair for either side. I feel like this would only add a few minutes to the game, but even gen rushing could still work if the survivors finish all the gens within a few minutes. However, if one of those gens has a reset timer ticking, and they get caught up by blood warden, or remember me, they could be set back a gen which could complicate things further for them.
-
@Entità said:
@apropos As I wrote to @Crizpen, it was a quick calculation, which does not take into account the permutation of the same perks in slots nor the possibility, far from hypothetical, that a player will equip less than 4 or less than 6 perks, because they do not have still unlocked all the slots or have recently prestiged the character. It was not intended as an exact computation: it does not make sense to clog the forum with formulas of combinatorial calculation.Read my other replies to other players, please: the thread has an evolution during the exchange of arguments among users, new ideas have been added, new balance solutions have been written.

I'm not going to read your replies, because you can't bullshit a bullshitter. I was trying to point out your error in a nice way, and give you the benefit of the doubt. Because, I don't know, maybe you're starting to learn about probability in a discrete math course; it's about this far into the semester you begin learning about probability. Statistics courses teach you probability first, and they don't generally go too deep into combinatorics, except with the binomial distribution I remember talking about the binomial coefficient. Although, in a discrete class you would have gone through proofs first, which if understood and experienced, would explain the purpose of my convictions.
Either way, I can just reason through it with you; that's not a quick calculation, your calculation is completely wrong. You've calculated the number of ways four or six perks, out of 56, can be ordered without repetition. The formula for a combination isn't that long, either: n! / r! * (n - r)! or (56 choose 4) which results in something like 300k combinations. Granted, i get that your point is to express that there is greater variability with more slots, but don't borrow the credibility of mathematical reasoning to leverage your point, when you're not abiding by the rules to do so - there's a reason for math holding so much credence, don't abuse it. You can simply say, "this would increase the variety in play" and people will know what you mean.
Because I feel like I'm being mean spirited by pointing these things out, I want to explain myself. You seem like your smart, a lot of people that play this game seem to be. But, I think it's irresponsible to be so lazy with what you know or don't know, and to subtly imply that other people are being too anal when they call you out, or to simply disregard what people say, and suggest they read your old posts.
I also think that what you suggest in some of your posts is patronizing and offensive to the developers, considering that most of them have been required to learn about these concepts to get the jobs that they have. The same concepts you are struggling to use here, were used to make the game. All of which is likely more complex than we can fathom. But, I know where you're coming from... you get an idea that feels like it's a great one, and you want to share it with everyone. But, if it's flawed and people point it out, you gotta go back to the drawing board, rather than encouraging everyone to accept it as it is. Have some humility, and show other people some respect.
-
Read how the emblems work in-depth and it becomes pretty clear, at least it did to me.
Survivors can get points from actions their teams perform, and at a certain point don't really need to worry about losing. Once gen repairs equivalent to a full gen repair have been performed, or two totems have been cleansed, the survivor just needs to stay alive for 9 minutes, before screwing around with the killer for a few minutes and they're sure to pip. Also, survivors could easily maximize their BP gains to killer levels if they took WGLF and stayed in the game long enough to create the opportunity to maximize their bloodpoints.
As the killer, points for emblems require the survivors to stay in the game longer, which can't be guaranteed. If three gens are powered in less than say, 120 seconds, I would bet my gatekeeper emblem is likely going to be bronze, with little to no chance of improving that. If I had to choose between being camped on a hook as my survivor, or genrushed as my killer I would definitely rather be camped on the hook. Sometimes NOED will help counter genrsuh, but amongst 16 perks on the survivors, someone is running small game. There are just too many times Ive used two rare addons that I rarely see in the bloodweb, just to have the match end within 3 minutes.
At the end of the day, we're all just complaining. The game is 'asymmetrical' so it's supposed to be balanced an a way that isn't seemingly fair or obvious. I feel like they've done a good job. Hell, sometimes I like to go up against SWF groups when I have the addons I need.
-
@Entità said:
@Crizpen I respectfully disagree. Humans are basically habitual creatures: they build their certainties on a reality consolidated over time and tend to be wary of any change in that reality, as if it were the only possible or reasonable, rather than simply being the one to which they are accustomed. If the game had started directly with six perks each, nobody would have been astonished, but indeed it was born with four and then this appears to be the only appropriate number. It is not necessarily so. Many new dynamics have been introduced, from the Obsession to the secondary objectives of the Pig's victims, through the excellent stealth of Myers at Evil Within 1, to the Spirit's phasing and so on: each addition involves new tactical challenges, a radical rethinking defensive strategies, an unthinkable variability at the time of Trapper, Wraith, Hillbilly. No less important are the new challenges imposed on the killers by the new survivor perks. The game has always earned it.Now, imagining that all the perks have been unlocked by developing all the characters or buying them from the Shrine of Secrets and making a quick calculation, having FOUR PERK SLOTS means, at present (ie without considering the upcoming two new chapters and related perks), and without considering perk tiers:
1) 56 * 55 * 54 * 53 = 8,814,960 perk combinations for survivors;
2) 51 * 50 * 49 * 48 = 5,997,600 perk combinations for killers (a drastically lower variability: I propose the introduction of another 5 killer perks, regardless of whether developers accept my system or not).Under the same conditions, having SIX PERK SLOTS means:
1) 56 * 55 * 54 * 53 * 52 * 51 = 23,377,273,920 perk combinations for survivors;
2) 51 * 50 * 49 * 48 * 47 * 46 = 12,966,811,200 perk combinations for killers;
ie:
1) a game variability 2,652 times greater than now for survivors;
2) a game variability 2,162 times greater than now for killers.Of course, it's a big news, and will require balancing. But the gain in terms of gameplay richness, tactical depth, longevity (the game itself is very repetitive: these are combinations that make it virtually inexhaustible), the novelty of the challenge, it will be immense.
Some possible balances:
1) to increase the number of totems or the cleansing time (since many of the most powerful killer perks are curses);
2) to add secondary objectives, which will drain the survivors' time (we talked about it in many threads, including: https://forum.deadbydaylight.com/en/discussion/27565/secondary-objective-shrines-to-the -entity );
3) to review the effects of some perks (or add-ons of the killers), to the extent deemed appropriate during the tests;
4) to lengthen the repair time of the generators or introduce a sixth generator to fix;
5) to touch up the structure of some maps, to make the six perks system more enjoyable.In my opinion, the problem is not real, but mental, in the sense that some perceive this change as impossible, as an impracticable distortion, and look discouraged, resigned, to an incredible opportunity for both parties. I do not say it's easy, but it's definitely a great leap forward, a way to make this game even more immortal and palatable for new players (and for me, that I have a weakness for tactical challenges).
I pray @Malakir @se05239 @Acromio @TerminalEntropy @MhhBurgers @G4rr3tt @Whisky_Glass @Scourge @Master @Justicar @Peasant and all other users to read carefully this post, and to think about it.
Of course, @not_Queen and @Patricia are always welcome!

Pop quiz:
Are you suuuurrrrre that those are combinations you're calculating?
-
@Entità said:
@apropos said:
@Entità said:
@Master Yes, you're right: killers have to spend a sum every game, but there is no proportion between the greater gain and the greater expenses. Let's assume a killer uses two very rare add-ons per trial on average (and it is definitely false due to excess): then, they need 12,000 extra BPs, in theory, but in practice a good killer totals 40,000-50,000 bloodpoints against 15,000-25,000 of a good survivor, that is 25,000 extra BPs, i.e. the double of what they should deserve in the optimistic hypothesis (often false) of two so precious add-ons burnt every time. I don't want to subtract even one point to killers (the idea of punishing them simply doesn't belong to my mind), but survivors' reward must be quickly increased of at least 10,000 BP on average.Killers spend anywhere from 9k to 21k per trial, every trial except for in the low ranks; you're forgetting about offerings. Sometimes we can use wards that allow us to keep our addons, so we make out only spending 6k, at the cost of not using another offering.
Whereas, survivors can leave with items they didn't enter with, which is equitable to receiving blood points. So with ace in the hole III, a surv could walk out of the trial with a purple toolbox and a yellow addon, about 10k BPs.
Killers leaving with 50k BP is not a common occurrence. It's just nonsense. You're talking about a small population of people that can achieve that every trial, it's hardly the norm, or something to base a major change off of.
Survivors don't have to work as hard as the killer, some claudettes go the whole trial without being seen. Easy peasy; bonus if you grabbed an item on the way out too.
Also, when the survs are genrushing, a killer without ruin is screwed as damaging gens doesn't pay off without nurse or billy.
Killers rarely get the whole 5k points for sacrificing everyone, normally its 2500. Survivors get 5k for walking out the god damned door.
Let's go with order:
1) it is materially impossible that a killer spends 21,000 BP per trial, it would require to burn two ultra rare add-ons and an ultra rare offering every time, that is to obtain at least three ultra rare resources for each game in order not to exhaust their own stocks (moreover, I doubt that there are two ultra rare add-ons for each killer);
2) offerings are consumed at the end of the game for both survivors and killers, so it is a common mechanism, there is no extra expense;
3) the survivors can escape with objects found in the map, but what are the average percentages of escape (and escape with valuable objects) for a survivor? Certainly not 100%, otherwise the killers would always be losers, right?
4) the killer running BBQ almost always gets four stacks, therefore doubles the points, while WGLF is not so effective in guaranteeing the bonuses (but there are dozens of threads on the subject, there is no need to repeat here);
5) not being seen is a merit, not a fault: it means to equip yourself with perks appropriate to slip away in time, and maintain a constant tension and high attention and, of course, work (stealth does not mean closing in a locker for the whole duration of the trial, but move generator to generator, save the companions and reach the gates or the hatch; in addition, the killer saves time to chase them: do you prefer a runner who keeps you busy for two minutes?);
6) genrushing is a legitimate strategy like camping and tunneling, annoying but not prohibited: it is normal that the opponent does everything possible to win, it is the essence of the challenge, this; if you don't run Ruin, it's your choice, not a game imbalance.1) The value a killer spends on each trial is not pre-determined, which I tried to imply by providing a range of values, rather than just one.
2) Offerings are consumed at the beginning of the trial. You can experience this by disconnecting your game client while the trial is loading; you will lose your offering.
3) I doubt anyone has those percentages. The point is that survivors have multiple options to gain BPs, some that are equitable to the gains distributed at the end of a trial. It's an option that killers don't have access to.
4) "but what are the average percentages of killers getting four stacks? certainly not 100%, otherwise killer's wouldn't complain about genrushing." How is WGLF not ideal? Silver the Lightbringer emblem by completing a gen solo; silver Unbroken by staying alive for 9 minutes. Then focus on the benevolent emblem by doing unhooks, distractions and taking hits; by the time silver is reached for the Benevolent emblem, the Evader emblem has likely reached silver, and on top of all of that, WGLF should have a few stacks as well.
5) Unfortunately, arrogance does not increase the truth value of a statement(!). Also, mentioning claudette should imply to you that lockers aren't involved in being successful with her, considering a benefit of playing as her is her ability to blend when wearing certain outfits... outside of lockers. Regardless of that, though, survivors do benefit from effort they haven't participated in; every survivor receives Lightbringer points when any generator is completed; survivors can benefit from chases they're not a part of, by simply running behind the killer; simply staying alive 9 minutes (even by staying in a locker the whole time) guarantees a silver Lightbringer emblem.
6) I'm not arguing the validity of genrushing as a strategy, I'm referencing it for it's ability to cripple a killer's Gatekeeper emblem score with very little effort on the part of the survivors. Thereby reducing the opportunities available to a killer to earn BP, or to pip. Which continues to illustrate my previous point of how killer's have to work harder for their bloodpoints. And yet there are still complaints, even though survivors are capable of the same gains as killers if they use WGLF appropriately and maximize the amount of points they earn, rather than rushing to get out of the trial. -
I think the matchmaking has an element of success factored into it. From my experience, if I play a handful of really good games where i sacrifice everyone, pretty soon after, I will get a toxic rank 2, 4 man SWF team etc.., and if I do terribly a handful of games where I sacrifice nobody, the next game will give me survivors that hide in lockers half of the game.
-
@Kalwren said:
I find pallets waste more time than they gain, due to the timing factor. The stun on the killer is too short. Considering how much faster a killer runs compared to a victim (even without perks), I believe that less hooks is a better mechanic./facepalm
-
@Entità said:
@Master Yes, you're right: killers have to spend a sum every game, but there is no proportion between the greater gain and the greater expenses. Let's assume a killer uses two very rare add-ons per trial on average (and it is definitely false due to excess): then, they need 12,000 extra BPs, in theory, but in practice a good killer totals 40,000-50,000 bloodpoints against 15,000-25,000 of a good survivor, that is 25,000 extra BPs, i.e. the double of what they should deserve in the optimistic hypothesis (often false) of two so precious add-ons burnt every time. I don't want to subtract even one point to killers (the idea of punishing them simply doesn't belong to my mind), but survivors' reward must be quickly increased of at least 10,000 BP on average.Killers spend anywhere from 9k to 21k per trial, every trial except for in the low ranks; you're forgetting about offerings. Sometimes we can use wards that allow us to keep our addons, so we make out only spending 6k, at the cost of not using another offering.
Whereas, survivors can leave with items they didn't enter with, which is equitable to receiving blood points. So with ace in the hole III, a surv could walk out of the trial with a purple toolbox and a yellow addon, about 10k BPs.
Killers leaving with 50k BP is not a common occurrence. It's just nonsense. You're talking about a small population of people that can achieve that every trial, it's hardly the norm, or something to base a major change off of.
Survivors don't have to work as hard as the killer, some claudettes go the whole trial without being seen. Easy peasy; bonus if you grabbed an item on the way out too.
Also, when the survs are genrushing, a killer without ruin is screwed as damaging gens doesn't pay off without nurse or billy.
Killers rarely get the whole 5k points for sacrificing everyone, normally its 2500. Survivors get 5k for walking out the god damned door.
-
I used to hate Yamaoka estate, but now it's pretty much just the swamp. Although, I got a funny kill yesterday near the gen on the dock thingy. As billy i charged up my chainsaw and heard a surv jump down around some barrels I couldn't see past, I immediately jumped off the side and completed the chainsaw charge, making me start the sprint mid-air right into the surv. Must have looked pretty crazy to them.
-
All the generators run when 5 have been completed, even generators that haven't been touched. I often make this mistake, too. Like, if i'm near a generator that hasn't been touched, and one directly behind it, but in the distance is the last generator finished, the bubble will show up in front of the generator I am near, and that generator I am near will run as if it was finished. But it wasn't, it's just that all the gens are finished.
-
@Nestoche said:
This was in rank 16 by the way where there is no need to whine to me on how to play the freaking game, people are just staring out at this stage.... SMHSometimes I wonder if games that allow players to pay to win are corrupting them, so when they have to work hard to level up, they just lose their #########. 90% of the complaints that come from people who only play survivor are always blaming other people for the fact that they failed.
-
@Avariku genrushing is for trash players, come at me
-
@purebalance said:
@apropos said:
It's kind of hard to see how powerful survivors can be when you are playing with randoms, but there's so much strength in numbers. Almost any survivor would change their mind about tunneling/camping being unfair if they played a killer to rank 5 or so. Play one to rank 1 to really drive the point home.Without tunneling we would have to cycle each player, and considering that the average match above rank 10 has 1-3 gens done by the time the first person is downed, there would be almost no way to win the game for the killer.
My killer is rank 1 and camping and tunneling is for bad players. The only time it's reasonable is dying light or bm'ing survivors. If they have 1-3 done by the time you down someone, you don't belong at that rank.
You're making a moral judgement on a specific strategy, then contradicting yourself, all the while subtly defending that you know what you're saying is nonsense.
-
@EntityDispleased said:
Thanatophobia can't be buffed because to get it to a point where it's worth using it's gonna make perks like dying light useless.They could buff it by allowing sacrificed survivors to trigger the perk. As it is, it's served the survivors more than it has me when I've used it, because I end up keeping them alive just to trigger the higher levels of thanaphotophobibaiba. Which then eventually leads to them all healing and working together again.
-
@The_Crusader We're not all like that! :P I was after a bald dwight once, and as he jumped off a platform, he shined his flashlight on a jake hiding in the corner. My chainsaw had been charged already, so I instinctively turned to the Jake and took him down. However, that kinda pissed me off, so I turned around and focused the dwight, chasing him for 2-3 minutes, down him, he DS's, down him again and finally hook him. He tried to escape twice into the no struggle suicide.
It didn't end well for Jake though, my offering for that match was an ebony mori.
One thing I've never understood though, is why survivors care what happens after they've ensured at least 3 silver and 1 gold emblems.
-
Happened to me a lot during the halloween blight event. I'd contact them and send small clips where they're clearly unhooking me just to let the killer re-hook me, twice. I always told them that I was going to report them, by sending videos and screens, and our conversation to directly to the devs etc..
I never reported them, but I hope that I scared the ######### out of them to not do it again.
-
@Master said:
I never understood how they do pranks in the US.
Are they not scared to be shot? (maybe its just fake, idk)well....
https://www.youtube.com/watch?v=1hYDYrdiYX8
-
Pinhead would be really great... summon objects to block survivors or trip them up, and have hooks come out of the ground and split them apart as a mori.
Hannibal is another one I'd really like to see. The mori would be making the survivors eat their brains, bajahahah
-
@friendlykillermain said:
I started a game I got a message it said let us win or we will hide until you disconnect. I spent hours searching the [BAD WORD] map eventually I managed to kill them all because I was pissed and I am very stubborn( I have never once intentionally disconnected). How can I report this?If on PS4 you can change the time recorded to 60 minutes if you like... it's a bit more work, but all you have to do is trim the video after you've saved it. I find that it's easier to keep longer clips more easily, especially for scenarios like this one you're describing.
-
AFKing is your best bet. Buuuut, when the survivors see that you're not doing anything, they will likely exploit that free time to their advantage to collect items and whatnot.
Instead, I suggest getting better at the game. SWF isn't impossible, to be honest... and it's fun when you win against them.
You could spend your time playing survivor, and while you get better at that you will learn the ropes of what survivors do as they progress. This can give you insight into ways of catching better players. My experience with survivors taught me that most survivors aren't far off when you can't find them, theyre usually just running around a nearby tree. They get away with a lot >=D