azazer
azazer
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- azazer
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Waiting for them to make a totem that removes terror radiusBoss said:@GodDamn_Angela said:
@Nickenzie said:
-Blinded survivors cannot hear the killer's terror radius.What's your opinions and feedback?
This makes literally no sense.
I think you need to explain how being effected by "blindness" would remove the characters' ability to sense the Killer being nearby.
Maybe just a new Status Effect that does that, and calling it Deafness.

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Well keep throwing sheckles at them and buy all the chapters and cosmetics so they have the funds to do so.
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Well seems like there is a lot of good feelings. I agree, I've enjoyed the event thanks to the bonus objectives.
So the question is how to we translate that to regular game play? Right now people are doing it for cosmetics. How do we make them want the secondary objectives? Make a new in game currency to buy cosmetics with? Or make blood shards easier to come up with? -
Ya, it will give you blood webs indefinitely until you have all the perks
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They are already talking about BP recycling. You tuck that splinter in you inventory and hold onto it. I'm sure you can cash it in in the future. In the meantime go play the event and earn those bonus points that will make up for your 7k 3 fold in one game
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This. You can make it most of the way across the map by these powers combinedTigerKirby215 said:Iron Grasp and Agi, my dude.

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Brining up 3 v 1 because of disconnects would be an irrelavant point to make because those are anomalies. The game is balanced around 4 v 1 and is planned to be further rebalanced by making solo play resemble SWF as time goes on. You admit that 4 v 1 is already survivor favored and will be more so as they follow through with the plans they have in motion.TerminalEntropy said:@azazer said:
As I said, base gameplay. No perk, that's just how the game is.
DH as a basic gameplay would be too powerful, balance of the game is quite delicate, normal game 4v1 with 7 gens is in survivors favor (especially that Ruin is just an option, in theory at the very least) but with dc during loading screen and a game 3v1 with 6 gens Killer has great upper hand. It makes sense for such a powerful tool as DH is to have a turn off switch. It would be enough to award Killers who roam after hooking and have successful events (e.g. stackable bonus depending on
number of hooked survivors at a time to BS for actions taken Xm far from them) cause the idea right now creates such nonsense like Knex mentioned.
I'll agree that DH is powerful but I'll point out that rather than a turn off switch, survivors have the very real option not to activate it. Be it unhooking with the killer near by, or choosing not to save the hooked person they can choose not to empower the killer to save themselves. The person on the hook has luck add ons and slippery meat and now Deliverance to Kobe. Survivors would have choices to make and don't need an off button to shut down killers who both do their job and not camp. -
First my new friend, let's brush that salt off you. The first lesson to not getting hooked is to not get found. Stealth is under rated and leaving to hide well will serve you in all rankings. Situational awareness is also key. Knowing where the killer is will tell you where you need to be. Perks like spine chill will give you an edge even against stealthy killers giving you a head start to get away.kevi2323 said:Can't you just make the game overall better. I like the hold games idea but this is a very bad execute. Why is that i will be throwed in a game, hooked and then facecamped until i die. It's so #########. At least make it so the killer can't hook the same person twice so the killer will be forced to chase another survivor.
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YesKingB said:Are the blood point scores increased like in the summer BBQ event? -
*Wipes tear from my eye* hearing hag is powerful just makes me so happyWahara said:Easy: The killer is a camper the first person they see. I'm usually not the first person found so in these situations as long as teammates aren't stupid, we're all getting out or I'm finding the hatch.
Challenge: Killer's that can out mind-game me and predict my movements. More importantly, killers that adapt and don't fall for the same trick twice.
Overpowered: Have you faced a talented hag on Gideon meat plant, with nurses calling, sloppy butcher, deerstalker, and ruin? She's omnipresent.
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Here here. I like how they made it a secondary objective too.
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The trouble with licensed music like hello zepp is that it's sooo expensive. Though having unique killer music for original killers would be cool
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As I said, base gameplay. No perk, that's just how the game is.DeadByFlashlight said:@azazer said:
The most effective thing to stop camping is to incentivize leaving the hook. Want camping to stop, make devour hope base game play. Killers will be sprinting from the hook begging for the save so they can become the powerhouse threat they need to be in game.Thats pointless. I tried playing devour for a while, but the totem gets cleansed way too fast, even if survivors dont search for ruin
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If a survivor is unhooking in front of a killer that is camping, that strategy is 100% validatedLockheart said:Then wait to hit them after the invincibility. Or them before the save. OR don't face camp.
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The most effective thing to stop camping is to incentivize leaving the hook. Want camping to stop, make devour hope base game play. Killers will be sprinting from the hook begging for the save so they can become the powerhouse threat they need to be in game.
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I've never seen someone so salty about the totems on the hills being better hidden. Why was this the last straw?
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I'd like to point out that if you know for a fact the killer never leaves a 30m radius, you are close enough to make the strategy viable.candymaniam said:Camping is ruining this game. Pretty much every game I play the killer never leaves a 30m radius of the hooked person. They need to increase lifespan on the hook to discourage all the face camping that happens in practically every [BAD WORD] game
The devs already increased hook time to it's current state. camping didn't change. If you want the killer to leave the hook, make devour hope base game play. They will sprint away from the hook because they want that sweet 5 stack. -
Ah so that's where you forgot to carry the 1.CoolAKn said:@se05239 said:
@Jack11803 said:
Shrink killer hotboxes. Done.This. If the killers had the same collision box as the survivors, they'd be able to loop as tight as the survivors can around objects and cut down the time considerably. No need to literally nerf every killer because its "more fair" to survivors...
This is certainly one adjustment the killers would benefit from. With slower speed, they should be able to turn tighter angles just like survivors can. I'm not trying to nerf every killer, I want them to be appropriately buffed to trade off the movement speed change.
Slowing killers won't improve the turning radius. The issue comes from hit box size. Think of running on a track. The person on the inside track (the survivor) has less to run than the person in the outside track (the killer). This is why in track races they stagger the starting point so they have the same distance.
If the outside track runs faster than the inside track he will eventually catch up but the more turns there are the longer it takes. That's the issue with looping. It negates the speed advantage killers are designed to have. So your concept of slowing them further will increase the problem.
Same size hit boxes is the true answer but smaller killer hit boxes will alter basement plays and other body blocking techniques that will also hurt killer play without a level redesign like narrower stairs -
Let's punish gen camping then by the same token. If a survivor stays near a gen that a killer kicks it regress much faster and it's 30 seconds before they can start it again.
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You'll have to take that up with Cote I'm afraid. While looping was an unintended side effect of changing hit box size, he gave it the "pretty good job so far" seal of approval as a legit tactic.DeadByFlashlight said:
Nerf loopingdbd900bach said:Killers need to be buffed to match the survivors not nerf survivor's below killers. We all forget about the game breaking nurse. If survivors are nerfed to much then nurse becomes stronger than she was before, considering how hard it is to balance her without makong her garbage. Killers need all that they can right now.
That lifts all killer in comparison to nurse and nurse is unaffected
The guy who thought it's a nice game to run in circles deserves to be fired BTw -
They can also not Simons him while they go through the level and loot every chest, break every totem, 99% every hook.
Best to rethink this -
Forgot who had the original idea, but I liked DCing takes a perk. the player can go right back into a game but minus one of the perks they had. DC as a killer, will now you have to grind for ruin again. DC as a survivor, you'll have to get decisive strike from the blood web again. As examples of course. They will be taken at randomGeorge_Soros said:What's really frustrating is that a lot of thought goes into fixing "problems" that are either nonexistent (like camping/tunneling, Hatch standoffs), or secondary (perks, healing speed, etc), while disconnects are the single most damaging thing that plagues the community (well, the decent majority anyways).
The best suggestion I've seen so far was in this thread by @splatvybz here: https://forum.deadbydaylight.com/en/discussion/23540/game-timeout-for-disconnecting/p1 . There could be other solutions just as effective. Something has to be done though.
I wonder if the devs are worried this might scare players away. There's a conflict of interest here between us players and the devs I think: some of those pubescent chimpanzees would just go back playing CS:GO and stop buying the new content on their daddy's credit card, if they're hit too hard by timeouts due to DC-ing. I hope it's not the case, but I don't know what else could it be.
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We don't see survivors or killers from long past eras. Does that mean the entity hasn't existed long or if it has, what happens to killers/survivors that have been in the fog for many years?
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Its strong but not too strong. Totem can undo third seal and swapping the rarity for blindfold and rule set 2 would make it a great but not always used add onMaximus7 said:@azazer said:
Make the blind fold add on and third seal work on box auras.Now this would be too strong. 2.5 minutes to try to find a singular box on the whole map is pretty damning for survivors when they can't see it at all. A better idea for this is making Rule Set No. 2 base.
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Make the blind fold add on and third seal work on box auras.
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You have said from the beginning (dev diaries 3) camping is a legit strategy, yet once again have turned to actively punishing camping, this timetime your new point penalty system. So my question is this:
Why not make devour hope base game play. It would give the killer role the power boost that that half of the community craves by rewarding hooks and giving the killer a reason to want the survivor to be unhooked thus ending the camping the survivors complain about.
If this is a viable solution fine, if not what is your reasoning?
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If camping is such a butt touching subject why not make devour hope base game play. Give the killer a reason to leave the hook. To WANT to leave and have the survivor saved.
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Well from what they said their plans were, Freddy is next to be reworked.
But they also said they wanted every killer to have 2 ultra rare add ons. So both leatherface and Billy are going to have their add ons fiddled with at the very least. -
Then killers would just toy with survivors until bl3 and Mori then out of the game
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3 or 4. Just before the wraith buff using the old ghost add onDeadByFlashlight said:@azazer said:
Oh no camping means I'm not good.
No, they're are those that camp poorly and others that camp with a little pizazz. I can understand being frustrated by some heavy handed camping but when done right it's an undeniably valid tactic. If you choose not to use the tools at your disposal, you are limiting your ways to win.What rank is that lol
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Oh no camping means I'm not good.
No, they're are those that camp poorly and others that camp with a little pizazz. I can understand being frustrated by some heavy handed camping but when done right it's an undeniably valid tactic. If you choose not to use the tools at your disposal, you are limiting your ways to win.
https://youtu.be/IJkfaOc_ZUo
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Prestige-widespread respect and admiration felt for someone or something on the basis of a perception of their achievements or quality.
By it's very definition prestige is nothing more than the perception of achievement. No bonus should be granted. -
pemberley said:I believe that slugging should be a valid tactic, but I just had a game with an unsportsmanlike Spirit who refused to hook, and even purposely let survivors bleed out. I was the last survivor and just as I was about to reach the hatch, THEN she picks me up and hooks me. She even stood over the door in a taunting manner.
That sort of behavior has never happened to me before and not only is it not fair, but absolutely boring to go through
How was it not fair? Did you have a chance to hide and generally about detection? Did you have a chase where you could juke and attempt to lose the killer? Did you not get chased and downed like every other time you played the game? Did your team not have the ability to pick up downed teammates? The killer outplayed you. You had all the abilities to stop it but lacked the skill as a team to stop the killer. There is nothing unfair. You just don't like what happened. -
Not only is camping dev approved, it was a concept they had in mind, planned and balanced for back in dev diaries 3TwitchXen_Ryan said:Personally i'm more of a killer player than I am a survivor, but when i play survivor all people do is camp, I know this is a touchy topic, but personally i feel like camping should be removed from the game or it should be bannable or something, it kind of ruins the game. People will say survivors are already OP, but personally idc what way a survivor playsd, its never worth being a camper.
https://youtu.be/SS3DvvOQI04
You are bait on a hook. A golden wriggling beacon of altruism points that can be seen anywhere on the map, wait to be seized, and it draws other survivors in like a bug zapper. It's effective and survivors feed into this gambit time and again. You want it to stop, the community at large would have to consistently let you rot on the hook until killers realized camping didn't work. But that would leave you on a hook for two minutes anyway so nothing changes for you as a survivor.
The devs have tried punishing camping, and survivors abused it. They tried incentivizing with bbq and chili, but survivors complain about it. And perks like devour hope are too easy to counter. If you want to see camping end, devour hope needs to be non totem. Or they can eliminate the hook aura like third seal so you aren't so juicy a worm for every fish on the map. -
By bulk numbers DbD had more players than ever before, not to mention the recent PS+ free game offer. Should be an abundance of players, more so when the new killer drops
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Wraith face. Leatherface hunts and brings survivors to the basement, invisible, wraith guards the stairs. Survivor goes for the save, wraith body blocks steps, keeps them trapped until leatherface comes and mows them down.douggie123 said:Ok say this was to happen who would make the best team. -
No your point isn't related. Wglf stacks tokens, it does not get weaker when you do the main objective. Not having the opportunity to get stacks of not the same doing your objective and having your perk get weaker.powerbats said:@azazer said:
powerbats said:@azazer Wouldn't that apply to all perks then, since wglf depends on unhooking someone but if you do your objective which is gens then that perks becomes less valuable. So you do gens and say only 2 people get hooked and then you all get out.
But because of you doing your objective your perk became weaker. The same is true for other perks, they become weaker by doing objectives.
Wglf is not negatively impacted by doing your objective. It's simply a point booster for doing an optional secondary objective. Do gens and escape. That is the survivor objective. Boxes, totems, and saves are secondary and not essential win conditions.
If doing a gen took away your wglf tokens, then we'd have an apples to apples comparison.It doesn't negate my pijt, doing the objective makes your perk weaker no matter how you look at it. By equipping it you're counting on getting lots of unhooks but if the match ends quickly then you wasted it.
Imagine if every gen you did a stack of wglf disappeared. That is a perk getting weaker for doing the objective and that is what thanatophobia does -
Wglf is not negatively impacted by doing your objective. It's simply a point booster for doing an optional secondary objective. Do gens and escape. That is the survivor objective. Boxes, totems, and saves are secondary and not essential win conditions.powerbats said:@azazer Wouldn't that apply to all perks then, since wglf depends on unhooking someone but if you do your objective which is gens then that perks becomes less valuable. So you do gens and say only 2 people get hooked and then you all get out.
But because of you doing your objective your perk became weaker. The same is true for other perks, they become weaker by doing objectives.
If doing a gen took away your wglf tokens, then we'd have an apples to apples comparison. -
I can see why you brought up bloodpoints but that's a sperate issue from perk functionality. To make a comparison, detectives hunch is activated when you do an objective. We'll make it is activated when you unhook a survivor which we'll call an optional objective. BBQ is activated when the killer does their objective. But when you kill a survivor, the killers main objective, thanstaphobia becomes weaker.powerbats said:@azazer said:
The current state. Don't think it needs tokens. The healing to counter it is fine because now killers have mangled on sloppy butcher and coulrophobia. The biggest issue is that once dead the debuff no longer applies. Rewarding a killer for doing a good job by making the perk more powerful over time is how it should be, you shouldn't lose stacks for killing, which is the killers job.
The killer already gets rewarded for killing, they get bp, they reduce available survivors by 1 each time and thus increase the time it takes to get things done.You took a chance on taking that perk, just as a survivor takes a chance on Adrenaline being there at the very end.
If the new kobe perk gets taken you're taking a choice on not being the 1st hooked and hoping you get to use it. You don't get rewarded for getting hooked 1st and now that perk choice is wasted. Thanatobia isn't meant to reward you for killing anyone.
Your perks should not become weaker by doing your objectives. -
The current state. Don't think it needs tokens. The healing to counter it is fine because now killers have mangled on sloppy butcher and coulrophobia. The biggest issue is that once dead the debuff no longer applies. Rewarding a killer for doing a good job by making the perk more powerful over time is how it should be, you shouldn't lose stacks for killing, which is the killers job.SadonicShadow said:@azazer said:
Just give the numbers a boost and dead/DCed are permanent debuffs.To my idea or the current state of Thanataphobia?
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Just give the numbers a boost and dead/DCed are permanent debuffs.
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Should be more than just items. At a minimum it should be you lose your items yes. But after more than a few during the 1 month rank cycle there should be legit punishments. Longer count down before you can re-queue or one of my personal favorite suggestions, you randomly lose an equipped perk and you have to grind for it in the blood web again.
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I look forward to rank resets because I get tired of facing red rank survivor mains. Pro Loopers, survivors that know the location of all the totem spawns, skill check Masters blasting out gens one after another. It's no fun for me. I take cotes advice and play other games it's so unfun. Month rank resets allows me to enjoy games part of every month instead of deranking to a point I can casually play
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I agree with the RNG 2 comment. I've had survivors get caught and pop right back out, while on the other hand I'm sitting there attempting an escape again and again. I know as an anecdote it doesn't hold a lot of weight but it sticks out to me that I was playing against a friendly killer and he stood there watching me try to escape a trap for a solid minute before getting bored and grabbing me so I could wiggle out
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FYI, face camping no longer exists. That term was for when a killer could block the unhook prompt by getting right in the hooked survivor's face making it impossible to be rescued. It was completely eliminated with the swivel hook updateBillou said:@TheHourMan said:
It doesn't. Not of those people play right. If the survivors are smart, they will take advantage of the lack of killer presence to rush the gens and punish the camp.Punish? Some killers don't give a damn, they are enjoying themselves. Some may said "You didn't save your friends, what a terrible teammate" riiight. But Azazer made a good statement, if the dev' want two wins and two kills, it's working. They don't do anything for camp, worse they said it's legit. So that's a shame but we can't complain about that and this community will always remain "salty" on both side. For the toxic players trolling around and for the killers who facecamp. ¯_(ツ)_/¯
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That is the killer's prerogative.Zaije said:
I've seen killers camp with 5 gens left and BBQ as a perk, probably need it for extra BP since they get so little. Some killers will camp regardless of the reward not to. Campers almost are guaranteed 2 kills a game due to hook time and gen time, I'd like to reduce that to 1 when a killer camps with 5 gens left without punishing other killers.azazer said:
You mean like BBQ and chili? Or maybe they can make devour hope non totem. Make DH base game mechanic and watch camping vanish into the gnashing teeth of salty survivors. It sounds perfect actually.Mister_xD said:oooooor (crazy idea ahead) we could actually REWARD killers for not camping?
Solo survivors will one day be on par with swf, now DH is core to balance it and with it camping becomes a less viable tactic
But I find it funny you mentioned the 2 kills. The ideal set forth by the devs is they want games with 2 kills and 2 escapes.
So if devs say camping is legit, and camping leads to their desired outcome, then camping is working as intended. -
You mean like BBQ and chili? Or maybe they can make devour hope non totem. Make DH base game mechanic and watch camping vanish into the gnashing teeth of salty survivors. It sounds perfect actually.Mister_xD said:oooooor (crazy idea ahead) we could actually REWARD killers for not camping?
Solo survivors will one day be on par with swf, now DH is core to balance it and with it camping becomes a less viable tactic -
Camping is a legitimate strategy, endorsed by and balanced for by the devs since it's development way back in dev diaries 3. (Maybe someone will be kind enough to look you the YouTube) it has been and was always intended to be a strategy.
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I agree the core core mechanic needs a little boost. Killer kick takes a straight x% off the top and a faster regression.