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cantelope

cantelope

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cantelope
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  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2537952#Comment_2537952

    And a 3 gen is an automatic win for the killer and that shouldn't be. Instead of nerfing the hatch again, it should have been buffed to give opportunity.

    Okay, that has nothing to do with boon totems tho.

  • I dont mind it to much mostly because I very, very rarely play a game where the other team isn't as confused as me. Makes the game a little longer since both survivors and killer have a bit of breathing room.

  • Most hex perks are pretty garbage considering how easy they are knocked out by halfway decent survivors.

    Only time I play a match, survivor or killer, where the totems stayed up is everyone died to quick or we just couldn't be bothered, and yes I mean both outcomes regardless of side I am on.

    Boon totems just seem like a way to drag out games where survivors 3 gen themselves.

  • The problem feels like the foundation of the game is meant to be about four individuals trying to quasi work together for their own benefit. However the building itself is centered around the survivors being a team. The fact survivors can't talk is my biggest reason for arguing this.

    To fix the game it has to be completely overhauled one way or another. Rework 1 is the survivors have their own objectives and criteria to escape and how they complete it can either help or hurt the other survivors, but ultimately you leave alone. Give a massive boost for both altruism and escaping. I doubt this will happen, so not much to say on it. SWF is to lucrative and I honestly don't blame them for leaning into team play...

    Rework 2 means leaning into the already existing teamwork emphasis. Survivors aren't eliminated like they are now, instead hooking survivors contributes to a Ritual meter that once filled the Ritual completes. All survivors are sacrificed as if the EGC happened, maybe spice it up with killer specific animations. The longer survivors are hooked the more Ritual Points are earned. Having multiple survivors hooked increases the rate the Ritual meter fills. The killer gains bonus RP for harassing the other survivors, to continue to discourage hard camping and rewarding defending. Hooking all survivors cause them all to scream in horror giving a massive bonus to RP, they are then placed in random lockers around the map. Hooking all four survivors in the basement is an auto win.

    When hooked survivors can Pain Walk and do things like hunt for totems, and pick up downed survivors who are at the "find help" phase and other secondary actions that can be added to the game. Their vision is heavily obscured but players glow and secondary objectives are discernable close up. If a survivor goes to help you and you are Pain Walking it takes an extra few seconds.

    Add a Killer/Survivor button with a BP bonus to shorten wait times. Make it easier for survivors to communicate things, like a button that points at the last objective you worked on. It can make a small noise or not, testing.

    I feel like this restructuring would alleviate most of the problems to sustainable levels while still being essentially the same game. None of the problems will ever truly go away though. In any game where there is any possibility of competition you will always have people on both ends of the scale. The ones that really do need a clean towel for those hardcore gamer sweats and those that will throw a fit and cry about their "fun" being ruined because the killer took the game seriously to any extent. Especially perfectly reasonable ones.

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