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gilgamer

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  • @CrashMADDS13 said:

    I mean the gen slowdown from getting a hook rewards the killer and discourages tunneling and camping, while encouraging aggressive snowballing.

    I like this idea, if it were looked at I'm sure it could be made balanced.

    It would definitely take a lot of tweeking but the underlying intent is to make camping and tunneling less rewarding and convenient while making chasing and altruism more incentivised.

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2759563#Comment_2759563

    And there it is; you want to punish Killers because you're sad, and you're 'offering' a bullshit genspeed increase to make it more palatable.

    No. Just because you're angry that camping is convenient does not mean camping should be given completely broken punishments. The idea is trash.

    I'm done here, as clearly all you want to do is punish killers for not following the fake Survivor Rule #2: Don't Camp; It makes Survivors angry they lost.

    I want to punish gen rushing and gens before friends tactics as well they're equally boring, same with the hold W meta but I dont have a clue on how to change that without just outright nerfing survivors like giving them a sprint meter or something stupid like that.

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2758147#Comment_2758147

    being able to camp someone from 1st hook to death should go away completely

    No. What if I down somoene skilled at hiding in the end-game? Do I not deserve that kill when I literally have 0 gens to patrol anymore?

    Camping in general deserves to exist but it shouldn't reward killers nearly as much as it does now, and shouldn't reward them at all for trying to do it from 1st hook to death hook.

    Jesus. It does not 'reward killers'. Camping someone from 1st hook to death hook costs Killers the entire match. Literally, when you factor in chase time; 5 gens can pop before 1 Survivor dies, if they don't give up on the hook.

    But Survivors demand rules and punishments and all sorts of BS because THEY decided winning was not enough; the person hooked deserves to not die, too.

    Camping is a tactic. A bad one. Slugging is a tactic.Tunneling is a tactic. They don't need bullshit punishments and workaround because the people losing decided they should not have. End of story.

    Also I've already said that during egc timers would have to come back but you probably didn't read the rest of the thread to see that

  • @Zolfo16 said:

    One killer and one surv can take hostage 3 survs. Not viable.

    In my opinion making 120 seconds each hook phare and 120 seconds every generator (without grat skill chekc, tb or other stuff) it is a good idea thou.

    Doubling hook states could work too

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2758147#Comment_2758147

    being able to camp someone from 1st hook to death should go away completely

    No. What if I down somoene skilled at hiding in the end-game? Do I not deserve that kill when I literally have 0 gens to patrol anymore?

    Camping in general deserves to exist but it shouldn't reward killers nearly as much as it does now, and shouldn't reward them at all for trying to do it from 1st hook to death hook.

    Jesus. It does not 'reward killers'. Camping someone from 1st hook to death hook costs Killers the entire match. Literally, when you factor in chase time; 5 gens can pop before 1 Survivor dies, if they don't give up on the hook.

    But Survivors demand rules and punishments and all sorts of BS because THEY decided winning was not enough; the person hooked deserves to not die, too.

    Camping is a tactic. A bad one. Slugging is a tactic.Tunneling is a tactic. They don't need bullshit punishments and workaround because the people losing decided they should not have. End of story.

    I mean it does its not hard as a killer to camp one perso to death and while survivors waste time trying get them unhooked or searching for gens they die, then they can just do it to the next person. Some killers are better at it then others especially bubba and trickster if you know what you are doing with the right addons.

    Also if it were so ineffectual then why does it happen in comp games all the time, not 1st hook to death but camping to ensure a hook state happens all the time and sure camping is a tactic and I'm not saying it doesn't have its place but currently it happens way to often because it's just an easy effective tactic.

    And it doesn't take bad survivors it just take uncoordinated survivors which for an all solo queue team is impossible to expect all or even most of the time with so few tools to communicate in the game currently.

    Also camping and gen rushing just aren't fun to go against so why do people defend them so adamantly. I don't get it, what's the problem with trying to move the game in a direction the rewards more interactive playstyles?

  • Billy and blight on lerys has always been a particularly annoying combo for me. Those killers on Hawkins was pretty annoying too.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2758061#Comment_2758061

    They did buff him.

    Problem is buffing his ADS movement speed was bad idea anyway, because fake ADS is still viable because of that. Well, it is needed anyway with those changes.

    Then they buffed his break chain recovery, which feels good. Problem is that it's just nothing compare with nerfs he got.

    Tbh I forgot they even buffed that aspect of his kit he wasn't my main and I haven't played since before they nerfed him. So I can only go off what people who do still play say and what I see his gameplay through somewhat else's gameplay and he looks horrible to play personally.

    His chain breaking was almost never a problem for me when I did play him for a bit before his nerf so that being his buff to compensate for the nerfs he got, which I Don't even completely disagree with, feels like more of a slap in the face.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2758124#Comment_2758124

    It's very good to hook survivor next to gen with progress, but that is usually in hands of survivors unless you are one shot type killer.

    Usually when you hit survivor, they will (should) run as far as possible away from gens.

    True that is the smart thing to do, but it's also the smart thing to spread out as survivors to spread your teams gen pressure which would if the team is smart would limit where they can run to in order to not be near any gens with progress. Again not always viable hell maybe not even usually viable.

    The game really needs reward more hook states than it is currently and being able to camp someone from 1st hook to death should go away completely. It adds nothing to the game. Camping in general deserves to exist but it shouldn't reward killers nearly as much as it does now, and shouldn't reward them at all for trying to do it from 1st hook to death hook.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2758116#Comment_2758116

    If gen regression would be faster only when someone is hooked, then you have an issue that you hooked someone, you have to walk to gen, kick it and at that time survivor is probably not on hook anymore, so that buff just doesn't work.

    That's why I wouldn't link it.

    I mean is it not usually the smart move to hook someone near a gen you are defending? Sure it's not always possible. It's definitely not my favorite way of going about it though, but just flat buffing gen regression is something that bhvr has already gone on record (if I'm remembering right at least) as saying they don't like so there's not much point in going that route.

    I think the gen speed debuff would be better overall if they improved how interactive and interesting doing gens is. En

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2758058#Comment_2758058

    I definetly don't think global progression debuff is good option. It's just boring.

    I would rather buff killer's options of gen regression overall, so it's more interactive. If you would buff base kick / regression, it would also make ruin / pop less viable, because difference between basic - perk wouldn't be that huge. So you might even see some new builds from killers.

    And definetly don't link it with hooked survivor. It would be useless.

    I know it's popular in tournaments but tournament play is almost a completely different game then normal dbd, plus it requires good team communication which simply can't happen in solo queue 

    @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2758058#Comment_2758058

    I definetly don't think global progression debuff is good option. It's just boring.

    I would rather buff killer's options of gen regression overall, so it's more interactive. If you would buff base kick / regression, it would also make ruin / pop less viable, because difference between basic - perk wouldn't be that huge. So you might even see some new builds from killers.

    And definetly don't link it with hooked survivor. It would be useless.

    I dont disagree that just a flat debuff to gens is the best idea but I feel like regression would have the same problem, plus gen tapping would make any reasonable buff to kicking gens fairly moot unless maybe making it so kicking a gen locks the gen for a certain amount of time then starts to regress maybe.


    I also don't see how rewarding killers more for hooks would be useless either, since if your fear is just hook diving well then survivors are running to you and you aren't wasting time and if they leave the person on the hook then they're are being hit with the negative and even if they wait till the killer leaves then the killer can adjust and search the area around a hook first before leaving and probably find the person getting ready to save.

  • He definitely needed some work but what they did to him made it seem like someone at bhvr had a personal vendetta against the poor cowboy. Just flat out netfing an already not top pick killer without giving him any kind of buffs in other areas was just straight dirty.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2758026#Comment_2758026

    It's not that easy to prevent 3-gen every game. I have maps where I just force 3-gen from start of the game. Azarov's Resting Place is probably best example for this.

    Well tbf that's more of a map design and gen spawn problem

  • @Gwinty said:

    https://forum.deadbydaylight.com/en/discussion/comment/2758024#Comment_2758024

    Remember that generators are supposed to be "boring" they are a moment where you have less "stress" until the Killer is on your heels again. Such "downs" are important to make a game feel better for a player because constant pressure will drain you out pretty quickly. This is why many dungeon crawlers or RPG games have moments of peace in them.

    https://forum.deadbydaylight.com/en/discussion/comment/2758046#Comment_2758046

    I did not want to say that it was very "easy". My main message was supposed to be that soloQ would get the short end of that stick because they would have it even harder.

    What do you think: Could gen-placement solve this?

    Doing gens may be an intended down time but I do think they need to be more interactive and interesting then they currently are.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2758033#Comment_2758033

    It would be possible. You just have to make leaving hooked survivor better option than camping.

    You could make base hook timer longer, like 10 seconds per stage would probably be enough. Then just buff base gen regression / kicking, so it's worth using and maybe create some mechanic that would activate when you hooked all survivors would be interesting, not sure what tho.

    Also maybe instead of a flat global gen progression debuff, if a survivor is hooked then all gens that are currently regressing ramp up in speed the longer they are regressing or just increase its regression rate by 100% while someone is hooked

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2758033#Comment_2758033

    It would be possible. You just have to make leaving hooked survivor better option than camping.

    You could make base hook timer longer, like 10 seconds per stage would probably be enough. Then just buff base gen regression / kicking, so it's worth using and maybe create some mechanic that would activate when you hooked all survivors would be interesting, not sure what tho.

    Idk, I dont think that would be enough, 20 seconds really isn't that much, if it was camaraderie, which is over 30 seconds, would probably be more popular.

  • @fogdonkey said:

    Without gen speed regression I think it would enable even better genrush. The survivors would have less motivation to leave a gen and go for unhook.

    With gen speed regression maybe it could work?

    That's the point of it, numbers would probably need tweeking one way or the other. Admittedly just a flat slowdown is kind of a lame way of doing it but it's the only thing I could think of.

    Blocking off a gen per person hooked was another idea I had but that could make 3 gens an even bigger problem so idk.

  • Hillbilly I agree 100% but deathslinger I think needs more of a rework then just a flat out revert, unfortunately though neither are likely to happen for either since it seems bhvr has an even bigger problem with the sunken cost fallacy than veteran players do.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2758007#Comment_2758007

    I mean killers can camp gen if there is only one, and camp hooks once he hook someone.

    3 gens would certainly be an issue but there's never gonna be just one gen to defend

  • @SuzuKR said:

    There are literally dozens of issues with this idea. Keeping people hostage, drawing out an already boring mechanic (repairing) to be even longer, not stopping people who want to camp from camping, killing off the game at higher levels of gameplay where not being able to force second stage/death on hook is beyond insanely exploitable, three gen situations, drawing out the game in general to ridiculous lengths, etc.

    Absolutely, absolutely no.

    Also I 100% agree that doing gens is the most boring thing in the game to do but that's a different problem that this system would certainly exacerbate, but how survivors interact with gens also needs a massive change and I'm trying to come up with a fix to a different issue.

  • @Gwinty said:

    https://forum.deadbydaylight.com/en/discussion/comment/2758018#Comment_2758018

    That could be an issue. This time limit idea was just a brainstorm and probably has even more flaws.

    The problem would be that coordinated survivors would not suffer from this as they could prevent 3gens if they play well. SoloQ would once more bite the dust and get 3gened and end-game collapsed pretty often.

    https://forum.deadbydaylight.com/en/discussion/comment/2758025#Comment_2758025

    I just very much dislike the concept of a debuff for survivors for their teammates stupidity. Imagine if you have and AFKler in your match and he gets hook quickly. The Killer now plays fair and does not camp but goes chasing....

    You would have created a debuff to all survivors who did nothing wrong. That sounds...not good.

    A penalty or debuff for the person who got hooked on the other hand would sound more reasonable for me. Think about how Pigs Traps encourage Pig to leave the survivor alone because he is just not efficient and a good Pig will usually target anybody but the person with the funny hat.

    If we could implement a mechanic with a characteristic like this we could reward Killers without punishing survivors who did nothing wrong.

    As said: My "game timer" probably has many flaws and was just a quick brainstorm solution.

    3 gens and proxying would definitely be an issue, and the system would definitely need some kind of system to help with that but idk what tbh

  • @SuzuKR said:

    There are literally dozens of issues with this idea. Keeping people hostage, drawing out an already boring mechanic (repairing) to be even longer, not stopping people who want to camp from camping, killing off the game at higher levels of gameplay where not being able to force second stage/death on hook is beyond insanely exploitable, three gen situations, drawing out the game in general to ridiculous lengths, etc.

    Absolutely, absolutely no.

    There's no way to prevent camping without completely blocking off the area from the killer and that in itself would be hugely exploitable so I'm trying to come up with an idea that discourages it while also not completely neutering killer hence the global gen slowdown which is admittedly not the most elegant solution, which I why I'm trying to get ideas out of people to improve the idea. Idk why since it's pointless but I'm bored.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2758017#Comment_2758017

    No, you would have to stand still, or hide in locker. If you are crouching and moving around, they would never show up.

    Looked it up and they would still need to move around the map a little but yeah that would probably need a change

  • @Gwinty said:

    https://forum.deadbydaylight.com/en/discussion/305806/what-if-they-removed-hook-timers

    Global speed penalties are bad for the game unless you can do something about them. This was the reason people hated "forever Freddy" and why "old Freddy" had his problems: They were not op but plain unfun and uninteractive.

    If you think about "Scourge Hooks: Gift of Pain" you see how that concept changed: Here the survivors have A a choice to stay injured and have no penalty or to heal up and receive a penalty AND they can draw aggro again, eat a hit and remove the penalty from them.

    On the hook you are helpless to do anything about this. With a removed hook-timer there would not even be an end to your misery and do something.

    I am all ears for a change that punishes camping and rewards hooking. But I am not fine with an idea that just punishes survivors with a flat penalty.

    How about I offer you a different solution: The game is now on a timer. Each new hook decreases that timer and when it hits 0 all survivors suffer from the end-game collapse death. With this each hook would push survivors further against the wall and force them to become more desperate. At the same time it would allow Killers who defend their generators and get hooks AND apply pressure with a huge reward.

    Well they could unhook the survivor to get rid of the debuff if the killer is camping then it's just and 40 charges on each gen which wouldn't take long if gens are unprotected.

    Your idea isn't bad either though, personally I'm not a huge fan cause I find match timers to be kind of stressful and would create a lot of situations where Survivors just give up since they don't have enough time or think they don't have enough time to win.

  • Don't crows start showing up if a survivor doesn't interact with some kind of game objective or the killer?Ith a

  • @Dino7281 said:

    Another issue is that this would create slugging meta.

    That's true it could, there would have to be changes to slugging as well to come with this.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2757998#Comment_2757998

    At that point we could remove 3 or 4 of gens and game would have much less clutter too!

    That would just lead to extremely quick games if people played the game normally instead of trying to promote more interactive playstyles by making camping and gen rushing/gens before friends less viable.

  • @GuyFawx said:

    One thing your not thinking about is holding a game hostage this change would make it so simple to make some players dc this is why i cant see them ever implementing it unfortunately.

    Do you mean killers, survivors or both holding the game hostage? For whichever you mean please explain how?

  • @fulltonon said:

    Make it 0.1% gen speed instead, game would be fun then.

    My problem with that is that the game should still be able to progress at a semi reasonable pace if a survivor is left on the hook because of camping or proxying maybe 100% decreased gen progression would be fine though.

  • @tenoresax said:

    I'd probably just stop playing really, forcing 12 hooks every game does not sound fun at all.

    I mean if everyone is hooked obviously the game would end, and the ability to try and get off the hook would still consume a hook state. Wouldn't games with more hookstates on average be a good thing? For both sides?

  • @GuyFawx said:

    So players couldnt be forced out of the match no thank you

    Hook timers could be reintroduced in during egc

  • If they enjoy only ever getting 1 kill sure.

  • @SuzuKR said:

    This is an incredibly huge nerf to killer. Infinite hook timer would legit kill the game against better opponents. Camping is an important strategy and a crucial one for securing second stage or death on hook in specific situations.

    So would you want the hit to gen progression while a survivor is on hook to be larger maybe even 100%?

  • @BenihimeWrath said:

    I mean, my first thought is infinite face camping?

    I mean they could garuntee one kill which they already can but that would be all and be cause there is no timer the survs would just get out eventually.

  • @Mileena_Kahn said:

    If you’re playing killer and you’re playing in a scummy way such as shaking you head no, hitting on hook, camping the whole game, tunneling one person the entire match, and slugging to death, why do you get mad if survivors manage to get the gates open and teabag you? I understand the killers that play normally and still get teabagged, that’s understandable… but to the others (which is about 70% of the killer players), why? You kinda deserve it.

    same reason a survivor gets mad at a killer for hitting them on a hook, they take the game too seriously 

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2751927#Comment_2751927

    Does it though? I've had games where I've had little interaction with the killer (just did gens and bones only) and I get bugger all points compared to my teammates who have had a lot of interaction with the killer.

    I'm talking about MMR wise, which is one of the reasons why I think MMR doesn't even work.

  • @AngyKiller said:

    Because no DC penalty = no game. People will leave for no reason.

    Also: As this is not being mass-reported; it's less 'the game' (Or it would be happening to everyone) and more 'Your PC'. Why not post your specs? See if maybe there's a problem? Or try updating your video card?

    But sure; complain about the DC penalty instead.

    People still leave for no reason so it didn't really help much tbh, maybe instead of a bandaid fix they should work on the problems that make people DC like cheating

  • Because this game heavily rewards playstyles that lack interaction.

  • When sluzzy is making good points you know you've messed up

  • Yeah good luck with that one

  • Reason numero uno why I always hated running hexes, I like some amount of consistency with my builds and hexes offer none.

  • BBQ, infectious fright, pop and fill in perk depending on the killer

  • Honestly everything about him except his camping abilities since it gives him a bad reputation.

    1. Dumb poll
    2. I dont agree that he's the weakest killer in the game but he's pretty far down there.
  • @PsychoTron said:

    https://forum.deadbydaylight.com/en/discussion/comment/2749916#Comment_2749916

    I do definitely agree with you about killers not enjoying tunneling or camping someone.

    Tunneling and camping in a match sometimes you have to do, not because you had a bad day and want to take it out on survivors, but sometimes 2 gens pop before you even get your 1st hook; you sort of panic and decide you have no choice but to play 'scummy'.

    once in a while playing like this when you feel a match is getting out of your hand is fine, but if you feel like you need to do this for a vast majority of the matches, its just not worth it.

    I completely agree that they will always need to be in the game as an option but they shouldn't be the default and there should be stronger and more interactive strategies.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/2747807#Comment_2747807

    But what good would be seeing only your personal MMR value without comparison to your opponents, at least in respect to this threads topic.

    Just your own MMR wouldn't have any information value to this in regard if you played bad/good or your opponents being of higher/lower MMR.

    I mean you can just message the person and ask if they're on the same platform as you.

  • Well fair enough I suppose.

  • @ShinobuSK said:

    Yet some people will tell you new game mode would split playerbase and make queue times worse....right.

    Lets just continue to play same one game mode for another 5 years, shall we?

    I've seen the devs say that more then I've seen people say that. Technically they aren't wrong I guess since that would be an inevitability but the increase in players and especially returning players a good new mode would bring would likely offset that anyways, plus I think it would be good for the health of the game especially in the long run.

    Too bad it likely will never happen since bhvr can barely keep their current development schedules for the worst ROI of content releases of any game I've ever played.

  • It says that the game overly rewards gameplay styles that the vast majority of the community dislike or find boring.

    Camping and tunneling is certainly not fun to go against and I'd say at least a decent amount of killers dislike overly using those tools either, so how do you counter these strategies? Well you just hold m1 on a generator as spread out as possible and don't even bother with altruism or interacting with the killer and if the killer does chase you just throw down every pallet you run to which isn't fun for killers to go against either cause it just turns into pallet kicking simulator.

    DbD needs to more heavily incentivise interacting with your opponents instead of the easiest and most effective strategies for both side being to limit those interactions.

  • Perk tier removal seems like a no brainer at this point so hopefully bhvr will do it but I'd also like to see the stacking bp effects of wglf and BBQ be base kit.

  • Yeah its pretty unfortunate how kicking gens has been basically useless without perks for the games entire lifespan because of gen tapping. I guess to be fair it took them 5 years to give trapper an extra trap to start out with base kit so you know they miss a lot of obvious things for years at a time.

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