mr_Beast_Artist
mr_Beast_Artist
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@Skill_issue said:
the new survivor hud was a way to bridge the gap between solo and swf but solos are still doing badly overall.
why not give beginning solo survivors a buff early on faster running speed, gen repair speed, or aura reads where their fellow survivors are located for the first 60 seconds of the match? All 4 survivors must have queued in seperately no teams of two or three or four.
it would not affect swf any since they are the most efficient group in dbd currently.
any thoughtful discussions?
it seems to me that you just need to make it so that at the stage of the game lobby / the game itself, the survivors saw each other's perks
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@Lilppgang12 said:
Can yall pls fix how the nurse can spam blink like put a cool down from 5 to 10 seconds
The nurse needs a nerf for a long time, but the developers ignore this problem. I remember when a new chapter came out and everyone was waiting for a new killer but alas there were only nurses all day since she went out of a technical problem back into the game hahaha
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@bunnyfengenthusiast said:
The initial HUD changes were fantastic for solo Q, and did wonders to bring solo Q closer to the level of SWF. However, there are a few more changes that need to happen in order for these two groups to get closer in terms of performance. Specifically, there are a lot of perks that are absolute beasts in SWF that are almost worthless in solo Q. Deliverance, Reassurance, Unbreakable, Kinship, Power Struggle, Autodidact, and Distortion all provide insane value to SWFs that they don't provide to solo Q.
The solution is very simple. If someone is on a hook, if they have Deliverance active, an icon triggers next to their name. If they have Reassurance or Kinship active, an icon triggers next to their name. If they're slugged and have Power Struggle or Unbreakable, an icon shows next to their name. If they lose a Distortion stack, the icon flashes next to their name for a second. If they have Autodidact, the icon shows up next to their name while healing.
All of the above perks multiply their value by 10x when used in SWF and provide information to the entire team about what's happening, something that SWFs have by default that solo Q don't. If BHVR wants to hold their promise of trying to bring up solo Q to the level of SWFs, these are the next logical changes.
Yes, you just need to show in the lobby what perks your teammates use and that's it. When I play with my friends I know what they took but why can't I know it when I play solo.
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@Mechanix82 said:
Hey Guys you almost had a great anti tunnel perk.
What if its an activate perk say 8 seconds. When unhooking a survivor they get a 4 sec speed boost of 150 percent. The un-hooker gets the exhaustion status effect for 40 secs. That way you can choose to use it in a tunneling or camping scenerio to help out a team mate. I think this would be a huge help!
I agree at the moment the perk is a complete dump. No matter how many reviews they wrote, the fact that the perks of the survivors were complete garbage bhvr decided to simply score on their gaming community
I also hoped that the developers would guess to make such a perk that would speed up two survivors and would work against campers' toxic tunnelers
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@qwertyuiopz666 said:
Since BHVR have nerfed ds to being so bad it’s laughable what would you guys think of OTR being a separate state like mettle of man to add actual value to the perk instead of just getting hit through basekit bt
the current DS is 3 seconds where 1 second is lost from falling from the shoulder and it also does not work at the end when the generators are turned on - complete rubbish. The current DS needs to be built into the base mechanics as it won't hurt normal/strong killers, only toxic campers.
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@Moisito28 said:
The fact that basement have only one way in and out and hooks doesn’t fall down there, is getting annoying this type of killers were like the match that I just had against Canninal, The very first hook he never left the basement and in the very end did the same thing when we opened the door and he never left the basement and imagine a killer that knock you down with on hit and memento and he’s a camper. If you guys won’t do anything about it, at least have two ways to the basement, some windows or something because that’s really frustrating. I believe killers have a lot of resources already to be doing this type of BS
The saddest thing is that in some basements he can block the entrance with his body and you won't get out of there!!
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@BlueHorkew said:
Field Scout:
You take the responsibility to know where the danger is and want to guide everyone out this alive.
When being chased by the killer, all survivors within 48m of you can see your aura. When another survivor looses a health state you can see the killer's aura for 1/2/3 seconds.
honestly a useless perk, you can take "Empathy" and get the same thing. It's probably better to make it so that if the killer is chasing you, then the survivors see each other and if you are 48 meters away, then their fatigue is removed 2 times
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@midasawili said:
I am sure the developers have heard of this suggestion countless times, and I do understand their concerns/objections to it. However, with the recent HUD updates and changes to the game, the developers seem to be playing hide and seek with balancing killers with solo queue and ensuring swf isn't too strong.
It seems like a pretty obvious solution is to ASSUME everyone is a SWF by default and have the game mechanics revolve around that (ie, longer gen/heal times, extra gen to be done).
The game is easier to play when I'm in a discord call with 3 of my friends and we can perfectly synchronize. The killer isn't able to do anything. The truth is, external voice chat will always be used, so why not make it fair and give it to everyone?
At the moment the game has big problems with camping and tunneling. So it's better to let the developers solve these problems and not burden them with adding mechanics that are available to everyone.
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@yeeeitsdustin said:
Just for reference, this is an idea that I heard from Otzdarva on the I'm All Ears podcast. I wanted to post about it here so more people can hear about it, and it can hopefully gain some traction. Here's the suggested change:
Decisive Strike will do exactly what is does currently. However, when the killer is stunned by a survivor using Decisive Strike, the killer will lose the ability to use their power for 10 seconds.
This will hopefully make it so Decisive Strike will affect killers the same across the board. What I mean by this is that the Decisive Strike change will stop the issue of Nurse from being able to blink on top of you 1 second later or Blight being able to pinball his way over to down you, while a basic M1 killer such as Trapper has nothing to help him catch up to you after being stunned by Decisive Strike. Instead, a killer such as Nurse or Blight will be forced to hold forward and chase you normally just like a basic M1 killer for 10 seconds after being stunned by Decisive Strike.
Let me know if you would change anything about the Decisive Strike change I suggested!
Even the world's top killer agreed that the DS is complete garbage at the moment.
I saw someone suggest to make a DS in the base for every survivor since tunneling and camping have grown to the maximum limit.
At first I thought it was crazy but then I remembered that he only has 3 seconds where 1 second is lost during the jump from the shoulder and ds no longer works at the end of the match which made him complete garbage, and I think that this would not affect me and other killers since it won't affect normal/strong killers and would only punish toxic tunnelers and campers
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@dbd_ideas_guy said:
- Upon shining a flashlight for a short period of time on a generator that is blocked by the entity, that generator's block duration is reduced by a certain amount.
- The amount of time required to trigger this effect and the amount of gen block time taken off could be dependant on the rarity of the flashlight, or behaviour could also introduce addons that affect this effect instead, or grant this ability in the first place.
- An effect like this would be good if the killer is using perks such as dead man's switch, deadlock, or merciless storm. It would also counter other gen blocking perks that behaviour releases in the future.
Thoughts?
With exact certainty, I can say that the killers have learned to resist flashlights and it even ceased to make sense to take an ordinary flashlight into the match. I think it's worth increasing its time since the killer uses their ability for the whole match and the flashlight is spent already in the first 2-3 minutes. I'm not asking to increase the duration by 2 times, but to make a fairer calculation. yellow - 10 seconds, green - 15, purple - 20. 8 seconds of duration is not even convenient to count with such addons as "Low Amp Filament"
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@qwertyuiopz666 said:
Why is decisive strike 3 seconds I get chased off hook all the time just to use my DS to get downed a second later unless I’m literally a arms reaching distance from a pallet otr is useless cause of basekit bt If killers tunnelling to win is a STRAT and not cheap why punish us and take away the only thing preventing it when the perk changes happen next mid chapter I hope the devs have a look at this perk because ever since the nerf id say 70% of my games are getting tunnelled out and the fact you can only use it once and it turns off when the gens are done it’s pathetic excuse for a perk now
Yes, the current DS is complete garbage. If they made the base mechanic mini ds in 3 seconds then I wouldn't say anything BUT they just turned the only perk from tunneling into a complete dump and gave nothing in return for the survivors. I think for this reason every game is camping and tunneling. I'm so tired of her already
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@Yoshirama said:
Since this update cames out, wiggling has been worse, the bar is full and killers still have a chance to hook you. Is this normal? This shouldn't happen
In my opinion, because of this bug, an extra 1-2 seconds are added while swaying on the killer's shoulder
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@FUBAR__74 said:
Game suggestion:
Every killer and survivor are able to get their starting perks as Ultra Rare (IV) perk which makes their own starting perks a little bit better than another character using the Very Rare (III) perk.
I would prefer 1-5% passive for survivors to be unique
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@GentlemanFridge said:
So, two games in a row now, I've faced a Huntress who facecamped a survivor to death, allowing her to snowball into a 3-man slug. Granted, we played it poorly, but these games made me realise that I've gone weeks without a Huntress that did not facecamp. Compare that to the king of facecamping, Bubba, who sit at a comfortable ~20% of my games against him camping that face.
Huntress is a very good facecamper, only really beaten by aforementioned Big Basement Boy Bubba. Why is she a good facecamper? Because she has a very short cooldown on a hatchet throw, regardless of if it hits or not. Her hatchet-into-M1 combo is virtually the same as an instadown when it comes to a single survivor trying to unhook. Particularly in the basement where she has reloads right down the stairs. There is simply no trading hooks against her in this situation.
Now, for an entirely different killer. Dredge. Dredge is nowhere near like the Huntress, but he does have a facet that holds my proposed solution to Huntress' issue. Dredge has a particular mechanic that I initially found a bit strange, until I realised why it was happening.
Dredge suffers a slight stagger after returning to his remnant if said remnant is close to a hooked survivor. This prevents him from, say, grabbing a survivor trying to unhook immediately after coming out of a teleport. This is, obviously, a measure put in place to prevent camping. More recent killers like Artist and the upcoming Skull Merchant have a similar measure, so it's clear it's something the devs are interested in.
So, what is my proposal? Essentially, implement something similar to Huntress. What it boils down to is to make her cooldown after throwing a hatchet longer if she is near a hooked survivor. I'm not sure how long it should be, 'cause we obviously don't want it to be too long either. I'm sure that's something that can be fine-tuned, however.
I agree that she has a small cooldown, perhaps it is worth increasing it if she is near the hook at 16 meters? I think making a bigger ax cooldown near the hook would be fairer than just increasing her base ax cooldown. Since it won't affect normal killers, only toxic campers.
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@Utilitarian_Belt said:
If the killer pins me, or another survivor, in the corner via body blocking there needs to be a way of breaking out. I propose the following baseline rule/ability:
If a survivor is touching the killer for 20 seconds, they can interact with the killer to punch them back a couple meters.
I had a match the other night where I took a wrong turn, a losing killer body block pinned me, and my.......teammates.......refused to open the exit gates, making for a really long match. I shouldn't need a one minute leaver penalty to get out of that situation.
I saw how they proposed a solution to refine the "afk mechanics" if the survivor stands still, a raven arrives, yes it is already in the game BUT this would mean that the survivor does not have a collision and he can pass through all players, since I was faced with the fact that I the killer squeezed, but another survivor did not let me climb through the window, waiting until they dropped me to the ground
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@dbd_ideas_guy said:
Collector:
· When you have completed a total of 50% progress on generators, cleansed 1 totem and performed 1 hook rescue, this perk activates.
· Unlocking a chest while this perk is active guarantees 1 of 3 items that have an equal chance to spawn:
o An ultra rare flashlight that is called collector’s flashlight (has the same effects as a utility flashlight)
o An ultra rare toolbox that is called collector’s toolbox (has the same effects as an engineer’s toolbox)
o An ultra rare med kit that is called collector’s med kit (has the same effects as a ranger’s med kit)
· Once you finish opening the chest, the item is generated and you pick it up, this perk deactivates.
· Only the person who activated this perk may pick up the item generated by it.
· The point of this perk is not to be powerful, but to give a sense of accomplishment, something to show off to friends, and rare items to collect for personal enjoyment.
Thoughts?
why not make this mechanic in the base and for the key? So there will be at least some chance in the end
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@healsoflove718 said:
I played a total of 185 games (a total of solo queue matches and with friends), and out of that, survivors or myself experienced being camped/tunneled out of those games 75.
That's a little over 40% of matches in total.
Please do something about tunneling/camping. And by doing something, I don't mean to make more "anti-tunneling/camping" perks or buffing survivors. That's pointless and it's a waste of a perk slot, and most of the time, very boring perks.
This game is becoming very boring and it's the same crap every other match. DBD is becoming to me, maybe not all, but tedious and repetitious due to the same gameplay/game style of killers.
Please make dbd fun again.
For this reason, my friends stop playing it more and more. It's more like a toxic tunneling camping bubble that will soon burst and the players will leave.
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@Y0URxNAME said:
Hooks are so close together now that it’s almost pointless to struggle you would have to always bring an offering to make them further apart and probably have 2 or more people bring them just to get it back to the way it was close to a year ago. Other thing is that when you’re being tunneled or camped you shouldn’t be punished for disconnecting the killer should be punished by nothing they do the entire match counts towards challenges or bloodpoints an get rid of the timed ban for disconnecting these two things have me an several other people I know that play this game close to just deleting it and moving on to something else I know I won’t be putting any more money into this game at All until something is fixed.
Yes, this is a very big problem, since bhvr reduced the game map, but the number of hooks remained the same. Previously, there was no point in breaking hooks with the "sabotage" perk or sawing with the help of a toolbox, but now I will say for 100% that the bhvr have devalued one of their game mechanics to rubbish. Also, playing as a killer, you can meet with your eyes ridiculous situations where the hooks are 5 meters apart.
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@PaintedDeath said:
Technician prevents generator explosions from missed skill checks, but what if it prevented generator explosions entirely. It would prevent Jolt, Eruption, Pain Resonance, etc. Would be a quite powerful tool, and might be a nice counter to meta's that revolve around these perks.
I would suggest a removal of the 3% additional regen however regardless of whether Technician is buffed or not. The possibility that my own perk would do me such harm, when all I'm really trying to do is reduce the sounds of my repairs is not a very reasonable tradeoff.
In my opinion, this is the worst perk since it also adds 3% why???? I like your idea and this perk would find its connoisseurs. It was also possible to make it drown out the generator by 100% and at least some benefit appeared in it
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@Milo said:
^
But let me explain why somewhat from my point of view:
- Because the only condition to get the effect is to start a chase, the survivor can just run around for some time, while the killer is chasing the other survivor and completely and utterly destroy that chase. And with all those buffs, getting to a safe spot to do a gen till broken is out would be no issue.
- This is kind of like Grim Embrace (but better of course). However it also has the same issue as Grim Embrace: Getting everyone hooked and stealth. Also this basically promotes camping atleast the health state of the last survivor, since you know other survivors cannot do anything else productive.
Unfortunately, then the killer is exactly for tunneling this poor fellow from the hook. Do not forget that the survivor is not immortal and you wrote nonsense. It is obvious that this perk is weak and will not interfere with tunneling.
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@Decutor said:
It is crystal clear that the floodgates of tunneling opened when DS left survivors loadouts. Just like it used to happen every match back when a match with no obsession in play meant no survivors had DS.
While DS never stopped tunneling, it punished and the mear fear of such punishment always kept the killers on their toes. In a match where only 1 survivor had DS but they couldn't tell or even when the survivor didn't have DS but jumped on a locker.
I find it odd that eventually BHVR decided to make it so an obsession was always present in the match specifically to avoid the excessive tunneling happening in matches with no obsession but suddenly nerfing DS into uselessness was good?
DS was on a sweat spot after the addition of inconspicuous action and it required some minor tweaks appointed by the community, not a complete nerf.
The "alternative" introduced to DS, Off The Record, also doesn't work because killers will hit you within BT protection anyway. Not only they get hit of OTR immediately but it also disables a possible Dead Hard through Deep Wounds state. After that the survivor is just an easy prey that can be immedaitely rehooked unless he manages to get to a loop or something.
I understand that killers could tunnel through DS or slug you but that's still better than what we have now and some killers always avoided tunneling knowing the survivor would have DS.
As an assassin, I've never come across this perk since my playstyle is not the current rat meta. And the old days when DS was strong I liked more. DS did not interfere with me, but he just did punish toxic tunnelers because of which players leave the game.
I agree to return it, even perhaps it is better to build it into the base of survivors after rescuing from the hook.
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@filipomel said:
Long post warning!!!!!! Please bare with me if you have the patience to read all of this. LOL!
So as we all know the current meta essentially requires killers to tunnel and/or camp to get a chance at getting kills/wins, at least in the higher MMR ranks (to my understanding the tunneling meta is a result of combating the survivor gen speed meta, correct me if I'm wrong). For anyone who mains survivor I assume you would agree with me when I say this play style is frustrating and most importantly just not fun to play against. I can't imagine tunneling and camping is very fun for killers either.
For context, I do not consider myself a meta player. I find playing with the same builds repeatedly to be very stale and boring, I enjoy variety and therefore enjoy experimenting with a variety of perk and item builds. I also am not a player that cares very much for winning, if I have a fun game against a killer and my entire team dies then that's completely fine by me, at least I had fun. With that said I also enjoy variety with the killers I play against, and coming to a point where I basically expect killers to camp or tunnel gets repetitive and stale very quickly. What's the point of all these killers offering their own gameplay style if they all end up playing the same? after all variety is the spice of life. This got me thinking about an experimental game mode that would essentially eliminate tunneling and camping completely, or almost completely.
What if instead of individual hook stages per survivor, all survivors would have a shared pool of hook stages amongst the entire team? Killers would need to get a minimum amount of hook stage progress in total before being able to kill survivors out of the match, regardless of who's been hooked however many times.
For this example a killer must get 6 hook stages total, and every hook after the 6th stage results in the death of a survivor. Survivors on the hook would progress hook stages as normal, so the longer a survivor is on a hook, or the more escape attempts they make while on a hook, the more stages are added to the shared pool of hook stages.
Survivors who are tunneled would need to be hooked a total of 7 times before getting killed, and survivors who are camped would need to be hanging on the hook for a total of 6 minutes (if they don't risk escaping the hook) before getting killed. This would also mean that if a survivor has never been hooked the entire game, but ends up as the 7th, onward, total hook stage, they would get killed off immediately even though they haven't been hooked before.
This game mode would essentially make the killers primary goal to hook survivors as many times as possible rather than killing them before the exit gates are powered, and survivors would have an added cooperative dynamic to be more strategic with hook stages instead of being more or less everyone for themselves. Killers get rewarded for hooking survivors, survivors get rewarded for higher risk cooperative strategies.
I hope all of this makes sense. I very much understand such a game mode would introduce its own set of balancing and meta issues, that's why I think of this as something much more experimental rather than a reality I would actually want in game. None the less I'd be interested in hearing your thoughts on this idea, whether you think it's interesting or just plain stupid, LOL!. Cheers!
you also need to add +10 seconds for each hook and +20 if the same survivor hangs in a row.
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@tristenbennett381 said:
So people in the community have been talking about more missions in Dead By Daylight, so I would like to suggest an idea for making generators more complicated and engaging to interact with.
There would be multiple steps to activating the generator.
step1. Collect gas to fill the generator, a gas canister would be found in a random chest on the map. It would take 10 seconds to fully fill the generator with gas.
step2:You’ll need to access the dead battery but it’s protected by a bolted in metal casing. You’ll need a toolbox to unbolt the screws, you’ll enter a first person POV and have to directly unscrew each bolt as a mini game.
step3: The battery is dead so you need to spark it, you’ll continue to do a 1st person mini game where you need to connect 3 wires of different colors, some wires will not correspond and cause the generator to explode if sparked together.
Step4: Activate the generator.
If you are confident enough you can do the wires before you fill the generator with gas but you won’t know if you did them right or wrong since there’s no gas to cause a generator explosion. This means that the generator will just explode when you do fill it and activate it if it’s wrong.
among us?
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@Brokenbones said:
So this is just a random thread I wanted to make to jot down ideas pertaining to the state of The Knight and how to make him more enjoyable to face from a survivor POV.
This isn't to say that I think the Knight is OP by any stretch, there's a difference between a killer being too strong vs a killer simply not providing much of an enjoyable experience even when defeated in a trial. This isn't meant to be a thread complaining about Knight either, just a list of random ideas of things I think would make him more enjoyable to face without neutering why the people who like and enjoy him do to begin with
Feel free to post your own ideas or critque other ideas in this thread, as this is nothing more then an idea bucket for discussion!
So in no particular order, here are some random ideas I've had
(Also worth noting I don't think any/all of these ideas should be added at once):
- Pallet stunning The Knight whilst a hunt is ongoing will end the hunt prematurely - Some people might ask why this is a suggested idea. Quite simple really, you have an anti-loop power but if you're stuck in a tile due to being zoned, the Killer should be punished for making a mistake and getting stunned.
- Increase the cooldown on Knight's power if his guards do not engage in a hunt or an order - This change comes from the rationale that Knight's main way of defending 3 gen scenarios is to keep spamming his power at them over and over, the incredibly short cooldown (3 seconds) means there is no downside to doing this strat.
- Remove the endurance status effect from picking up the banner and instead make it increase the Knight's power cooldown by a certain amount (Which could have addons that lessen its effect). - This again is meant to counteract the playstyle of having Guards pester survivors in a 3 gen, right now if you pick up the banner during a hunt all you're really doing is just letting Knight have his power back faster (In these scenarios)
- Give Knight the Artist/Dredge/Twins treatment and disable his power around hooked survivors. Not a huge radius, just on par with the Killers who have built in anti-camping measures.
- Standardise the Banner activation time across all 3 guards. Right now Carnifex has the property of the Banner takes 10 seconds to materialise instead of 5.
- Alternatively, have the banner activation time tie in to the patrol path (Aka shorter path = quicker banner spawn time and vice versa maybe)?
- Increase the minimum patrol path length, but make cancelling power slightly faster.
I'll probably add more if I can think of any, again don't take this thread as me blindly demanding Knight be nerfed or anything to that nature. I know many people don't enjoy vsing him and I'd like to see that improve in some way.
I agree that he has the smallest cooldown, which is even strange since you can just stand and spam
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@JimmyCasket said:
Idk why my old post was closed, and after I made a comment on it, with the comment being deleted, so I'll just make a new post.
As many of us are aware, the game is in a bad state right now. Survivors gen rushing killers, killers tunneling and camping, so I think there is an easy fix to this.
At the start of the game, gens take 150 seconds (I know, big scary number), and as the killer gets hooks, it reduces it by 5 seconds each, resulting in 8 hooks for a final time of 110, meaning it will be INCENTIVIZED to not kill, and to get max hooks. But that's not all. As killers get KILLS, it increases gen speed significantly. 1 kill decreases repair time by 60 seconds, 2 will decrease it by 30, and 3 by 10. This will result in gen speeds being favored for survivor as the killer kills, which will disincentivize tunneling by punishing the killer for it. with one player tunneled out right away, gens now take 75 seconds, as 5 per hook state, plus the kill reduction of 60. at 2 kills, it's reduced to 30 seconds, as 30 for the kill, and 15 for the hook states. with 1 player alive, they will pop a gen from 0-100 in literally 5 seconds. Huzzah all those survivors that are stuck with a dead team and a gen completion tome.
If anyone sees a problem, of has a suggestion, feel free to comment.
The problem is that the gameplay is boring for the survivors, so I often play for the killers, since each of them has its own unique gameplay. I like the idea, but you didn’t take into account the fact that if 1 of the survivors dies, then the others have no chance to fix it, for this reason, the killers camp tunnels, because if one of the survivors dies on 2-3 generators, then the game is already lost for them.
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@coldestwinter123 said:
Everytime a Survivor dies, survivors 1 gen auto completes . And with that recreate the endgame to be more equally balanced(currently very survivor sided).
If people DC, same thing. I think it would pretty much incentivize Killers to not tunnel someone out,while also not making it a instantly killer free win when some one dc's.
realistically no one likes doing gens anyway, aswell as it would break super aggressive 3 gens in case of a kill.
It would diversify the meta and not focus heavily on gen regression, it would be Stage 1 of the game and Stage 2.
Hopefully a change like that would eliminate the extremes of survivors being locked in a stalemate in a 3 gen, or in case of an early kill or dc where the games is decided before it even begun.
Then its only matter of how to solve the end game collapse in such a way where it makes sense for both sides.
This is the best idea! I once suggested an idea with ghosts, where the survivor is repaired at normal speed, but if someone dies, he turns into a ghost with whom you cannot interact, but he himself can repair at double speed, the killer can hit the ghost and he will appear in a random place.
Your idea sounds better because it doesn't need to add a new mechanic (ghost) but just delete one generator to give at least some chance to other survivors
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@Hex_TunnelBait said:
As a survivor main, there are some killers that I find extremely fun to play against, and there are some killers that are so unfun to play against that it feels like torture. Then there is the Clown, whose power makes me feel genuine motion sickness when he distorts my screen. This game gives survivors no ability to see the killer in the pre-game lobby (so I have no way to leave and avoid killers that I hate, or the killer that causes actual IRL sickness), and it then revokes all of my earned BP and gives me a lock-out penalty if I try to leave a match against that killer. There should be a way for survivors to designate killers that they enjoy playing against (e.g., Plague is more likely to be the killer I get paired with in match-making). They should also be able to designate some killers as "do not match."
Yes, this would result in longer queue times for survivors that have several killers blocked or for killers that no one wants to play against, but that means that BHVR needs to work on killers so that survivors enjoy (or at least don't mind) playing against those killers.
I kind of agree with this to block some nurse BUT I think the right thing to do would be to do the gradation like with game cards. The developers have made a system where the same game card should not be caught in a row. I think it's worth doing the same with the killers so that after the game with the nurse there would not be a nurse again in a row.
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@Awesometrax said:
Based on what I've seen from many players, especially streamers, it's abundantly clear that having prestiges visible in the pregame lobby is causing the same or worse problems as when grades used to be visible. Survivors with high prestiges, particularly P100s, are either getting dodged repeatedly, or are getting targeted relentlessly in games due to their prestiged level, and it's getting to the point where a lot of them can't even use their main or else they get targeted big time, and it's making things even worse when the state of the game is already at the most unhealthy that I've seen it in my year and a half of playing.
It seems clear to me that at least for this situation, not showing prestiges in the pregame lobby is what needs to happen. It's a shame that it's come to this but it would make things a lot better if the prestiges are only shown in post-game, not pre-game.
I completely agree, damn me and my friends can no longer play their main heroes since p100 is a stigma for camping and tunneling
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@BaoBaos said:
Why are the Items and the Offerings bound to the Characters who found it in the Bloodweb instead of using one "Chest" for all that's compatible? That would be a quality of life change so if you are just leveling a Charakter but you wont play it, all Items and Offerings are wasted and may never be used...
I don't understand why they didn't do that in the first place.
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@Mytea said:
hi,
i have got a good solution in my opinion to prevent camping and tunneling or to at least make them totally unattractive.
the following changes could succeed on that:
- make decisive strike basekit for every survivor,
- make off the record basekit for every survivor,
- make reassurance basekit for every survivor,
- make kinship basekit for every survivor,
- increase the usage range of reassurance from 8 to at least 16 meters
IF some killers think this is too overpowered also add the following:
- make no way out basekit for every killer encouraging them to hook multiple survivors
these changes should all make camping and tunneling no fun for killers abusing these mechanics while still not being too overpowered because all of these perks either are a one time use, if a person finds themself in an unpleasant gaming situation or they deactivate on conspicuous actions like healing, repairing a generator, cleansing or blessing a totem, unhook a survivor or open an exit gate. in addition to that decisive strike and off the record deactivate once the exit gates are powered making them less abusive.
if you want to camp 5 seconds to ensure the hooked survivor hits stage 2 that would still be possible. on the other hand survivors don't have to waste a perk slot for these perks that ensure a healthy gameplay experience. it's totally frustrating dying 1st hook having to hang there three whole minutes on the hook without being able to do anything in that match. it's also extremely frustrating being tunneled as the only person right after being unhooked.
these changes should be cool for every survivor and also for every killer who isn't camping or tunneling i would say. on the other hand if that would be too strong for some people behavior could encourage killers to hook every survivor at least once in return and therefore giving them basekit no way out. this would also guarantee a way healthier match in return to these anti-camping and anti-tunneling perks added for every survivor as basekit.
mytea
enough base Ds to stop tunneling
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@Froggard728 said:
Hey,
We all know killers dodge lobbies when they see a team using flashlights, several toolboxes, map and keys.
So why not just hide the items survivors are carrying in the lobby? We've had the killers perks hidden until end game to counter teams sharing info after death, so I think this could be done to counter lobby dodging.
It sometimes takes ages to find a lobby as a survivor (on PS4) especially when queuing as a team (it always goes fast when I play on PC thankfully). So having a killer quit because they see items is annoying.
I understand the argument that it would make Franklin's Demise harder to use because you won't know if you'll get any use of it, but chances are you will. I often have to play games without items not wanting them to quit. I can't be the only one feeling this?
you also need to hide the prestige, since the killer tunnels people with rank 100.
I can't play my main character as he is being tunnelled by campers, and so are my friends where they have to hide the characters. For us, after all, the secret against whom we will play, even if it will be a secret for the killer, too. I'm ready to show him my hero but not prestige, nickname, item in hand
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@stvnhthr said:
So in a match with the night I successfully deadharded 4 times and each time I went down. That is a 100% success rate on me using the perk and a 0% success rate of the game implementing the perk as designed. I would tend to think that is a major problem. I know nothing will be done, but at least it is recorded so others do not think they are alone dealing with this frustration..
Next game was a blight and I successfully dh four times and only two of the times I went down.
This tells me there is something wrong with the parameters for the perk, that sometimes it works and sometimes it does not.
Since this has been a problem for years, I guess that is behaviors way of saying they cannot fix it. Perhaps they need to investigate other ways of fixing the problem. What if you halved the exhaustion recover rate for dh? You can't fix it to work correctly obviously, but you could show the players some love and at least make it easier to try again.
What do you think?
good idea since the perk is dead at the moment.
They need to improve the "overcoming" perk as well.
There is also a new perk coming out that will probably be the worst perk of attrition.
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@LuckyJewel said:
After being unhooked or escaped the hook, activate the perk for 50/60/70 seconds.
While the perk is active, when grabbed by the killer, causes all hooks within 15 meters radius of you will immediately get broken and the killer receive the hindered and blindness status effect for 4 seconds.
You see the auras of all broken hooks while the perk has activated
The perk is deactivated when preforming some interactions such as healing, repairing, blessing, cleansing and sabotaging.
The perk is permanently deactivated once it has successfully triggered after being grabbed, or will instantly deactivate and no longer remain active once the exit gates are powered.
Once the perk triggers and successfully escaping the killer's grasp, results you to become the killer's obsession.
Increase the chance to become the killer's obsession.
The killer can only be obsessed with one survivor at a time.
Is it a Fair perk for anti-tunnelling? : /
How is it better than the nerfed DS, or do you propose to build it into the base? This could be built into the sabotage perk
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@Pumpkinbros said:
Nurse Nerf Concept:
At the start of the trial 4 cages will spawn randomly, nurse will spawn in one of these cages, once in a cage nurse can not attack or teleport, and the survivors are given a new intractable killler item
Tomato
Survivors can throw tomatoes at the nurse to blind her, they can also unlock the cage to free her at anytime if they want, but why would you do that since shes been bad and is in timeout
haha damn i like it. The only thing that does not let you go crazy is the gaming community that is here. But damn the nurse definitely needs a nerf
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he does not violate the concept of the game as a nurse.
Who needs to be removed is the nurse, since she is unbalanced strong and she does not care about windows and pallets
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322729#Comment_3322729
I see a problem with the punishment. You have only 20 seconds to kick the next gen and if you don't all gens gain 25% progress. That means you leave the hook and no matter what happens you need to kick the next gen immediately. You can't go and pick up / set up any traps as Trapper or Hag, make a detour to reload as Trickster or Huntress, get some stalk as Myers or Ghostface or even go for the next chase because if you do you pretty much throw the game. None of these things involve "toxic camping" as you call it but they still get punished. Also what if the killer hooks a survivor right next to a gen? Then they'd kick that and continue camping.
Don't get me wrong, I want some incentive for killers to actually leave the hook but I'm affraid this is not a "one size fits all".
time can be changed as well as regression percentages of 5-8% and penalties of 25%.
And the idea is that it is necessary to kick the farthest generator from the hook and not any
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@jinx3d said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3345560#Comment_3345560
yes they do
just because you played against a twins/hag who played in a way you dislike doesnt mean the entire playerbase of those killers is like that
especially twins-it takes SO long to hook as twins that there is NO reason to do so when you could keep trying to snowball.
If I'm not mistaken, then the bhvr promised that the game cards would not be repeated if it had just been, let them do the same with the killers that after the nurse there would not be another nurse. Here the problem is solved
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@healsoflove718 said:
If you play survivor, you get hard tunneled or camped out of the game.
If you play killer, it's all gen rush, dead-hard, and t-bags.
Both sides are unfun to play at this point.
Please make the game fun again, like have survs each get hooked twice! THAT should be the main objective for the killer. The chase is what makes the game fun.
The best matches I have experienced which are SO RARE is when the killer has hooked everyone twice (without tunneling or camping) with 1 or 2 gens left to be done and nobody knows whether you make it out alive or not. That's not happening anymore.
Killers and so kill more often than before by 61%. You need to make it so that the survivor from the hook is not attractive for tunneling and camping. I understand that not all killers understand that their main task is to protect generators.
I suggested this idea: (camper) When the killer hangs a survivor on the hook, then he has a timer of 20 seconds and a strong kick for 5-8% regression and he should use this kick on the farthest generator, BUT if the time runs out, then all the generators get 25% progress. So it will buff normal/strong killers and nerf toxic campers.
(tunneler) Just make it so the killer can't hang the same survivor for 3 minutes after being unhooked.
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@Nos37 said:
Make it an exhaustion perk and let the perk user activate it themselves while on hook. (Rename the perk if you want.)
The perk either gets wasted because they don't know you have it and never come close enough to activate it, or the perk gets wasted because they hook dive for a trade and the perk pasues the struggle for half a second.
----
This perk causes the survivor to become exhausted for for the standard amount of time, after they are unhooked.
In my opinion, the perk should activate itself if the killer stands near the hook for 10 seconds
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@YOURFRIEND said:
Leader should affect blessings speeds. I have a vague memory of someone saying that it was being worked on. Whatever the killer equivalent is should slow them as well.
Anyway that's it. That's the post.
This perk itself is rubbish and this buff won't do anything.
The main problem why people don't take auras is that only 1 aura can work and we don't know the perks of our teammates. If a party plays, then they can correctly select perks without repeating themselves and receiving 100% bonuses. But I no longer play solo as survivors since the choice of perks is poor, if I saw the perks of my teammates, then there would be a variety.
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@yauniqua said:
Love this game.
However, I am SICK of going against Flava of the Month Killer.
Knights and Weskers back to back with a Legion sprinkled in for good measure for my unenjoyment.
You need to block one killer or do the same as with cards where after the nurse the nurse should not get caught.
How I hate this unbalanced nurse spitting from a high height on the concept of the game itself.
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@HoodedWildKard said:
So every surv hates getting facecamped or tunneled early game. It's not reportable but it's almost impossible to counter. And if you die early you get less than 9k bp and if you're okaying with a swf you have to wait a while to get back in to a game.
On the other side. If killer is getting stomped then sometimes it's the only way to get a single kill in a game. Or at least leads to a few hook trades more bp for killer AND survs.
So my suggestion is, keep the hooking mechanic normal unless killer stays within a certain range of the hook (say 24-32 metres) for more than 15 secs. If they stay withing that distance for that period of time. Have black fog cover the surv. And teleport them to a random hook at least 40m away from the killer and hide that hook's aura from the killer. This mechanic deactivates after the exit gates are powered.
It prevents face camping and tight proxy camping to get someone out early. While still allowing those plays to be used in EGCO if the killer has been struggling. And thematically it also makes sense. The Entity feeds off of the fear of the chase so repeated hooks are encouraged by her, plus the black fog is the Entity's way of transporting survivors in and around it's realm.
I love this idea! I once suggested the idea where the killer cannot use the ability near the hook in a radius of 24-32 meters. But hell yeah, teleport is much better and it really solves the problem of facecamping.
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@MrTople said:
We all know getting ur 4 kills is cool, but there are people that will slug u just at the end of the game searching for the last survivor to have both on the floor before hooking. Even if the last survivors play as team these cases are almost always a lost situation with 1+ gen to do. Its a time waste because the killer refuses to end the game with a probability the remaining survivor could get the hatch. Unbreakable is an option of course and soulguard too in some cases but yea. For the 4k slug it would be just nice to end the game early without using a perk so that someone could get the hatch
In my Opinion the survivor should be able to surrender, stop holding on to his miserable state and go to the after game screen creating his teammate the possibility to get the hatch and stop the 10 min narccism of the killer to get all kills. The Surrender should be rewarded for the killer as if some1 bled to death. There should be a limitation on the usage like after reaching the max recovery limit the surrender option gets active.
It is necessary to make it so that the survivors can get up from the ground themselves and then there will be no this toxic gameplay where they leave you on the ground and nod.
This is especially annoying when there are 2 of you and you can no longer fix the generators, lo and behold your friend was found but the killer leaves him on the ground and this is still playing for time.
DEVELOPERS MAKE THE SURVIVORS GET UP FROM THE GROUND AND THIS WILL SOLVE THE PROBLEM.
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@Rickprado said:
Hi guys! Hope you all are doing fine.
So, i've been thinking about the Dead Hard in the current Meta (with the current Endurance status) and thinking of ways it could be changed.
My idea is: instead of being an exaustion perk, what if Dead Hard becomes a perk like Decisive Strike, one which you can use after being hooked?
After being unhooked, for 80s, you can press "E" and get a 1s endurance window to tank a hit. Similar to Mettle of Man, its not an endurance effect, but a effect that can prevent you from going down. After 80s or after you took a hit while using the perk, the perk deactivates and gets active again next time you are hooked. This way, Dead Hard and Off The Record could be used together without the need to mend. And people could combo DH with other exaustion perks.
I think its a fair trade.
I know this is a very sensitive topic, so please, be polite on comments, ok?
we need to make DS a base mechanic, this will wean killers out of tunneling
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@VaporLion said:
I think we need more Perks that are good for Killer and especially so if theyre not tunneling.
for example: for each survivor that is hooked for the first time in the trail, you get the scourge effect ( highest progress gen explodes losing 15%. )
another example: rework save the best for last and make it that for each survivor that gets hit the first time you get a stack up to 4. and having 4 would be the same as having 6 stacks of current save the best for last.
I think thats the better way to go about tunneling, instead of trying to punish the killer for doing so.
You just offer buffs and what will the survivors get? It is then necessary to subtract these 10-15% according to the standard.
In my opinion, it is necessary to make it so that it would not be possible to hang the same survivor on the hook within 3 minutes after unhooking from the hook
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@Tibbymane said:
This is something that needs to change badly in the DBD game itself. There needs to be no dc penalty for survivors because they won't do anything about camping people out of the game. They actually promote toxic killer gameplay by not allowing us to dc when a killer just sits there and watches you get sacrificed on hook. This is ridiculous as a avid consumer of this game and someone who spent their hard earned money on it, I should not be penalized for not wanting to play a game with someone who just camps every game they play. We all have had those consecutive games where that's all the killer player does because they aren't skillful enough to do anything otherwise. This game is probably more toxic than league of legends with a completely smaller community and that's saying something. As someone who plays the game a lot ( not more than most ) I should have the right to DC when I feel If nothing is being done about this problem. This game loses its fun when that's all killer players do because it takes zero skill to do so ESPECIALLY IF ITS A TOXIC BUBBA! If nothing is done about this I can pretty much guarantee that this community base is going to drop significantly when the new texas chainsaw massacre game comes out if this problem isn't dealt with. Also one more thing if a killer also has a horrible connection the survivors shouldn't be have to suffer a bad host killer connection because it reacts horribly for us those that have good internet. I should not be a hostage because they cannot afford good internet. That's their problem but without me being able to DC for free I'm in fact held hostage to a game I have to suffer so therefore it should be a bannable offense unless I can DC for free. I know the devs aren't going to read this or do anything to fix it because lets be honest they've had more than 6 years to do so, this is more for the community and my question to you all is: Why should we continue to support devs who don't actually care? Whose only concern is to continue to make skins as a problem solver just to get your money? Who won't change anything unless its for a dollar?
This is a true cry from the heart of the community. It’s better then to do it like in DOTA 2, if someone rains, then the rest of the players can safely leave the game. Because I also have no desire to play when I'm being tunneled and camped.
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@HoodedWildKard said:
It's an interesting idea but thinking through it I see a lot of problems.
First off when you have a surv double hooked. You then can't really do anything to them except slug them repeatedly which would not be fun. Because if you let them run around then they will sit on gens, or make themselves a nightmare for you in chases with other survs, bodyblocking taking protection hits, all slowing you down and foiling hooks.
Plus much as tunneling sucks if someone does it early game, it's still a vital fall back tactic. Without being able to remove a survivor killers will have a much tougher time preventing genrushes and controlling the game.
If one surv can consistently outdo you in chase then your game stalls and you get genrushed
Stealth plays would be insane. If one survivor could just locker hop and stay away from killer, which is pretty easy if you try, then your game stalls and you get genrushed.
The mechanic would be open to abuse in so many ways by survs, and without huge buffs to killers and a rework on how gens work it would make killer unbearable to play.
Quite apart from all the tactical issues I've mentioned, if killers can't actually kill someone until they have 8 hooks then their games wouldn't seem rewarding in the slightest. If I get outplayed by a team currently I can usually still secure a kill or two in the EGC. With this mode it'd be 4 man escapes on the regular. And dbd shouldn't play like that.
Don't get me wrong, I dislike tunneling/facecamping etc and we definitely need a better way to discourage it. And it's nice to see an imaginative well thought out suggestion instead of the usual bellyaching I see on the forums. But I really don't see this idea improving the game short of reworking the entire game from the ground up. Which BHVR won't do because it's a lot of time and money as well as a huge risk.
So the killer should not kill 4 survivors! The balance is based on 2 kills and what you do on EGС is enough. I don't remember a game where I couldn't kill 2 because the game is on the side of the killer at the moment.
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334445#Comment_3334445
that sounds like a great idea, but I want to preserve the aura reading of keys and i'm worried about what having two separate charges would do. the instant unlocking, particularly of hatch, also does seem a bit too good.
Maybe if they allowed you to use a key on a chest the same way you use a toolbox on generators, it used charges the same way aura reading did, and keys had their own unlocking speed bonuses and unlocking speed addons.
Overall though I love the idea and energy.
yes, the instant hatch is too agreeable, but in general, I think the developers should hear our request
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@missionnhunter said:
https://us.v-cdn.net/6030815/uploads/0FPMY44E0IF2/workingwithkiller.jpg
This is exactly the kind of crap that makes me not want to play. Kr3w_DMz worked with the killer to lead them directly to my location. Their buddies who did basically nothing all round apparently have no problem with it. I popped 3 gens and did a few unhooks before this crap happened.
If you describe the problem when there are 2 survivors and 2 generators left, then agree with me that they have no chance. I'm very tired of these games where there are 2 survivors. When I am a survivor, the game begins, which of us will get a 20% chance to go into the hatch. When I am a killer, I just stand in the center of the map waiting for one of the survivors, because one of them will get tired of hiding because I know that they will not be able to fix the generators. My suggestion is that the hatch should appear on 2 survivors BUT only one can go into the hatch and the second one will have to look for a key (possibly) or a gate.
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@Connor_2003 said:
I like to play as a survivor quite a lot but one thing that annoys me is killers just camping out a survivor that’s been hooked. Why not do it where the killer has to be a certain distance away in order to give non hooked survivors the chance to get the hooked survivors off the hook as this can sometimes spoil the game.
What if you make the killer go blind with every second near the hook?
I also saw a cool idea that the killer could not use the ability within a radius of 24 meters near the hook, this will solve the problem with bubba, nurse, knight and other favorite campers