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p1ague

p1ague

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p1ague
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  • How about by everyone? For a long time I thought they notified the killer when broken, still don't see any reason they shouldn't.

  • Rocket sled? If you touch any walls or change elevations while sprinting this way, you crashed and immediately enter the dying state with a scream notification to the killer.

  • That brings up another point though;I sure wish clone survivors weren't allowed. It's irritating not knowing which player you are looking at /who to report when they work with the killer, plus it's stupid from a lore standpoint. The fact that they're all the same anyway only makes that more galling.

  • This has been the most active thread in the suggestions forum for like 6 months, and they got a developer to directly respond to the request (with something dismissive like "we'll see" but still) and the problem hasn't even been tangentially approached. The situation's definitely looking pretty bleak, sorry to say.

  • I don't see much upside to this, but it certainly isn't an OP addition. My first encounter with a plague killer, the first survivor I pulled down off a hook puked on me while I was taking them down and infected me. It didn't slow me down much or tip the game against us...

  • (my favorite non perk idea is to make hatch escape grabs have a failure rate roughly on par with hook escape attempts--not 4%,since you only get one shot, but the equivalent of all tries--and remove the attack cool down from grabs to make that game of "chicken" unnecessary /useless. This would hopefully make survivors more inclined to just go ahead and jump. )

  • I don't disagree that those are better fixes, but if you look at the track record, throwing perks at the problem is usually the attempted fix we get, so I figure why not at least take a palatable step in the right direction?

  • Right next to this suggestion in the topic list is "new map - zoo" and that seems perfectly suited to the packing plant aesthetics (at least like, the employee areas of the reptile house at an abandoned zoo..) just needs some full glass windows here and there..

  • In one of the many other discussions on this topic, I suggested that players should start losing score (to the killer) after piddling around too long past end of game, and should immediately get swallowed by entity if they run out of points to donate...

  • Given that trying to grasp a survivor at the hatch is a last-ditch effort by the killer to avoid losing a kill, it really is almost like the killer's version of a hook escape. What if it had a chance of failing? Do you think that would lead more survivors to go ahead and risk being grabbed? Especially if the odds were heavily in their favor...

    And the tradeoff for that grab nerf could be that there's no "cooldown" of any sort that prevents you from attempting a grab. You can do it at any time.

  • Yeah, if there's a killer still chasing the same survivor for 80 seconds without catching up, there's something seriously wrong, and a second sprint is probably not gonna make it worse.. Exhaustion didn't used to stop recovering when you ran, and it wasn't that common to see two sprints in the same chase; a significantly longer time would ensure it's rarely seen..

  • Or hatch can't be opened without the key, but closing it causes one to be somewhere...

  • The only way to make that complaint seem to make sense is if you think hatch standoffs are bad because they aren't a free guaranteed escape for the survivor.

  • I think a survivor who yanks the killer's weapon out of his hand and beats his ass would ruin the balance of the game.

  • At first blush I loved that idea too, but with a little reflection I'm not so sure.. It's just that, some of my favorite games, both as survivor and killer, end with a survivor escaping by the skin of their teeth, sometimes culminating in that "fall to safety" after a legitimate, tense chase.

    I'd hate to lose those, so something that takes a second or two to activate (and is slightly harsher to compensate for the wait) really would be preferable in my eyes..

  • I just bagged a "consolation prize" who teabagged a little too far from the gate vs nurse with noed, and it got me thinking about this again. I think I had a pretty interesting idea that doesn't involve waiting 10 minutes after the gates have opened : something like if you've spent more than 5 seconds inside the exit gate area, you've gotten too close to the entity or something ; you no longer hear a heartbeat inside the terror radius, and the killer can instantly dispatch you. No hooking, no attack cooldown, just you're done. And that area expands along with the time, so after a little while if you've stayed within 10 meters of the exit gate for the entire past 10 seconds, the effect applies, etc. Maybe after an even longer time, effects get worse, like occasionally screaming like in madness and you can't move for a second when the panic sets in.

    That might not affect some of the worst bullies; they could just see the increased danger as an added thrill, but it would probably help dissuade the dopes who just stand there with one foot out, and wait, not even for a chase to start but just to catch a glimpse of the killer before letting the game end...

  • I didn't say it like it was a new idea, just saying that idea makes sense and I can't imagine any objectionable consequences to balance. Wanted to second it and keep topic alive (but again, scratch marks might be a harder sell)

  • Yeah, exactly.. I changed the default button thinking maybe my controller was broken because of how often that happens, but it didn't help at all! Which makes me think/realize that we probably picked the wrong thread to have this discussion, since the headline makes it sound like a request for something that already exists. Just changing the keybind so you have to mash circle instead is no help.

  • I'm not color blind, but I don't see how anybody could object to letting auras be customized to help those afflicted. The auras aren't supposed to be subtle or sometimes camouflaged, so it couldn't possibly be an advantage to highlight things in a different color.

    Scratch marks might be more problematic (and you may just have to live with the fact that you can't see them just like other people can't hear breathing) but fixing auras would be a great start.

  • @VSLl said:

    https://forum.deadbydaylight.com/en/discussion/comment/344283#Comment_344283

    This is ridiculous. By the way, I play on ps4. How do you think this perk works? How does a survivor overcome more distance in less time? Maybe because he moves his legs faster? Run? Have you heard of physics? How do you think the survivor moves faster? He moves his legs faster and therefore runs a greater distance. Immediately we see exactly the same animation, and flying, when the foot is on the ground. You move your legs in the same way as you do without a perk, but you walk a greater distance. Magic. I send any video on YouTube, if you do not understand what I mean?

    So, what, you're saying that it's too unrealistic for the characters to move faster based on a perk, and you'd prefer if they add a realistic physics based way to move faster, like rocket skates or something? That sounds a lot more ridiculous than just moving more quickly.

  • I disagree that that would be "ideal" since it does sometimes happen that the gates have been opened and for whatever reason you still have to evade the killer and wait for them to roam the map looking for you, a simple timer would be unfair in that situation. But we definitely need something to punish those fools who get away and just stand there waiting to actually exit until the instant they hear a heartbeat. IDK what their damage is, and feel like that should officially meet the definition of "holding the game hostage"

  • So why not remove the results screen entirely? Doesn't it break the flow and immersion if the exit gate doesn't immediately dump you into a new match?

    Nobody said they have to pose for the camera, they can all stay looking frightened, and it would basically be the same info we get now, just presented better and making it easier to associate a name with a skin.

    Also, if you think it's stupid to "get trophies for surviving" how do you feel about emblems?

  • Felt compelled to revisit this as it just happened again to remind me: that's not even to mention the fact that it barely works now, even if you don't have arthritis, and you don't get tired or miss a single freaking beat, it STILL frequently and regularly will just cut off your struggle with no apparent reason! And that's immensely more frustrating when doing it is such a PITA nuisance. Especially if someone's inches away from pulling you off..

  • Yeah, exactly! Imagine if the killer had to wiggle the stick faster than the survivor to keep carrying, and if they falter for even an instant they immediately drop them. That would make the game awful. The fact that we only have half of that now is only half awful.

  • What? Your computer is broken. Urban evading people look the same as other crouch-walking people, only faster.. I only see glide walking when lag gets crazy

  • Also, it's a pretty annoying mechanic to begin with.. like, would it really hurt the game if you were able to just hold a button to keep struggling, or let go to let go? Would *anyone* really like that less?

  • Though I do agree that something like color coded hex totems would also be pretty cool - - maybe as its own separate perk..

  • You might just have to roll the dice, same as if you see a survivor eying your totem now

  • Hmm, I think the counter for that might just be.. Let it apply to haunted ground also

  • Now that I think about it, that might make this more doable.. I bet the possibility of actually moving totems is very low; it would probably be difficult to code and make a lot of things need to be reworked. But a perk where you could move the hex from a totem into your weapon, where it can be placed on another dull totem, or broken if you hit a survivor with it.... That might work

  • What if it was something like, they can either carry the totem.. or their weapon, but not both?

  • That doesn't sound anywhere close to game breaking to me. Deliverance already gives you a 100% chance to self unhook, why shouldn't the near-useless slippery meat give you a coin flip chance? Your theoretical maximum, where a group collude together to waste 2 perk slots each and ultra rare offerings from everybody for a one time each effect, is fringe enough to be inconsequential. A group working together that tightly can already have a 100% chance of a hook rescue from their teammates, and if they're bad enough that they might actually use 4 self unhooks, they're probably all gonna get caught a second time anyway, so why not let those unicorns have their fun?

  • (That said, though, there are always tons of people livestreaming this game on twitch and other places, aren't there? If your objective is to watch somebody play DbD, I would think that's your best bet  ) 
  • It might be nice to let people opt out, but it's in no way a privacy concern. If you are playing in a public match with random matchmaking, you have already agreed to let people watch your gameplay, this just removes the condition that they have to be an opponent or teammate. That's why it's called a "public" match, you're in public. 
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