rhodamia
rhodamia
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1070258#Comment_1070258
Looping would be impossible without this.
I said it above but the part that applies here is that looping would then become about pallets and windows as it should be as opposed to the current form of looping where you take as many corners as you can to add time. And God forbid the killer swing early cuz you just added 2 more laps on the merry go round.
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@TKTK said:
https://forum.deadbydaylight.com/en/discussion/comment/1070311#Comment_1070311
I'm not understanding what you want. Do you want all killers to have smaller collision or certain ones?
All killers to be equivalent to the survivors. That way survivors cant take corners faster than the killer. That's what looping is and why it's faster than straight aways. The survivors box is smaller than killers, so they can hug walls closer than killers and therefore can take corners faster (killer has to go further out to take the corner than the survivor) and those extra steps 4x per loop, over and over, add up to "looping" as we know it.
Make it the same for everyone and all of the sudden looping becomes more about pallets and windows than about taking as many corners as you can in a row efficiently.
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Billy boi. Ive owned the game since huntress was released and I can count on one hand the number of times I've chainsawed someone. Hurts my soul. Back to Hag.
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@TKTK said:
https://forum.deadbydaylight.com/en/discussion/comment/1070288#Comment_1070288
It'll also get rid of pallets faster and lead to survivors just running out of pallets cause killer will catch up faster, I'm sure there would be more pallets per map if that was the case and I personally don't want the age of double pallet jungle gyms to come back.
Well right now the detriment of killers is being looped while we have genrush meta going on. At this would put m1 killers closer to on par with the top tier killers.
No need to buff both sides. It's just helping to balance what was changed by the Ruin nerf.
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@Scytere said:
Both valid strats for toxic survivors. Moving on.
Lol I guess if you wanna fight fire with fire. Sure.
This wasn't to say it's not valid haha. It's to clarify that people are mislabeling normal gameplay as toxic sometimes.
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@Waffleyumboy said:
Hopefully this is something like what mmr will do. When does it start determining matchmaking? Has it already started?
No idea. I guess they are working on it aren't they. May as well delete this thread until we see what they roll out.
NEVERMIND EVERYBODY lol
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@TKTK said:
https://forum.deadbydaylight.com/en/discussion/comment/1070258#Comment_1070258
The same reason killer lunges are all the same range, hag or any killer with a knife would have to get way closer than say spirit or oni who have long katanas.
Oh I agree. But that's killer to killer. I'm comparing killer to survivor.
The survivors are already running in circles, looping for ages, pallet slams, window vaults, exhaustion perks, BT, all the other things people complain about. So why should they be able to walk around a corner faster than me? I just want to be able to wall hug at the same efficiency that they do. It will cut down on looping.
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Better question: why is the killer box bigger than survivors? All it does is make looping worse.
Can't argue logic either cuz legion is literally the same size.
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Why does the survivor get to know the killer has rancor? What survivor obsession perk benefits the killer in such a way? OoO - where you just look away and it negates the negative side?
Rancor would be much cooler if they didn't know until the final gen popped or something.
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@Schmierbach said:
If it granted 200% more bloodpoints it would be worth my while. I actually like this idea.
See? That's the idea. It doesn't FORCE a solution to killer variety. It entices us to fix it ourselves by choice.
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@Waffleyumboy said:
This is great. More risk = more reward.
Thanks! I hope BHVR reads some of these ideas. This idea is completely menu based and would be so easy to code. Best of all, it doesn't change ANYTHING in game. So it won't hurt gameplay balancing at all.
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@ALostPuppy said:
This would be a fun thing to add to the game. So long as a couple of things are disabled like iridescent head and scalped tOPknot I'd be fine with it.
For the characters you don't own? I imagine there would be a set "default" loadout instead of a randomized one to help avoid things like that.
However, if it's a killer you already own, they can customize each killer as they see fit so long as they have the addon/offering in their inventory. When they run out, they run out.
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If killer "hit box" size was equal to survivors', would it help killers with taking corners and looping? Is this an option?
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@EverflowingRiver said:
https://forum.deadbydaylight.com/en/discussion/comment/1069746#Comment_1069746
It wouldn't add more killers. People don't play killer because killer is too stressful, not because they don't have them unlocked or leveled up. Just because you offer to let someone play as bubba doesn't mean they are going to want to play as bubba. Also, if I were a brand new rank 20 killer, I want to practice with one character, not bounce all around.
Fair enough, and you would still have the option to do that by playing normally.
This idea is 100% an option. Not required nor recommended for new killers. But once you get the hang of killing it might be fun to try. Or a challenge for really good killers.
Also keep in mind that this option will still be an option if and when the game becomes more balanced. Again to clarify. This post is not here to fix balance issues or solve the evident problems in the game. Ideally those would be fixed first before this was put in. And there's other posts for that! I'm just coming up with something that would be a fun option. Even more fun once things are balanced.
People don't play killer because it's stressful. Yes. By adding the bloodpoints gain, achievements, and cosmetics, it would incentivise people to play killer more.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1069746#Comment_1069746
Taking away killer choice wont add more killers. Killers will play something else. Even if you make them pick a list of 3 most killers will pick the same top 3. This won't diverse anything. It will only make killers role even harder than it already is. Even if your idea was implemented that would mean all killers would have to max out 3 killers if they want to stand a chance. If you take away a players freedom to choose who they play, they will play something else. It's not the killers fault that you only see 3 killers most of the time. It only shows how bad this game is balanced. If BHVR really balanced out all the different killers than we would see variety but we don't. What's that tell you? This game isn't balanced.
Would you play mortal kombat if the game choose which fighter you play as? Would you play Halo or CoD if the game decided what guns you were to use? Or if Civ decided what faction you play?
This change only benefits survivors and after the ruin nerf the pendulum needs to swing back violently if you want this game to stick around.
I'm not too sure you understood the whole original post. The killer can choose normal mode and que up as whatever killer they want just as it is now. I'm simply suggesting adding two new OPTIONS for random que. Adding more options would bring in more killers. Of course you can still que as whatever killer you want! I'm not suggesting to take that away. Reread the original post and point out where I was unclear about that so I can fix it.
The idea is to add options for the killer to have a random experience if they choose to (and reward their bravery) Not to force anything on them.
Also yes if you only made them pick 3 for the "The Few" option then yes you will get a lot of the same killers. But if they required you to pick 5 or 6 as I said, 6 killers is still more diversity than I'm seeing in my survivor games. Just my opinion there.
Hope that helped to clarify.
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@EvilJoshy said:
With the way things are now I think that will actually kill the game. Since ruins nerf most killers have zero early game pressure now. MM is flooded with survivors because killer just isn't fun right now. Any new killers are being matched against red ranks. I'm talking a r18 killer facing all r1s. I'm not making this up, it's happened. New players dont want to play killer. If you take away the choice of which killer we get then no one will play killer.
Unlike survivor, killers all function differently. If you want more killer variety then the game needs to be overhauled to where everyone stands a chance. Not just the killers with mobility and one shot potential.
I agree we need more killer variety but this is not the way to do it. Even if you were to mix up the survivors load outs to compensate it still wouldnt be fair.
I disagree. It wouldn't kill the game because it would add more killers. More killers means more people to spread out the ranks. The reason r20 killers face r1 survivors is the lack of killers. More killers means less survivors and a more even playerbase. Which would be a step in the right direction for matchmaking.
Also this post isn't here to complain about the games problems. I'm just trying to suggest something new and fun. There are plenty of posts aimed at the bugs and issues.
@AAAAA said:
I've wanted a random button for so long! But players can already use liscenced characters with Shards and Splinters and stuff.
Shards and splinters are nice but you don't get perks. Also they are a choice (you know which killer you are trying out), and they are one time use. Whereas this would give you a load out of T3 perks, and you have no idea. You might want to try out legion and wind up playing the pig and being like "holy crap I can make lion sounds" and now you have a new pig main.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/1069586#Comment_1069586
You are completely wrong.
You can reveal gf while running away from him.
Movement direction has nothing to do with it
Ok thanks. Just trying to think outside the box.
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Ah. Can't comment on legion Console. Never tried.
I disagree with the removal of "miss a hit lose your ability". As a PC gamer it is a good and balanced mechanic. But that is assuming that you aren't losing frames and having vanishing survivors. So. Instead of changing the perk. They should fix the actual problem.
I would HOPE that there is a killer look sensitivity that can be changed. Perhaps that will help? Sorry I can't be much help. Good luck!
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@Tru3_Chemistry said:
I watched my girlfriend flashlight blind him at a pallet and still not reveal him. Explain to me how aiming a beam into the eyes of ghostface for long enough to blind him, at point blank range, doesn't count as "looking at him". Absolutely ridiculous.
I'm no expert but I believe the "looking at him" may actually done using the direction you are moving (or were most recently moving if you are stopped). It may not be the direction you are facing nor the direction of the camera. In my experience if you are moving towards him (or were and then stopped) you will reveal him.
In the case of the flashlight blind. If she were not holding the flashlight up then she was likely backing up as she blinded. Thus (if you took the flashlight component out) she was moving away from him. And if the "vision cone" is taken off of movement direction. Then using the flashlight won't change that.
Another way to put it, you will reveal in the direction of the left joystick / wasd. Despite the right stick, camera, or mouse.
I could be COMPLETELY WRONG. This is just a speculation guess from the experience of someone who codes things. That COULD explain an issue with the reveal mechanic from a code standpoint. Hard to explain without drawing a picture.
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@WRussoW said:
Okay, I tried as many ways to have less problems with it as possible. But I've just played as the Legion. I just couldn't hit that one Nea with my Frenzy attack! If you played as the Legion you know that if you'll lunge your frenzy attack it lasts hella long, you can even get someone from afar. But for some reason I missed hits in less than a second because that Nea just kept spinning with such a speed the game probably just assumed it was like a dead hard speedboost or something.
I brought up ShadowBorn to see people spinning and, my god, they just dissapear. I know everything seems a little bit faster when you use this perk but trust me survivors dodge those attacks as if they were blue hedgehogs running around the map. Open spaces are no longer the most dangerous places for survivors, in fact, not having walls around allows you to spin as much as you can. It becomes just annoying, I have to throw my mouse into the wall to just try getting that hit! (Even that Nea agreed in the postgame chat that there is definitely an issue with survivors' flick.)
Console player?
I play PC and have no issue keeping up (though I don't play legion so I can't speak for that) but regular 360ing doesn't bother me at all.
I've also played on Console. And that's MUCH harder as killer. But I also haven't put in as much time so I'm not an expert there as much as I am for PC.
If you are PC, a common counter is: once you figure out they are a 360er, wait an extra second and instead of lunging, simply m1. It's the lunge attack that allows the 360 to work because of the time between the lunge start and the weapon swing.
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1069517#Comment_1069517
Both of these perks should be fixed so they dont reward you for playing bad.
NOEDs strength should be based on your performance before it triggers, DS should have its timer shortened or be disabled if you are not tunneled
Jeez. Good comments on this thread. I agree. Neither makes you a bad player and yet both could use a tweak.
DS: someone else is hooked? DS deactivates.
NOED: 2 ideas, either
Instadown only on previously hooked survivors
Or
All dull totems becomes a NOED hex and gives a charge for each totem. Hitting a survivor breaks a random NOED totem.
Just cuz you use something that is strong doesn't make you bad. It's just the strong things need to be tweaked. They are being used in unintended ways (60sec immunity and encouraging/rewarding facecamping)
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I genrush because I can. Unless it's abused it won't get fixed cuz not enough people will complain. So I bring toolboxes and pound gens. Hopefully they will fix it. It's not fun. I much prefer looping. But if I'm not chasing, I'm knocking out gens. I agree that's not how it should be. But... Is what it is for now.
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@OrangeJack said:
I would say most good survivors run DS, you're playing this game to win not to be nice. It still is frustrating to against. Yesterday I downed a survivor before he got to gate using nurse and I already knew I lost because DS timer would be enough for him to crawl away. He was literally last survivor left as well.
If they tweaked DS to not work in certain situations, I would be fine with it.
This*
It needs tweaks to not work in certain situations. But I'm a really good survivor and I use it. Not because I NEED it. But because it's so strong in so many situations. Doesn't make me weak. Makes me smart for using the OP perk while I can before it gets nerfed (as it should be) lol.
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Fellow survivors hands down. Someone else mentioned kindred. I also run it as a solo. And it's insane how one person is on a hook and two others are duck walking towards it while the killer is chilling nearby. Just do gens! Lol. The first stage has a good amount of time before stage two! Use it to do a gen or at least part of one.
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@emptyCups said:
https://forum.deadbydaylight.com/en/discussion/comment/1069415#Comment_1069415
I try to time kills to a minute and a half each otherwise they all escape
I guess everyone has their method. I try to hook everyone evenly if I can. I do it because as a survivor, if the killer IS tunneling one person. I have 0 pressure and I calmly do my gens. Who cares if he catches me? It's my first hook. But if the killer is downing everyone evenly. Now I'm like "hmmm. I'm on 2nd hook already, I need to be a bit more careful" which will pull me off a gen faster when I hear the terror radius and such. Small things like that can add up. But if that's how you kill. Then do your thing
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@emptyCups said:
So far not a single person has led me to believe that tunneling and camping isnt required to win matches. Killers have to play like that
Mmmm. It depends on the skill level of the survivors. As the game is CURRENTLY. Those methods and slugging are about the only way to even begin to counter good survivors. But against low-mid skill level survivors. Hooking someone and running to the gen you think is being worked is a good method. One on hook, likely one unhooking, and the one you are pushing off a gen is 3 people off gens. Works for me at mid ranks (purple)
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1068749#Comment_1068749
So tunneling is near impossible because focusing the same survivor all game is the most efficient thing to do? You're right I guess, it's not tunneling, just focusing. "Lmao baby survivor if you don't want to be focused just get good and heal yourself instantly after being unhooked, you're making yourself the most efficient target by not knowing how to do so."
Sound right to you?
To give an example from the other side. Survivors being "toxic"... If a survivor loops you for the whole game and you lose. It's not "toxic". The survivor was simply doing what he's supposed to and the killer was dumb enough to keep chasing him. However. Being "toxic" is a choice. Pointing and t-bagging are an active choice that makes someone toxic. The survivor doesn't think "oh I'll just be toxic and run to the next loop"... That's not how you think. You just run the loop. It's the best move. Being "toxic" similar to "tunneling" is an active choice on the players part to be a prick.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1068749#Comment_1068749
So tunneling is near impossible because focusing the same survivor all game is the most efficient thing to do? You're right I guess, it's not tunneling, just focusing. "Lmao baby survivor if you don't want to be focused just get good and heal yourself instantly after being unhooked, you're making yourself the most efficient target by not knowing how to do so."
Sound right to you?
Haha no. I'm not blaming the unhooked survivor here. But I'm not blaming the killer. In that scenario where you get unhooked and downed again. That's the fault of the person who unhooked you unsafely.
Tunneling is very possible but 9 times out of 10 is NOT efficient at all! Focusing one down at the expense of losing other hits/chases is a detriment to the killers ability to apply pressure and gain rank. They totally CAN tunnel. And it usually happens against someone who pisses them off. The killer decides "screw the game and objectives. I'm killing this guy cuz he looped me". It happens. I'm just saying if you go down twice in a row it isn't ALWAYS tunneling nor ALWAYS the killers fault. Sometimes. But not every time. Sometimes the guy yanking you off the hook 20ft from the killer and expecting you to survive is to blame. The killer is just capitalizing on that idiot's mistake of taking you off at the wrong time.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1068011#Comment_1068011
You want killers to be blamed for tunneling? Like I said, tunneling is nothing to be ashamed of.
Also upvotes are invalid because there is bias on individual threads. Have you seen how many echo chambers are on these forums?
To try to clarify the new issue happening in the comments lol.
Tunneling being based on tunnel vision is a common gaming term that implies negative connotations on a killer who has tunnel vision on one person despite better options. If you are the better option at the time. The killer did not choose to tunnel. He chose the better option.
Tunneling (as a gaming term) is an active choice and thus given a negative connotation.
Now, the better choice may SEEM like tunneling when in fact the killer is simply making the right and efficient move. That is why I made this post. To clarify that situations that are commonly deemed as tunneling are in fact the right move and NOT tunneling.
I believe in order to be "tunneling" you must have "tunnel vision". In order to have "tunnel vision" you must be focused on one thing and one thing only.
If you made a fresh choice that resulted in the same person going down. That was not "focused on one person" that was a fresh choice. If they had been "tunneling" then the choice wouldnt be a fresh one. If would have been made long ago and continually carried out. Because that's what tunnel vision is. And that's what is generally accepted as tunneling.
I hope this helps :) BTW I appreciate the input. I didn't want a post where the whole internet agreed. I expected peoples input and disagreements. I'm just trying to clarify and give definitions and examples.
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@FleshTorpedo said:
You realize you did not correctly define tunneling at all?
Tunneling as mentioned above is from tunnel vision. Meaning ignoring all things in order to get ONE SPECIFIC person. That's what I was trying to describe.
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@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1067758#Comment_1067758
Most killers stay within terror radius distance? Huh. Not my experience.
I meant a rough distance of a standard terror radius. Basically if they aren't patrolling gens or chasing someone but they just LINGER around for no reason. Terror radius being a reference point.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1067783#Comment_1067783
Emphasis on time to recuperate: you had enough time to reach a decent set of map tiles. Therefore, you have no reason to disagree :)
But as mentioned. If someone runs up to unhook and the killer is on their tail and they hit the unhooked person instead of the "savior" that was a choice. He literally had two in front of him and smacked one. Often times he doesn't even care which one. Just wants to get the clean blade animation over so he can chase.
If you get unhooked and go RIGHT down without getting to run 5 feet that is not the killers fault that's the unhooker. They did an unsafe unhook. Not the killers fault. So you can't call them a "tunneller". The terms tunneling and camping imply negative connotations on the killer. And if they are just reacting to a sandbagger. That's not the killers fault. In my opinion of course.
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@NullEXE said:
Could you imagine thinking the Killer is camping because you can hear their terror radius?
laughs in 20 add-ons/perks that effect the heartbeat
I meant standard radius. Never REALLY giving a chance for an unhook.
@Waffleyumboy said:
Examples of tunneling: downing and hooking the unhooked survivor before they have to recuperate
Examples of camping: staring at the hook waiting to zoom in after someone going for the save
No exceptions...some forms of camping and tunneling are more toxic/unreasonable but that doesn't change that it's all the same. Camping and tunneling aren't dirty words, they are determined by definition and not emotion. I do agree DS needs to deactivate when repairing or unhooking while BT needs to based on range and require that the killer have been purposefully sitting around the hook.
I disagree for the tunneling one. In some cases yes. But if you make mistakes, it's not tunneling. It's mistakes on your end. Tunneling implies intent. If ghostface stealths back to the hook and runs into you mid-selfcare he's not gonna just let you go, nor did he tunnel. You simply mis-played.
However I do agree with the staring at the hook from a distance. Definitely camping.
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I like it too.
I had made a suggestion once to make borrowed time an exhaustion perk (like every other second chance perk out there). That way you have to be strategic in your use of exhaustion. And gives the option to not use it (not holding Sprint while unhooking allows you to unhook normally without triggering BT and exhausting you.) And if you are exhausted. No BT. Wait for exhaustion to run out or perform a safe unhook.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1063538#Comment_1063538
... So basically either Empathy or Kindred.
Well it would make those perks much more useful. Currently you don't NEED those perks. You get all this info for free. Now you might have to drop adrenaline to see hooks better. You might drop dead hard to pick up empathy. Depends on what is more important to you. Information or performance. Currently, the meta is all performance because the information portion is so easily available and thus less valuable. Make information more rare, and those perks will become more useful.
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@BaddieAlex said:
To start off I play on xbox if that help with my argument, I also understand there are things like borrowed time or, the septic agent that try and prevent these things.
Tunneling on this game is insane, almost every match I play if I'm the first person hooked I automatically am the one the killer goes after even if there are others standing in his way. Something needs to be done so that tunneling can be stopped because its gotten to the point where its so annoying. And I know that im not the only one that gets annoyed by this because I see people disconnect all of the time for it. I came up with some ideas that could help:
- Bonus on wiggle bar - the wiggle bar will start off with progress already on it, not too much because than it wouldn’t be good for the game
- make it so the killer cant see the hook he already hooked you on - most of the time this wouldn’t come into play because they would probably have remembered where the hook is or know where another hook it
- Make the wiggle bar go faster - an increase on the wiggle bar would be good not just for this situation, but for others as well, BUT NOT TOO MUCH OR ELSE IT WOULD GET ANNOYING
Not that other responses were toxic but I'll be super-non-toxic lol.
Your suggestions are already perks to some point FYI. Flip-Flop will help with wiggle bar progression, Boil Over blinding killers of nearby hooks.
To be clear though, being tunneled off the bat is SO much fun if you practice looping. Watch some streamers or videos on looping. It's actually not hard with a little practice. But if you loop for a few minutes the killer WILL lose the game.
Also as someone who plays both killer and survivor (not sure how much killer experience you have) you tend to focus people who are not as good at looping. Because ANYONE can do gens. So if they see one person is good at running and one is not, taking out the bad runner will apply more passive pressure. It keeps you from doing gens while they go after the stronger loopers, and gets other people off gens to come save you. It's in the killers best interest to take out the weakest runners first.
Thus the "practice looping" suggestion. Learn terms like "safe pallets, fast vault (holding sprint isn't the only requirement to fast vault. It's about angles and timing too), learn what jungle gyms are (there are a few major ones that appear on almost every outdoor map), running in circles around a wall and drop the pallet at the last second. You will lose some games as you learn the timings and how to hug walls... But with practice, I PROMISE survivors are much stronger than killers (until they make some changes that do not appear to be in the works yet)
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Increase hook timers and sounds of hooked survivor but don't let us see the aura. We heard the sound that says someone got hooked but WHERE. That would increase altruism. Increase the usefulness of some perks, even open up new opportunities for New perks.
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My thoughts here are that early game pressure on gens is too strong for many killers. Otherwise the nerf wouldn't have happened. So to counter it, killers that need setup time need something as part of their kit to balance it.
@Ohnoes said:
That sounds like it will just make her a demogorgon with traps.
Demogorgon has a 2 place much faster movement, as well as a charge in combat to help him chase.
This change for the Hag wouldn't give her as fast of movement across map as the demo. And it wouldn't change her base ability to chase. She would still be quite different.
@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1026011#Comment_1026011
That would make her too strong in chases, surprise Traps on loops are already a great help.
Agree here. We don't want to up her movement speed because her chases feel balanced with the traps. The problem to address is getting back some of that setup time that ruin bought.
Even old ruin but on a timer would be fine! The 90 secs or so would buy her some time to set up. At least in low ranks where people cant hit the skill checks.
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@Clevite said:
We just need to put in one of those doors like in pac-man. Killers can enter 1 and appear on the other side of the map! Boom, map pressure. Just one tho.
Haha that would be interesting. Could survivors use it too? Lol
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@survivormain1105 said:
Wouldn't new ruin be more balanced in placing bad killers from good killer players. Not really affecting survivors much. Good killers will still do what they do. It only just effects the killers that dont pressure to much effectively. (And the type of killer doesn't matter the player does)
Of course none of this matter against the 10% survivors that r gods!!!!!!!!!
It would. But I don't think the problem is red rank killers where they shouldn't be. But rather survivors where they shouldn't be. Or a blend of both. Rank 1 shouldn't be easy for anyone. And if you can get there with ease then it means that it's too easy to get there I think.
If rank 1 killers are saying survivors are bullying. Then maybe they shouldn't be rank 1. Same for survivors. If they get to rank 1 and are getting owned by the red killers. Then maybe we need to adjust the ranking system. And not buff/nerf the players who are giving feedback based on incorrect ranks. Everyone shouldn't be rank 1. There are rank 12 players. That are just rank 12 players. And that's okay! We NEED killers AND survivors in low ranks and high ranks. Respectively where they belong.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1025531#Comment_1025531
Noed slows down the game by 70 seconds, 14 per totem.
That's a complex way to look at that. That is an OPTIONAL 14 seconds that can be carried out at any time during the game. And multiple can be completed at once without penalty of time. Though it would work if every survivor was forced to cleanse them. It doesn't slow down the beginning of the game. Most surv groups will ignore dulls until noed pops up and then hunt for the hex.
I'm looking for ideas for early game that allows killers like the Hag to set up. Just those first few minutes.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1025173#Comment_1025173
So it would have less slowdown than noed?
NOED doesn't have a beginning game slowdown. NOED is technically an end game perk designed to deter survivors from rushing to the endgame.
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Secondary objective idea: The Entities Treasures.
In the middle of every map is a table with 4 relics. 1 relic disappears after each completed gen.
If the survivor picks up a relic and is still holding it when they die or escape they gain 50% more bloodpoints. The killers movement speed is increased by 1% for each relic being carried.
Relics can be dropped but break in the process. Each survivor can only pick up one relic per trial.
This CAN make the game harder for you as a survivor. With a hefty BP reward. Be quick to the relic table as they go away quickly. But also be sure you can handle the pressure it brings.
This doesn't slow down the beginning of the game (unless you count competitiveness for the relics) but it does make an interesting challenge of difficulty and dynamic gameplay as you can buff the killer if you think you are hot stuff.
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@ccactus623 said:
https://forum.deadbydaylight.com/en/discussion/comment/1025187#Comment_1025187
Bloodpoints drive players I think giving survivors things that give them more is always good for killer. You have to be careful with movement speed too much and killers would be op. I play a lot of killer but when I play survivor I want more interaction. So while gen speed is too fast decreasing this would be a boring fix
I agree movement speed is a key factor. But you can always drop the tablet! It just disappears when you do. So grab it and see if you can hang with a stronger killer. If not. Drop the BP's and carry on smartly. One tablet drop per survivor.
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@ccactus623 said:
https://forum.deadbydaylight.com/en/discussion/comment/1025146#Comment_1025146
The problem is if you slow the survivors down they get bored. One big problem is the size of the maps the smaller maps arent too bad. You need to give the survivors more to do as an option that doesnt make it impossible for them to win.
I like this. Kinda counters all that math of my new Ruin. Though I HOPE they don't get bored. By slowing the beginning of the game if simply adds more pressure to them. As they can't pop off a gen so fast, there's more chance of the killer walking up on them.
What are some more ideas about alternative objectives? Perhaps things that make the game easier for the killer but reward bloodpoints and are completely optional. This way there is something more to DO. But it doesn't REALLY effect the game difficulty unless you want it to. Like the tablets above? Each player carrying a tablet increases killer movement speed by 1% but gives a % more BP at the end if they are holding it (dead or not).
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So ideas:
Ruin: non hex, generator progression is slowed by 10%, 20%, 30% decaying to 0% over the course of 70s, 80s, 90s.
This would be similar in effect to the Plagues slow-down mechanic which limits which gens can be worked at the beginning. But instead it allows the freedom of all gens to be worked. Just at a slower progression until up to 1.5mins has passed.
I just did the math:
At T3: If a survivor spawned on top of a gen (no searching for it) and started repairs on second number 1. At the end of that 90 seconds, the Gen would be at 95%. Now at standard time of 1.25% per second. A player that started repairs at second #1 of the game would have a gen that takes 94 seconds (14 additional seconds).
Keep in mind most people don't spawn ON a gen. So the effect would be less. And it only effects that first 1.5mins. with strength decaying evenly over time.
Just an idea. Whatcha think? I did so much math. Just for you.
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@ccactus623 said:
One of my favourite ways to slow it down is to injury as many as possible with sloppy.good survivors maybe just not heal but that half chases in the future. We can discuss changes but behaviour will just change ( or not change) what they want
Id love to discuss changes. Even if they don't. It can't hurt to brainstorm in a place that they can see/read.
@ClickyClicky said:
Killers were tunnelling on a mass scale before the change anyway.
I’ve been playing solo survivor and killers seem to be doing just fine. I don’t think the lack of Ruin has changed all that much.
I notice good players are winning games. They lose gens early but stall the game later - which is exactly what one of the devs on here said the design of the game should be.
Meanwhile its the killers that sit around hooks waiting to tunnel or commit to 5 gen chases that are getting genrushed to oblivion.
So really it seems to be restoring balance and less experienced players aren’t being boosted by Ruin right now.
That said they need to fix the matchmaking. A lot of killer problems can be put down to them playing people that are far higher ranks.
I don't believe the ruin change will drastically effect killer ranking since it was accompanied by the change to gatekeeper. If imagine the killers may get pushed even higher due to less pressure on one of their emblems.
The root of the original question falls in that 80%. If it's a problem they all faced then it should be addressed. Personally I'd rather lose rank and have fun than gain rank but get genrushed or be forced to slug to keep pressure with my precious and gorgeous Hag.
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Lol well sadly I'm not looking for improvements to my gameplay. I'm trying to address that problem that 80% of killers were solving with ruin. And come up with a solution that is balanced and fun. :)
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Personally I pick them right up. Usually when you do, the hiding survivors will come out of the woodworks to unhook the first guy.
If they do, hook the new one on that same hook and go to town killing the savior.
If they stand there and wait, drop your slug and go to town killing the was-gonna-be-savior.
If they don't come out, then now you have 2 hooks and lots of pressure.
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But you played a game and completed 5 gens against a killer who only had 3 perks. Getting to where you are was 25% easier. Tac on cleansing and potential non-activation. It's only fair to make that last part harder.
Idea: What if ALL dull totems lit up and were like tokens. Cleansing during the game takes away tokens (unknowingly). One returns to dull for each 1hit down. 1 or 2 downs is plenty to get some endgame momentum. Plus extra incentive to cleanse dulls.