se05239
se05239
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@Atrushan88 said:
@se05239 Then I guess killers need their perk to be harder to get the bonus BP off of, because your idea will barely make a difference and killers will still have a massive BP advantage.
@Atrushan88 Survivors are already DCing left and right, robbing me of BBQ stacks so getting it to full stacks is already hard enough.
As of my idea, it could net you three stacks off a single unhook. Unhook, heal, eat a hit if you manage to heal them up just in time. That's 75% bonus Bloodpoints right then and there.
WGLF is all about helping out survive. Healing others is part of that.
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@Atrushan88 said:
@se05239 To heal another survivor someone needs to be hit by the killer. Then you have to find them first. It gives you a chance for MAYBE one more stack, but a killer WILL get 4 stacks in one game MOST of the time, whereas a survivor would STILL never get 4 stacks, unless they were doing all the unhooks. And again, the KILLER gets these points basically for free for doing what he ALREADY is trying to do. It either needs to be made easier for the survivor, or harder for the killer to be balanced. I'd prefer it not be harder for the killer, and do you honestly think survivors could POSSIBLY gen rush any harder than they currently do? Adrenaline is the reason for gen rush, and nothing else can possibly make them gen rush any harder. You can't increase your repair time without toolboxes(which they already use), and perks, which are situational. The only way gens would get done any faster would be if the person you were chasing stopped and did a gen in front of you, which can't happen. My idea only needs you to be there for when the gen goes off, not do the whole gen.
@Atrushan88 Anything can always get worse. Don't tempt fate. Giving survivors a massive increase in bonus BP for doing generators WILL UNDOUBTEDLY increase the rate in which generators are being repaired. It's common sense.
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Increasing the chance to trigger skill-checks when healing with Auto-Didact is a perfectly reasonable suggestion.
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Survivors don't want to hold M1 all game.
Killers don't wanna rely on Ruin but they have no choice, as they cannot exhort enough pressure on the map to stop generators from being done fast.
Increasing generator repair time and nerfing ruin is an overall negative change for Dead by Daylight.
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@Chaddad2169 said:
@se05239 I'm not suggesting a change to her power, her Haunting is fine how it is. I'm referring to a change to how her standing still mindgame is executed. Either it stay the same or be changed so its fairer for survivors, with this killer you can take your hands off your keyboard/controller and get a free hit.
@Chaddad2169 You are suggesting a change to her power though. You want a tell-tale sign of when she's just standing there or phasing.
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I really hope that they don't enter a partnership with any of those companies mentioned.
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Her passive phasing is not her power, just an FYI. It sounds like you're referring to her Haunting, where she leaves a husk behind and blindly starts to anticipate where the survivors are.
Her power is fine. If you're facing a Spirit, you need to start out-guessing the Spirit.
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I don't mind it. Everything that's required is survivors with foresight, so they don't 3-gen us against one.
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I think they should turn it back to how it was before, when you could mori a survivor right as you downed them.
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@Atrushan88 said:
@se05239 To be fair, the only reason I suggested this was because killers get points for completing their main objectives, hooking survivors(only 4 hooks to be precise) while survivors have to do actions that they most likely won't be able to complete. It's a 1v4 game, whereas Survivors have to do 4 non-objective actions each, which they cannot reasonably do, whereas the killer only has to do 4 objective actions. In a game where both sides were balanced equally, a killer would generally have to do 16 actions, since he is one, and they are 4. I could have suggested something like needing to win chases in 5 or less seconds for the killer to balance it out, but I felt like making it easier for survivors to equal out the ease of it for a killer makes more sense. Also, this doesn't promote gen rush, it just rewards you for doing something you would already be doing, like BBQ does for the killer.
@Atrushan88 Your suggestion DOES promote gen-rushing, yeah. Getting extra points for fixing generators? You bet your arse that survivors will do the generators even harder than what they currently do. Its easy stacks.
Letting survivors get a WGLF stack on healing another survivor, on top of the protection hits and the safe unhooks, that's the way to go.
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@ZVom said:
I think we're gonna live forever should also give you a token for each gen you repair being finished.
@ZVom Anything promoting gen-rushing is bad.
I rather see WGLF give a token for fully healing a health state on another survivor, on top of protection hits and safe unhooks. Makes it easier to stack.
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@prettyf said:
https://forum.deadbydaylight.com/en/discussion/comment/554195#Comment_554195
well, lot other people thought same and they suggested same and this idea is simply benefit everyone in game
of course players like me welcome anyday
but devs should worry about inflation
@prettyf Myeah, I ain't the first to suggest an improvement to the bloodpoint offerings but I am definitely the one with the biggest thread related to it.
As for the.. "inflation".. thanks to all the events and 2x week(ends) that have been lately, I am drowning in Ebony Moris, strong add-ons, all perks on my favorites and so on. I imagine a lot of other players are also swimming in stuff.
I doubt improving the bloodpoint offerings would cause any more damage than they've already done themselves.
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@Atrushan88 said:
I would like this but at the same time every time I throw on a bloody party streamers the killer DCs almost instantly.
@Atrushan88 There seems to be something with BPS in general. I've had games with plenty of Escape Cakes and Puddings mixed, or plenty of Gateu cakes without any problems but as soon as there's a Bloody Party Streamer in the mix.. there's issues.
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Iron Will is in an amazing spot already. There are other perks out there that's in a more dire need of a buff.
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A small amount of shards and bonus BP based upon all the BP gained during the trail could be something for everyone who didn't disconnect but like, as mentioned earlier in the thread, WHEN are you rewarded? When everyone's done?
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@Strolfer I never said that everyone do. I don't do SWF very often either. Rare occasions. Doesn't change the fact that you're playing with three other players as a survivor.
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Pig, sadly. I cannot recommend the Clown, even if he is my favorite.
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For being a horror game, the horror is primarily playing killer once you gain experience.
Oof. This speaks to me. I literally can feel my heart start rapidly thumping in my chest whenever I click that "play as killer" button and start waiting for survivors. Experience tells me I am bound to have a reeeaaaaaally fuuuuuuun tiiiiime ahead of me..
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You supposed to let survivors have a good and fun time in order to rank up. Being too good and ending it fast, thus not letting anyone have any fun, results in punishment and deranking (or black pip).
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You failed the first time when your team didn't manage to fix all generators.
You failed a second time when you didn't make it to the Hatch before the killer.
Why'd you be rewarded for failing twice already?
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@tehshadowman33 said:
https://forum.deadbydaylight.com/en/discussion/comment/546546#Comment_546546
Name a killer, and I'll give a sample of what survival point event would be. Keep in mind, a good portion of our killers already have them, but they could also be expanded upon. For example, dodging a Pig ambush attack where she narrowly misses hitting you by like 2m = Survival points.
@tehshadowman33 Make a list of all killers and the survival point event you'd associate with them.
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Worst event they ever done? Be careful, they might take that as a challenge.
On topic, the event has been super disappointing for me.
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YES! ######### yes, yes!
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@Gcarrara said:
https://forum.deadbydaylight.com/en/discussion/comment/553235#Comment_553235
I agree... Why punishing people who do not want to face them when you can make SWF something positive that Killers can look out for? 🙂
@Gcarrara Precisely.
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I see more perk variety from survivors than what I do from killers..
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@HazeHound said:
@se05239 i meant to punish killers who dodge. With slightly longer queues the more they dodge for example.
@HazeHound Punishing dodgers wouldn't do anything in the long run. Scare off some killers from playing perhaps, or encourage survivors to go more all-out in terms of toxicity since they're less likely to get dodged.
It'll have a negative impact on the game.
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- Survivors were supposed to being forced to rely on each-other but thanks to certain perks, that concept changed and now most survivors are one-man armies. There's a perk for every situation, so you don't have to rely on others. If you don't have the perk for the situation, then you better hope you have other survivors to rely on.
- Punish campers by rushing generators. Don't reward them with stupid saves. Use perks to punish them more (DS and Borrowed Time). Most survivors fail to grasp the concept of letting other survivors die. Tunneling itself is one of the best strategies for making the round easier, as less survivors means slower game.
- You have failed twice already by not fixing all generators or escaping through the hatch), why should you have an easier time escaping now when the end is closing in?
- It'll probably be fixed once the dedicated servers go live. P2P has a lot of issues.
- That'd further enforce a meta that's already so still you can use it was a food tray. I personally love that the survivors are skins, it lets you pick the one you like the most and roll with it without being punished for doing so.
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@baesik said:
https://forum.deadbydaylight.com/en/discussion/comment/553229#Comment_553229
That really doesn't give any benefit to the perk. Safe unhooks are already easy to get. I think it would be fair for both survivor and killer to get a decent farming perk. BBQ&Chili is great. WGLF sucks.
@baesik I fail to see how making a farming perk easier to stack is not a benefit.
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I don't wanna brag but I got like 40-50 ebony moris on my clown alone.
I coooould start using them so I get rid of them but I prefer to only use a green mori if I need to mori someone for a daily.
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Sounds like you've not really suffered enough yet to see.
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Punishing lobby dodging when survivors are Disconnecting left and right for even the smallest reasons, sounds to me like a poor choice of prioritation.
I'd love to see a lobby UI element that shows who's in a SWF with who but instead of punishing killers for not wanting to play with the SWF, REWARD them for doing so instead.
You've already seen the anti-camping measures in place that punishes killers for camping but it doesn't actually do anything in reality. Killers who wanna camp gonna camp, no matter how much they get punished for it. Punishment for lobby dodging ain't gonna do #########.
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The only buff WGLF needs is that you also get a token for healing a health state on another survivor, on top of already getting a token from protection hits and safe unhooks.
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Its an improvement. Now you can hear ######### again.
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Soon™
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Steam Community: Dead by Daylight. Selfie time
Hard to go wrong with a selfie with Ghost Face.
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Tapp and Pig are both bound for some goodies but the rest? We'll see, I guess.
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There shouldn't be any punishment for playing with friends.
However, there should be rewards for players playing with SWFs (Killer + Solos). There needs to be a lobby UI that shows who's in a party with who as well.
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Most killers can be bought for shards, which are earned through gameplay.
And yes, Legion can be bought for shards.
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No one should be punished for wanting to play together with their friends.
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Have an upvote for quality meme.
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@Judgement said:
https://forum.deadbydaylight.com/en/discussion/comment/551674#Comment_551674
@se05239 If EAC isn't 'good hacking protection', then what would be stopping them from ditching it and getting BattlEye or something else?
@Judgement I've no idea how integrated EAC is in their coding.. And upsetting their code is like inviting the end. I am sure they're aware of this themselves.
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Money, most likely.
Although, I am not sure if F2P would be the way to go. Would invite the hacker crowds in their masses. EAC ain't exactly known to be a reliable hacking protection.
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@PwnyFish said:
https://forum.deadbydaylight.com/en/discussion/comment/551366#Comment_551366
I believe what was testet is to completly stop the hook progress, without any requirements(not sure about that).
I fail to understand how it should not work with a slowdown, if the chaser emblem for killers works exactly that way..
Special condition:
- The Quality of this Emblem will slowly degrade if the Killer remains within 16 metres of a hooked Survivor 10 seconds after hooking the Survivor.
- Does not apply if another Survivor is inside that radius.
- Does not apply if the Killer is in a Chase.
- Does not apply if it is the last remaining Survivor.
- Does not apply if the Hook is on a different floor.
- The penalty greatly increases within a radius of 8 metres.
@PwnyFish It'd not help. The problem was not that survivors was inside the zone itself. It was that they're hovering around the hook, waiting for saves. Killers don't wanna give free saves most of the time, so they sticked around thus getting the negative slowdown effect.
That's why the concept was canned in PTB. Survivors learned that the killer will stick around the hook if they're just out of range but visible. 1 survivor was hooked, 2 survivors was hovering around forcing the killer to camp and 1 pushed generators.
- The Quality of this Emblem will slowly degrade if the Killer remains within 16 metres of a hooked Survivor 10 seconds after hooking the Survivor.
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M1 Killer whom's power can be completely countered by survivors.. It's not red rank material.
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10% of all survivors and 5% of all killers have managed to reach Rank 10. This is why Behavior's balancing their game based upon the lower ranks of play, because there's where the players are.
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On top of all the darn Clown bugs, he could really use a buffing session.
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Your idea has been suggestion hundred thousand times by hundred thousand users and it has even been tried out in a PTB, where it was exploited by survivors and canned.
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It'll switch up drastically when the Dedicated Servers go live in terms that Killers are no longer the hosts. It could speed up the matchmaking but I honestly couldn't tell you if its gonna be an improvement or not.