starpilotsix
starpilotsix
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@Aikanaro said:
https://forum.deadbydaylight.com/en/discussion/comment/596102#Comment_596102
So you are saying CAMPING and GEN LOCKING are the same thing that being OP.
Great, tell us more please.
I mean, it's hard to tell what you're talking about half the time because your English isn't the greatest. That's not your fault, it's a global game and your English is probably far better than what I could do in your language, but... posting the same post four times (the last 3 8 hours after the first one... you could have just used the edit post button, dude!) is a little excessive and you do seem to jump topics a lot.
But you do seem to be saying that killers are overpowered and needing a nerf. Is that correct, or am I misunderstanding your posts? And yet if killers manage to guard 3 generators (assuming that's what you mean by Gen Locking, which, assuming they're not just sitting there and doing nothing else the whole game until those 3 nearby are the only ones left, is good strategic gameplay) that it 9 times out of 10 leads to almost all survivors escaping. That seems to suggest that killers aren't OP, they can't even make a successful game (not even a 4k, but killing most of the players) in a situation that favorable. If they can't win in a 3-gen strat, how do you expect them to win if the last 3 generators are spread throughout the map?
Camping is a problem with gameplay, but it's not a problem with being OP and killers shouldn't be balanced around those who camp (except to a very limited level with ideally making a killer's perks and powers not reward it)
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"If permanent hook destruction did exist within the game multiple things would have to occur for any change to gameplay to happen. First off, hooks would have to give survivors more points than the current 500 (maybe 750) in order to incentivize survivors to destroy a killer’s belongings. Additionally, there would have to be changes to the perk hangman’s trick to ensure the game wouldn’t change from the current state, 10 second hook respawns seems a bit unreasonable for the time it takes to sabotage a hook. I suggest a change to give hangman’s trick the ability to respawn hooks after 90 seconds, half of the current 180 second hook respawn timer."
This is just ridiculous.
If permanent hook destruction did exist, you know what would incentivize survivors to destroy them? The fact that it makes it nearly impossible to hook somebody. And then, also, making it so Hangman's Trick's only benefit is to make the game only as good for killers as it is NOW, except taking up a perk slot in the process.
You've shown no reasoning why this change would be a good one other than an apparent "I want killers to have a bad time" view.
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I mean DCing is lame, but wow, you're actually complaining about a killer dropping you because you don't get enough points.
Do you also complain if survivors don't let you get your full 800 struggle points on the second-stage hook but instead rescue you earlier?
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@Aikanaro said:
https://forum.deadbydaylight.com/en/discussion/comment/595435#Comment_595435
What mistake? playing solo? having no form of communication at all?anyway the result is 9 out of 10 times the killer lose and almost the whole team escapes.
The only time it went bad it was because it was a nurse.
So... you're simultaneously saying that killers are OP and should be nerfed, and that 9 times out of ten the killer loses and the whole team escapes?
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Number one is too much. The perk would be waaaaay too powerful that way and counter every totem perk and trapping killer. However, given multi-level maps are much more of a thing than when the perk was first designed, I would be happy with the sound, or visual indicator, being slightly different based on whether a) the trap is above the survivor's head, b) the trap is between the survivor's head and feet, and c) the trap is below the survivor's feet.
Number Two is easily avoidable by the player, and changing it would likely lead to bugs where it doesn't detect stuff because you're "already on it," just because that seems like the kind of place a bug would get introduced.
Number three I'm indifferent towards.
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@mainbrain said:
https://forum.deadbydaylight.com/en/discussion/comment/594030#Comment_594030
I play on PS4 so it might be a glitch, but I’ve definitely had all 4 survivors escape through the hatch in game. Besides that it still doesn’t make sense to have more than 1 survivor escape through hatch.
If you had all four survivors escape through the hatch, then either there's a big glitch, or they got all five gens done first. And at that point (especially if they're all together at the hatch and you're not in the process of downing one) chances are they're going to escape anyway.
If it was three survivors who escaped, they may have gotten 4 gens done first and the hatch appeared when you got the second. That can be incredibly frustrating, but it's pretty rare in my experience for all the survivors to escape that way (one sometimes does, but the hatch only remains open for a short time and the killer can close it if they find it while it's open, so without comms or extraordinary luck it's not going to happen often).
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@Jdsgames said:
https://forum.deadbydaylight.com/en/discussion/comment/592216#Comment_592216
Sadly, this would cause a bloodweb bloat issue. @rina We use to have addons that Slightly and Tremendously gave chances to go to a map. However, this made 2x/map offerings which again bloated the bloodwebs in map offerings. You would cause the same having 1 let's go to and 1 get away from map offerings.
True, but there is a way around this: Make map offerings (and perhaps all OTHER offerings as well).... Reversible. A Coldwind Farm offering increases your chance for that map... a REVERSED Coldwind Farm offering makes that map effectively banned.
Mist offerings: Why have offerings for both more and less mist for everyone, we could reduce it to one type and whether it increases or decreases the mist depending on whether it's reversed.
It doesn't have to always be the opposite, just for certain offerings. For BP offerings, for example, maybe you can go back and forth between "25% extra bloodpoints for everyone!" and "100% bloodpoints for me!"
With Moris, you can give the killer an alternate benefit, maybe a reversed red Mori gives some benefit if all the survivors are still alive at the endgame or something, IDK. Really, all kinds of options you could do, there are so many decent ideas for offerings that people have but the big reason against them is 'bloodweb bloat'... but if you make all the offerings double duty, you get the best of both worlds.
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I don't think traps that are put on once endgame starts should be 'active', but I do think that should be the final trigger: a gate opening turns any not-yet-active traps active (maybe not hatch closings, since that's a little unfair). This would give survivors an incentive to open gates fast if the Pig still had traps left when the last generator is charged, rather than 99%ing as so many do. It wouldn't totally bring back Endgame Pigs because chances are only one person could get hatted before at least one door is open, but it would keep people in the game.
And yeah, making Pig's dash not a basic attack doesn't really make sense to me. The only difference is she happens to be crouching just before the hit... nurse blink attacks are different than her normal attacks, and she passes through a weird other dimension right before them. Wraith uncloaking attacks, Myers/Ghostface exposed attacks are counted the same as their normal attacks, IIRC, for every other killer, the main weapon, no matter how it's used, counts as a normal attack for perks, except Legion when he's in a frenzy that his entire power is already geared around.
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@michaelrandom27 said:
So everyone in here seems to be ignoring the fact that this perk also reveals the survivor using it. Every survivor needs stealth, too, so running Object Of Obsession is going to nearly guarantee that you will die. If you're going to cry about it this much, just run a blindness add-on or perk. Every survivor perk can be destroyed by a killer perk, this one included. Get good and stop complaining.
No, plenty of survivors don't need stealth. Certain killers need stealth, and certain players do, but skilled players can, in many cases, run up to a killer, grab their attention, and then loop them around the map without once hiding, until all generators or nearly all generators are done, and still escape if the killer doesn't camp them. And when you're talking SWF teams - it may not matter to a SWF team if one of them dies by keeping the killer distracted enough to let the rest of them escapes, and provide detailed information about the killer's movements over coms.
OoO reveals the survivors as well as the killer, but they're not equally dangerous... in particular, the survivor can, in many cases, decide when to activate it, spin the camera so you only flash on for a second, and you know where the killer is and he only sees you if he happened to be looking in the right direction. You can activate it while you're shielded by a generator aura - might still be seen, depending on angle, but you might be harder to see. There's basically never a time (outside of a few specific killers in a few specific instances) where the killer can see your aura without you seeing theirs, but there's plenty of times you can see theirs without them seeing yours.
As for blindness add-ons/perks? There's only one perk that provides blindness, and that can be destroyed at any time in the match (including before the OoO is found and inflicted with blindness), with no hope of getting it back, and as for add-ons, almost all of them last for 60 seconds at most, following a hit, during which time the killer is usually still in a chase with the survivor they hit, within their terror radius, and so OoO wouldn't proc most of the time anyway. Either by the time they get away the blindness is over, or they get hooked and it's gone by the time they get unhooked. Not really an effective counter.
I don't think it's an absolutely awful perk, but it does need reworking for stealth killers in particular. Simple rule: If there's no red stain, you shouldn't be able to see them. Maybe make it so they can't see you as well in those instances, but at least make it so you can't remove their main power.
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- Noed Already does give a chance to counter it if the survivors don't genrush, it's called doing all the totems. Maybe you do bones next time.
- Adrenaline probably does need to be tweaked in someway, yeah, it's a bit too much as it is. Maybe a 'one or the other' effect, where if you're injured, you get a heal but no sprint, and if uninjured (or broken) you get speed.
- You can move in any direction with dead hard by turning the direction you're facing. ;)
- Maybe if survivor speed is nerfed when circling loops to add some skill to being a survivor.
- Ehh, the problem with Lightborn is you either bring it in because you see survivors have flashlights and you think they're going to use them constantly, or you're essentially wasting a perk slot in the faint chance they might find one. At that level, making them completely immune to blinds might be a fair trade-off.
- So, you mean, it should give you the power of Detective's Hunch, except always instead of only for a short duration when a generator is completed? So what would Detective's Hunch do, just be an inferior version of a now over-powered perk? No, this is silly. It would make SWF teams completely demolish any totem perks, just assign one person to have the 'nearby totem highlighter' perk, and even in solo play would practically destroy trap-based killers.
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I find Ghostface the funnest killer to play against in several releases (assuming the killers themselves aren't playing super toxicly like camping and such). I actually LIKE breaking him out of stealth before he can get me, deciding to let him hit me to drain my stalk meter, etc. Sure, it's, at times, a bit buggy with detection and such, but the basic theory of his mechanics has turned out to be quite fun.
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The perks we have only do so much where though the killers perks are OP af.
Ignoring that you think Dead Hard is a weak perk... killer perks SHOULD be OP, compared to survivor's. Killers get 4 perks, survivors, collectively, get 16. So killer perks should be on average 4 times as powerful as a survivor's.
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@Mat_Sella said:
Because, y'know, there aren't a million other aura perks that already reveal your aura to the killer. What's one more?! 🙃
So? There are also a million 'alert bubble' perks. Who cares how many of each type of perk there are, instead of how effective the perk is? Once there are more than 4 aura-reading perks, it's a matter of choice, a non-problem.
And Iron Maiden is super-weak currently (except on Huntress, where it synergizes well with one of her base mechanics). I think it either needs aura reading instead of bubble, or for the Exposed status to last a full minute. Probably not both, but at least one. As it is now, it doesn't even really help much against BBQ-hiders except in scaring them out of using it, a smart person, knowing both BBQ and IM was in play, can still hide in a locker for a hook, then, once the killer has selected a path (probably towards a different target), then leave it and take the chance that even if the killer decided to abandon their current target and chase the bubble they can escape before the paltry 15-second Exposed timer runs out, in which case they'd be no worse off than if the killer saw them with BBQ and chased them right away.
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I'm finding that each killer seems to have those specific "useless" add-ons that almost no one uses.
They did say in a dev stream that they plan on reworking the Legion's Broken (and other similar) add-ons so that it applies on the first Frenzy hit, rather than only hitting somebody already Deep Wounded. That way the Legion can apply it and run to another target. Which is still kinda trash, but at least has a certain limited use. But as it it stands, yeah, it's pretty trash since you have to chase someone twice and, consequently, lose your frenzy and take a stun and are probably going to be just chasing that person down anyway).
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This seems like a reasonable idea. I'd also add maybe 'sees hex totems as dull totems' which would be mostly a buff of 3rd seal specifically, but if a survivor runs past a hex totem while hit with a blindness add-on, it could still be useful to the killer.
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All they need to do is put it back to the original times, but make it so it doesn't work once the EGC has started. If the survivors have already opened a gate? They don't have to worry about it on the second one. If there's one survivor left and the killer closes the hatch? They don't get it on the gates there. That's really the only reason they nerfed it in the first place, AFAICT, because it'd be too impossible for a survivor with RM fully stacked to open a gate if the hatch gets closed. So just take it out of the equation.
Or make the time penalty much reduced for EGC if you don't want to eliminate it entirely.
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@Netharon said:
Merging them wouldn't make it "super powerful". If it did, then you should also classify BBQC "super powerful" to have aura readings plus the BP stack gains. The point is, we shouldn't have 3 perk survivors because they need WGLF taking up the 4th slot in order to get anywhere near the BP gains that killers get. I suppose if they close the gap between survivor and killer BP gains (which I believe they are, from what I read), then it wouldn't be as bad. I guess I don't see a healing speed increase being super powerful when that is the only thing it does in the trial. Wouldn't that be like saying that WMI is currently super powerful?
WMI is pretty powerful, on its own, yes. I don't think WGLF needs to be given that much additional power. BBQ's non-BP power is reasonably powerful (though easy to work around if you know a killer has it), but again, Killers have 4 perks vs survivors collectively having 16. It's okay in my book if killer perks are more powerful. Giving WGLF an ability that is on the same level as BBQ doesn't make it more fair because in a given trial 4x the people might use it. I think it's fair that if a survivor wants more BP, they can take a perk that doesn't grant them a significant benefit outside of that.
I also think killers SHOULD earn more BP than killers and that the gap doesn't NEED to be narrowed (in addition to the constant add-on costs killers have, as a survivor, if I get a low point-scoring match it's probably because I got killed early... but then I can also quickly be in another game, earning more BP, rather than playing the whole match through every time like a killer), but, whatever, lots of whiny survivors and as I'm a survivor main I'll certainly benefit, so I'm not going to complain about it because it doesn't really affect the game other than convincing more people to play survivor. But a WGLF change would change the way people play, and so I don't want the people who devote a perk slot to getting more BP (again, like myself) to also get a significant power like WMI.
Perks that are low-powerful enough that I think it wouldn't be a big deal to add them to WGLF (I mean, you can't because they wouldn't fit with the perk title/theme and most of them are already other survivor's teachables): Streetwise, Calm Spirit, Left Behind, Up the Ante, Open Handed, Sole Survivor, Breakdown, Buckle Up, Resilience, Slippery Meat.
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I'm a survivor main and I use We'll Make It and WGLF all the time. Theoretically if this happened, I'd get one extra perk to play with.
I'm against the idea.
I don't WANT WMI to be meta. It don't want everyone starting to use WMI mostly for the BP bonus and it becoming super common. I like WMI being a little rare, feeling like an absolute hero for having it and pulling off a super-fast heal that other people can't do. I like seeing someone else in a match having WMI and feeling that little bit of kinship, like, "Awesome, you're a cool dude, choosing a perk that lets you heal your teammates," whereas if they were combined I'd just think "Oh man you really want BP."
I'm not totally against WGLF having some additional benefit, but I think it should be on the weaker side, and I don't really think it needs it at all. Killers have 4 perks, vs survivors colllectively having 16, and have to spend a lot more with add-ons and such getting expended automatically. Survivors don't need their bloodpoint-bonus perk to ALSO be super powerful, that just means one more super-powerful perk.
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Nah, way too powerful. Maybe make it so hex totems appear to be dull for the first 1 minute, that might be a worthwhile change.
And something where the perk icon for the totem you are closest to gets a glowing border, but maybe that should just be default behavior rather than part of ToTH.
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Every time it swung for an attack, it would be actively humerus.
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I think Diversion and Saboteur are fine as they are.
Technician: Add: When joining a generator, you do not trigger yellow generator alerts for the killer. (Thus, if a killer has discordance, you can join and the killer doesn't know, but if someone joins YOU, it does trigger, and for Surveillance, the generator stops being white but doesn't turn yellow... so it's a partial counter to both, but doesn't completely).
No One Left Behind: Add: After rescuing someone from the hook during the end game collapse, the end game collapse timer is paused for 10/20/30 seconds (does not stack). (This gives the perk the chance to pull off amazing saves if the killer thinks there's no possible way you can rescue and still escape, you can make the rescue and there's still enough time to get out.)
Up The Ante: Add: If you come in with an item, the item is consumed at the start of the match and you gain a token. If you have a token, you automatically escape on your first hook escape attempt. (Maybe too much, but I just like playing with the name)
Streetwise: Add: You can see the aura of items on the ground (or in already opened chests) at a distance of 8/10/12m.
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Nah, IMHO, the game's far more fun with uncertainty, on both sides, on who's got another hook in them.
Maybe the gates are open, or almost open, and the killer want to bait the survivors into a rescue... oops, that survivor's dead on hook, they now have no reason to stick around/slow down.
Or maybe a killer's carrying someone to the hook... is that survivor dead on hook, or has another state in them? Can't remember, so let's all cluster by the gate just in case we need to go in for an epic rescue. Oh no, they're dead. Double-oh-no, the killer has blood warden! If only we'd known the survivor was dead we could have avoided this! Or maybe I got in position, hiding near the hook, to pull off a save, only to realize no save could be made and exposed myself to danger on my way to the gate.
That's what makes for great moments.
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@MisterTIBS said:
https://forum.deadbydaylight.com/en/discussion/comment/547010#Comment_547010
You're missing the point - the EGC is about stopping the game going on forever when all you want is for it to be done with (both sides) but in it's current state killers are the ones holding the game up (more often than not) by slugging the 3rd survivor so the EGC never starts - either you finish the gens (unlikely) OR keep getting the 3rd survivor back up at the risk of the killer 'baiting' you (which is obviously the intention) but it becomes a baf game at that point, not to mention if you DO get that surv up and then it's rinse and repeat anyway.
So yes, EGC prevents taking the game hostage, the point you miss is that the killer is taking the game hostage (effectively) by NOT allowing the EGC to start anyway. So what should be a 5 minute game sometimes is now dragged out to 20+ mins of killer slugging cos they want that 4k, hence my suggestion for making Left Behind activate if that 3rd is slugged and you have the option to not only make it less boring but also get to EGC by your own making, not relying on a killer not being baf for 15 mins before the inevitable.
Killers slugging the 2nd last survivor so the hatch doesn't appear has always been a thing and in my experience it's gotten far LESS common with the EGC, because the killers know that they have the advantage.
Pre-EGC, even if you knew where the hatch was, you had to find and down the survivor before they reached it, otherwise, best case scenario, you both wait around until one of you gets bored or makes a mistake, more likely the survivor escapes.
With EGC, if the killer makes it to the hatch first, the hatch closes. Killer has advantage in making it to the hatch first, because they move faster and they don't have to move with any stealth (if they see the survivor first on the way, they also probably win, whereas if the survivor runs past the killer, the survivor probably loses). Once the hatch is closed, the killer also has the advantage, only needing to patrol two exit gates. Sometimes the gates are far enough away that the survivor has the advantage, but if the killer's got high mobility or can do something like trap one of the switches, or even get to a place on the map where they can easily see which gate the survivor's working on (and can thus get there before the survivor can complete it), it's basically game over.
So, most killers, IMHO, who might have slugged before, are comfortable NOT slugging so they can get these advantages. It still happens occasionally, but far less often.
Left Behind DOES need a rework, and maybe this is even a decent enough idea for it, but to claim that it's needed because of killers holding the game hostage is just daft.
I still say the best option is this:
Left Behind: If you're the last survivor (everyone else dead, not just escaped), you complete gens faster (as now, I'm not going to remember or go and cut and paste stats). If the End Game Collapse has also started at this point, looting a chest has 100% chance of producing a (purple) key.
Thus, if the killer closes the hatch, you know you can still escape through it... but only if a chest has also been Left Behind by the other survivors.
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I think protection hits would be fine if they made it much easier to get protection hits. Half the time you get the "protection" score event, even if you literally are throwing yourself in front of the killer, you don't get a stack (same for WGLF really, where sometimes even if you bodyblock to a hook it doesn't stack up).
It's only one hit per game, so it's powerful, but compare it to, say, Adrenaline, where you also potentially get the chance to 'eat' a hit (because if you're injured before Adrenaline pops, you get healed and can take one more hit you otherwise couldn't), AND get a speed burst, and all you have to do in that case is survive to the last generator popping (and, yes, be injured or hooked at the time if you want to get an 'extra' hit)
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My suggestion for a while:
Basically, all the effects No Mither currently has...
Plus, if the survivor is Exposed, or the killer uses an attack that is capable of one-hit downing a healthy survivor, the No Mither user instead is put into a Deep Wound state when hit. If they're already in Deep Wounds, they go down. Now No Mither counters things like NOED, Make Your Choice and chainsaw/stalking killers. But they can always M1 you normally, or take two hits to get you.
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I'd also like to suggest a secondary brainstorming topic while we're at it:
Perks that are specifically MORE useful for killers that have low mobility. Mosts perks either about the same amount of use for Billy as they are for Leatherface (like to take a random example, Spies from the Shadows, because it triggers on nearby events and you might be able to zoom faster to it slightly faster but at that short range you're just as likely to screw up... though even that can be super useful on, say, a good Nurse who builds around it), or are vastly and obviously better for characters who can zoom across the map (Tinkerer, for example, which is great if you can get to a distant generator about to pop, but if you're a Plague on the other end of the map all it does is give you a little warning that you're going to lose a generator...). There are very few (if any?) perks that are useful for slow killers that are not worth it for fast ones.
I'd love to see a few perks that address this imbalance, that aren't that useful for characters who can zoom across the map but are a benefit for killers that need to take their time to cross a map.
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I find at least 50% of 'tunnelling', as perceived from survivors (which I play most of the time) are cases of "I'll take whoever I can get, but I saw the just-unhooked one first. Bad luck for you!" (Occasionally when they see both at the same time and decide to go for the injured one because it's an easier down). Which I think is totally fair, although granted, not too fun for the survivor. Asking the killer to specifically always go for the more difficult choice out of a sense of fair play is like asking survivors to never loop because it just wastes too much of the killer's time and doesn't make it fun.
Yes, there are occasional aggressive 'I will ignore every other easier target and go for the one who just got unhooked' and that does take it to another level, but usually they're bad killers anyway and you can mock them in the end-game chat (or a survivor is themselves playing like a $@!$, like LashShoe mentioned).
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@Judith said:
What is this?
I think he's saying he wants a common map that does nothing without add-ons so he has an excuse to use add-ons.
No thanks, I'd rather get rid of add-ons that are already there and not pollute the bloodweb with more useless items. Not to mention chests, imagine finding a common map in a chest... can't do anything with it, though, because no add-ons. Worse than the green key, which at least doesn't make you more visible while carrying it.
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Yeah, honestly, they're far more effective than either the other two pink add-ons, one of them could be downgraded to purple instead and she'd be more balanced.
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For non-licensed characters I think it could be done (the devs might think it costs them more money though). For licensed characters? I imagine conversations like this:
"Okay, so... every person who plays your game can access that licensed content now. We need our cut of the profits for every DBD sale."
"No, but you don't understand, they can only play your character without paying in Kill Your Friends mode."
"Right, so they can play our characters whenever they want."
"No, you don't understand, it's a mode where they can't rank up or get bloodpoints. They can just play your character with friends."
"Yeah, so they can play our characters any time they want. Money please!"
(Yes, there are certain circumstances, like splinters and PTBs, where people can play the characters for briefly times but those were already pre-negotiated).
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The problem is that there's already enough offerings in the bloodweb that adding a new type has to be pretty special, IMHO, to outweigh the drawback that not only it, but every other offering, is less likely to come up when you want it. Or it has to replace another offering.
I don't think just 'make an obsession even if there wouldn't be' or 'change chances of obsession' is enough to make it worth the cost though. Letting the killer shut down obsessions, and all perk effects that depend on them, entirely is potentially too much (although, as things stand right at the moment, I think the only survivor perk it actually effects is Object of Obsession, but then it becomes an offering that's solely devoted to one rarely-used perk, useless or actually harmful to the killer the rest of the time (if they have obsession perks of their own), so I wouldn't want it polluting my bloodwebs).
The one about making the first survivor hit the obsession is an interesting one and might make a good killer offering, but I'd want Dying Light to be revamped first, otherwise it would make it too easy to just tunnel the first survivor you find. And 'make the first survivor hit the obsession' seems like it might be better as a perk effect (not the only effect, but as part of a bigger plan).
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License-holders can be tetchy, particularly when there's some elements not entirely owned by them. I'm not talking about the Ghostface license here. I'm talking about the separate Scream license, which BHVR doesn't have. Scream license doesn't own the Ghostface itself... but it DOES own the elements they added to it. And that includes the 'phoning survivors' element. If they see a game with Ghostface, they can't do anything about it. Even Ghostface sneaking around murdering people is different and generic enough. But once you give Ghostface a phone and let him start using it like they do in the Scream movies, then Scream has a potential case if they want to go to court and say, "Hey, these guys aren't just capitalizing on Ghostface's license, they're capitalizing on OUR IP without paying us."
I suspect that's part of the reason they changed the cell phone mori to a camera.
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@Mochan said:
https://forum.deadbydaylight.com/en/discussion/comment/505863#Comment_505863
And now killers are abusing it, when is it getting taken away?
How are killers abusing it?
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I'd rather we let people play the perks and perk combos they want to play.
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@craigfromtheland said:
Lol this guy talking to me like I'm some kid, cut your ######### like you're some know it all. I've been playing DBD since the original beta came out. When there was no "survive with friends" and you had to both press join at the same time over and over to get in a lobby together. I know how the game works, I know the killers abilities. If it wasn't for hook camping I would've played this game a lot more, I put it down for a bit and started back up because of my general love for the game
You're entitled to your opinion about Freddie's abilities but with the right player, being able to be invisible and put everyone to sleep so that they have to have someone snap out or lose a skill check just to get out of it is like the Wraith on steroids.
Quite honestly my main hatred is Michael Myers, not having any heartbeat and the ability to be 1 hit kill so fast makes him super OP in my book.
You're also taking my suggestion to another level. I never said "blacklist" all that garbage you just spewed off is meaningless. I'm merely suggesting a list of killers you don't like facing so the percentage of facing them goes down when initially getting a lobby. You're right that the killer can switch and that's fine, but there are plenty out there that chose the killer and just wait. There are a lot of killers and I enjoy facing a diversity, but I don't have fun facing them.
And no it's not the same with survivors, killers don't share their powers so your point makes no sense. This would only apply to killers.
I'm not talking down to you like you're a kid, you just sound very new to the game. I'm sorry, it's actually the kindest assumption, it looks much worse for you if you've played the game as long as you claim to have and still think that. Because, again, Freddy's not that strong, and most players who've played a while know that. A few people play him really well, but everyone else? He's almost the easiest killer to bully, he has to find you and put you to sleep in order to do anything to you (thus, you get a few seconds grace time even if he's right on you), you can loop him, sometimes break out of his nightmare right in front of him (causing him to spend another few seconds reacquiring you), and if he's got somebody hooked when an exit gate is open, it's basically a free escape for them and any survivor who wants to rescue.
Myers is more competitive but hardly OP.
And the title of this post is "Option not to play certain killers" and your first post is
I would like the option to choose say 3 killers you want to not play or have a decreased percentage of playing.Yes, you include the possibility for 'decreased chance' but that's only as a second option, an OR, the main option you're advocating for was clearly the 'not play' which is a blacklist. If you want to backtrack to 'decreased chance to play when first getting into a lobby' now that you've realized it's unfeasible, that's fine, but don't claim I was the one taking your suggestions to a whole other level, that's the level you started by aiming for.
A decreased chance of playing against certain killers is certainly more workable, but it's a lot of work for the devs to put in for something that's ultimately going to be unsatisfying to either side, killers who have to wait longer to match with people who don't want a "lower chance" and survivors who still get the killer they said they don't want to play. It will cause crafty killers to queue up in lobby with a different killer than they plan on playing in the game because people who choose not to play their preferred killer to the point that they select that as one of their three are obviously not going to be good against it.
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I can tell you're new because you think Freddy's super OP, when he's actually one of the weakest in the game. That's okay, everyone's new at some point, and for new people, Freddy does seem pretty powerful, but honestly, play a little more and you'll learn Freddy's practically a vacation round. Well, actually, chances are by the time you get to that level Freddy's rework will come in, so it'll be completely different and you probably would feel the new one is even more OP (I mean I'm guessing, maybe they'll balance him so he's less devastating to newer players unless you're also a good killer).
However, as to your idea...
It's unfeasible, really. Look at how the game works. Killers aren't randomly assigned a character, after all, they choose who they want to play, and any suggestion that forces someone to play a character they don't want to it just not going to work. Let's say you set your 3 killers in advance. You join a lobby... okay, maybe you wait longer and skip lobbies where the killer is one of your blacklisted one... but then you get into a lobby. What happens if the killer changes character? A lot of killers do, not even to mess with survivors in any way, but just because, while waiting for survivors to join, they do things like spend blood points on one character, or check out perk loadouts, or even read lore. Some do change because say, they see who's in the match and what they're carrying and decide, okay, they were planning on playing Clown to get some practice in, but this group looks like it needs a Nurse. Or maybe they change their mind. So what happens if the killer switches to a character you've forbidden (maybe even just for a couple seconds)? Kick you out of the lobby? Let you wait until the match is just about to start and the killer can't switch anymore, and THEN kick out out of the lobby? Either's going to be frustrating, and lead to longer wait times. (And if you add this blacklist ability but don't instantly pop out of a lobby when a killer joins, you're absolutely going to get killers select killers that are low-threat at first and switch to their real choice just before match starts).
But wait, that's just YOU. You also have to consider all the other survivors in the lobby, who've got blacklisted characters of their own. If they're the same, that's easy. If they're different, then you've got people leaving the lobby all the time because the killer switches (even if it's a killer you're still fine with). Result, the time to get a successful game, where everybody is satisfied, increases dramatically. And, the pool of potential people you can play with shrinks, because if you blacklist Freddy, Myers and Wraith, and I blacklist Nurse, Hillbilly, and Legion, we can't play together in a match where any six of those characters are in play (potentially, even for a moment while the killer kills time in the lobby).
Finally, we can't neglect the non-survivor in the game, because otherwise, where's the balance? Why can't the killer skip playing against, say, Claudettes who are very difficult to see on many maps? Or certain items or perks that make the game incredibly unfun for them? Now you've added whole other group of rejected matches.
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Bots are probably the limiting factor here, they'll be extremely hard to program unless they're extremely simplistic (the ones in the tutorial are more or less on rails). Probably not worth for the devs to put all that work into it.
But honestly? I don't need bots. Just give me the ability to choose any map/killer/perks for all 5 players, 3 or 4 survivor bots around the map who either don't move or just move in a single pattern (running around their home tile), and, if you're not playing survivor yourself, a killer who hits empty air, and I'd probably happily use it, just to test a bunch of things (or learn tricks of certain maps) without having to do an actual match. (If you want to go above and beyond, you could make things like 'buttons' around the map that trigger certain behaviors for testing purposes, say, one causes the killer to teleport to a hook with a survivor in tow, hook them, and walk away, so you can practice things like We'll Make It healing speeds stacking with other perks.
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DBD Devs if you are seeing this , It's been 3 years we are playing this game , Guys give free Auric Cells for all platform players , That will be really awesome .
While this isn't really a workable idea (giving cells to ALL platform players is basically giving money to all of them... sure, some of them will sink that money right back into the devs, but plenty will be buying licensed skins or dlcs or characters and the devs will still have to pay their partners), a few auric cell giveaways might be a reasonable way they might celebrate. Still not something that the devs owe us, but something they might do.
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Here's my idea: Remove/rename the broken key. Replace it with the Utility Key (or maybe come up with a better name), and, in the process, open up the option of what keys can do. Aura abilities remain unchanged (maybe swap the utility key and dull key's durations for those since the utility key is more useful now)
So you'd have:
1) Utility Key: This is a small key looking like it's designed mostly for mechanical purposes rather than opening doors. This key can NOT open the hatch. Instead, it can be completely expended to do assorted other effects, for instance:
- remove a Pig's trap from yourself or another person (maybe a bit too powerful now that Pig's been a little nerfed, but you are completely expending an item)
- instantly and soundlessly disable one Trapper trap (maybe something halfway between a sabotage and a disable, where it looks like it's still active, but will not trigger until the Trapper picks it up and sets it again.
- trigger one openable door around the map. The garage in Gas Heaven, one of the doors in the Game, the locked area in the Temple of Purgation, the extra door on the swamp map, etc. Maybe you want to give yourself another exit from a room with one of the last 3 gens, distract the killer with sound, etc. To minimize coding difficulty (the need to put activation-places near every door) you could require this to be used on the generator that powers that effect rather than the door itself. This tactic also gives the devs room to grow and make other utility-key based doors or windows that do NOT have a generator attached.
- protect a single gen from regression effects (including Pop Goes the Weasel) for 60 seconds (making it useful if you've accidentally gotten yourself 3-genned).
- Some kind of EGC benefit, like maybe opening a powered exit door instantly, or giving you a time buffer before the entity consumes you.
2) Dull Key: This key can ONLY open the hatch (and do the normal aura reading stuff).
3) Skeleton Key: This key, as the name implies, is magic and can open any lock, so duplicating the effects of the tiny key and dull key. As a bonus, perhaps, although it is completely expended on the Hatch, a use of the tiny key abilities simply consumes half of its charges (if they haven't been used for something else).
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@mdg2018 said:
The indicator would only show up when your the last person alive. And i know the killer can camp, that's the issue if you have 3+ gens remaining they will just camp the hatch, but if theirs and indicator at least it gives you a chance and not slowly looking around the map until you happen to hear it
Still haven't had a single killer camp the hatch instead of closing it instantly when they found it, myself (and I play mostly survivors, just occasionally killer for rituals). But if you have 3+ gens remaining, you kinda failed as a team, you're lucky to get the hatch option at ALL, let alone get a preview of where it is... yes, disconnects suck and so that might not be your fault, but let's fix THAT problem rather than this unrelated problem.
I could see maybe, if there's only one gen left, getting some kind of clue to the location as a reward for making it that far (and corresponding advantages for killers if there are 5 or 4 gens left, as I proposed here). Or there being a perk that gives an idea, because, sure, if you're willing to devote one of your four perks slots to it, getting a peek where the hatch is seems fair.
But as base gameplay when there's 3+ gens left to do? No, it's too easy then.
I'm still not convinced "the killer camps the hatch" is a real problem as opposed to you just wanting an easier shot at finding the hatch. Because... I mean, really, how does knowing where the hatch is help that problem anyway? If the killer sees the notification the same time as the survivor does, they move slightly faster so they're more likely to get to it first, and if they're one of the mythical breed of killer I've never seen who has this strategy, they can STILL camp the hatch while you refuse to do gens. If the survivor sees the hatch notification but the killer doesn't... how is that fair? Means basically a free escape (and knowing survivors, a taunting escape where they teabag the killer after making noise notifications to get their attention and then run directly to the hatch before they can be caught), unless the killer is really lucky and the hatch spawns right in front of them.
The way it stands now, when there's a last survivor, killers and survivor both search the map for the hatch, they have a roughly equal shot at it (slightly killer weighted, because of speed concerns). If the survivor finds it first, they escape, yay! If the killer finds it first, they can waste everyone's time by camping the hatch while the survivor does gens, cleanses totems, searches chests (maybe even finding a key so closing the hatch does no good at all) and gets extra points if nothing else, or they can do what every single killer I've seen does in that situation and close the hatch instantly to start the End Game Collapse. Even then, they don't instantly win, but have to patrol two exit gates to make sure the survivor doesn't escape through there, which RNG might make easy or virtually impossible. The EGC is heavily tilted in the killer's favor, but it's not an automatic kill (which is why killer's increased ability to find the hatch isn't unfair, because the survivors finding it first makes it an auto-escape, but killers finding it first just increases the odds heavily in their favor).
How does your idea make this more balanced?
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Also killers would have to be able to ban 4x the number of perks as survivors do, to be fair.
But no, I don't like this, and my reaction is the same as people who suggest 'cooldown' periods where you have to use different perks or only letting people use their teachables: Let people play the perks they want to play. Part of the fun of the game is coming up with interesting builds and trying them out. Imagine you've got one of these, get into a lobby, find the perks you want to use are banned. Imagine it keeps happening. Is your enthusiasm to play the game going to go up, or down?
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The game needs an indicator to where it is like the gates.
... What if the killer has been waiting for you because they know you're not going to do the gens?
Then do the gens.
Or wait by a gate until the killer gets bored and closes it.
Honestly, I haven't seen a single killer wait by the hatch since the EGC became a thing, they always close it. You do your best to find it, then if you fail to before the killer does, when it closes, you do your best to escape through one of the gates.
Sometimes, you will just be screwed.
That is in the nature of being hunted by a killer in an extradimensional hellscape.
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I've had similar thoughts for a while. Heck, you could probably even make pajama-pants style cosmetic that, when it's all put together, make it look like a bunny kigurumi,.
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A desert realm would be cool, however, and this is NON-NEGOTIABLE... at least one map needs to include the Vasquez Rocks made famous in the Trek episode Arena:
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@CardClasher said:
https://forum.deadbydaylight.com/en/discussion/comment/461455#Comment_461455
Changing a Perk just cause of SWF is really Dumb, and a SWF with mics got an advantage but they will most likely say i destroyed X totems X is left so i dont see your point, i understand with the playstyles and but i simple do not see the issue. and people who complain most likely have to Trust Noed and or Ruin, which is just dissapointing
Big surprise, someone who benefits from an advantage others don't get claims it's not a big deal, yet is convinced that addressing it in even the smallest way is 'dumb', and that people who have a problem with it are just inferior anyway.
@Milo said:
@starpilotsix @Neprašheart that sounds ... dumb. Even if 1 person had it on 4-man SWF what diffrence would the counter make then?
I've honestly stared at this reply for a couple minutes trying to figure out what point you're trying to make that hasn't already been addressed.
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@CardClasher said:
disable it for swf groups why?
i play with a swf group but we never have we ever spoken a word
Don't think of it as a penalty for playing SWF. Think of it as a bonus for playing solo.
Because, look, maybe you never speak on coms with SWF, but... you STILL come in with extra information. You probably know what perks your friend is liable to run, and that if somebody's on the hook and the killer's close, it's better for them to make the save rather than you because they have borrowed time (for example), or maybe to distract the killer while you do, because even if they take a hit, if you pop that last gen, they'll get the burst of adrenaline that could save their ass. You know that only one of you really needs Small Game, for example, because they can be the one who hunts down all the totems, or Prove Thyself because if everybody has it and are working on the same generator you only get the benefit for one person having it anyway, so it'd be wasted, while poor solo players might all independently take it thinking they're being cool team players.
And you know their playstyle, if they're likely to be conservative or save right away, if everybody's on board to do a bodyblock when someone's on the last hook, etc. All that is information solos never get (they might recognize individual other players and get a sense of them but there are a lot of players and a lot to keep track of).
And if a team DOES talk on coms and are efficient at it? They know a huge amount more, sometimes up to the location of the killer at any given moment of the game, things that effectively replace perks that solo players only get if they burn a precious perk slot, or counter killer perks almost entirely.
So you know what... yeah, let's give solo players buffs that SWF don't get.
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Quick Change: You enter lockers 5/10/15% faster when it's not rushed. While inside a locker, you can change your character's cosmetics to any other one you currently own on that character. Changing your cosmetics makes a sound alert for the killer when you exit the locker.
Probably unfeasible, but it'd be cool.
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@BigTiddyGoth said:
You totally can disable it. I had the problem as well, and finally got fed up enough to Google it. Apparently, it's a pretty common problem, so I just deleted it completely and no more problems 😁
Thanks for your suggestion... I'm always a little leery of deleting game files, even if it's just something useless like an intro file... thankfully, after updating my video drivers it seems, for now, I can skip it as normal (and a number of other issues are mildly better... pro tip, update your drivers!), so I'll keep it for now, because I DO like the video, I'd just like to be able to disable it playing every load-up. I'm just including this in case someone eventually wanders into this thread from a search or something and has the same problem. :)
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Update: Now, for some reason I have no clue about, lately every time I launch the game it doesn't let me abort the opening cinematic. Couple that with that at least once a day I get an infinite load attempting to join a lobby it's making it very frustrating.
So now I REALLY wish there was a way to disable it from playing.
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A museum where there are a few of the displays have wax models of survivors that real survivors can try to hide among if the killer's not paying attention and killers to jumpscare people when they suddenly turn around and see the killer (or a killer using insidious). (Or possibly a shopping mall using the same concept with mannequins)
A sewer tunnel map.
Also, more Lery's maps, which should have a theme of being generally indoors but slightly different setups, like, a creepy underground parking structure with flickering lights, a morgue as was already suggested, maybe an asylum-type area (we do have an asylum map, but it's a burned down ruins of an asylum, I mean an interior asylum with containment rooms, straight-jackets)
