uniqid
uniqid
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- uniqid
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@Uknownenjoyer said:
I think it should just be like flashbang or wiretap, place a device that makes repairing noises, and if you want, make a noise notification when you enter a locker.
I like this idea a lot. I'd pair it with Mirrored Illusion all the time and watch from a distance 🤣🤣
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I actually support this. I was thinking the same just yesterday. Could even reuse the symbol/heart they show on the character's body on a fixed frontal position and it'd work better than the icon that's there now.
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@adsads123123123123 said:
Camping is an important strategy for killers to secure kills and commonly used on some killers such as Bubba. I suspect almost no one will play Bubba after the camping nerf. Camping is effectively dead with the nerf and killers need to be compensated for this as it's a large nerf.
I don't want to be rude but your comment describes exactly why we need this change. It's been a lot of frustration for far too long. You just can't call "camping" a mechanic or even playing the game for that matter. It locks a survivor out of the game and it takes away any work the killer would have to do for their kills as all they have to do is sit quiet in front of a hook - disgusting in my opinion.
Calling it a nerf is also wrong. It's an abuse prevention mechanic. If you played the game without abusing camping before you won't see a difference. If you did, well... you won't any longer. 🤷
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I like the ideas so far. I've thought about some stuff in the past too but the one that sticks to me the most is how Survivors are just skins and so my idea is about making them unique.
- Remove tiered perks, it's useless, confusing and a waste of time;
- The first survivor perk slot can hold an Enhanced Perk;
- The enhanced perk can only be one of the 3 perks that belong to the survivor. The enhanced version of a perk has basically additional status or durations depending on the original perk's description;
- The enhanced perk is optional but is also limited to 1;
- Enchanced Perks shouldn't be WAY better than their standard counterpart. A 10-15% buff on values should be enough to make it more appealing.
Example:
On Dwight, if I take Bond as my Enhanced Perk I get 42m range instead of the standard 36m.
On any other survivor I am not able to choose Bond as an Enhanced Perk but I can still use its standard version.
If I decide to use 4 perks where none belongs to the survivor, I should also be able to.
Unrelated to this discussion but I've also put this together.
@uniqid said:
I've put together a mockup of how the UI could look like for Survivors in a lobby. It's time for Survivors to have the ability (knowledge) of what their teammates are about to bring into a game. If we're trying to reduce the discrepancy between SWFs and Solo Players then this is definitely a step we need and I think everyone should appreciate it. If I am on discord with someone and I'm able to communicate what I'm taking, why should not everyone else be able to see it too? Same thing happens within a game honestly but one step at a time.
Take a look at it below and leave your comments on the subject, I'd like to see what everyone else thinks about it!
We need to see perks in the Lobby...
All of these changes result in each survivor having a stronger identity and players actually making smart choices about who they want to play with. Or not. Everyone can still go and play whoever with whatever perks. What matters is the incentive is there and everyone knows a certain survivor is stronger at XYZ.
My 2 cents.
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Dude this just made me laugh. This is one of the best ideas I've seen so far, I love it. Of course I'm seeing ways it can be abused but they can definitely be countered. Here are my 2 cents.
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Last Resort
When you thought you gave up everything you had you find something in yourself.
Press the Active Ability Button 1 to consume 1 token and throw your item in the direction you are looking.
- The item travels for a maximum of 8 meters.
- If the item collides with any object it instantly falls on the ground.
- If the item hits the Killer, they are stunned for 1 second.
- Gain tokens while repairing generators for 45 seconds.
- Last Resort cannot have more than 2 tokens.
- Last Resort does not stun the Killer when carrying survivors.
- Last Resort deactivates after stunning the killer twice.
- Last Resort is affected by stun time reducing perks like Enduring.
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Just one note on the above, don't forget you lose the item after it is thrown and you have to pick it back up or get a new one if you want to stun the killer again. It could still be too strong as-is but just wanted to make it clear :D
Added some more detail to my thoughts... I'd really love to see this in game.
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Hey. Does Breakout not already do what I feel like your intention here is? I'd say your proposal would be a bit too strong if "rescue speed" has a large range.
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@Smoe said:
This should be more of an accessibility option than a forced implementation, because i'm fairly certain that Survivors will lobby dodge any teammates who's carrying perks that they don't want them to carry, especially No Mither.
I agree but I also feel like lobby dodging shouldn't be a thing, specially for survivors. You queued for a game, you play the game and see what happens. If you still need or want to dodge, you should be penalized. I won't discuss killers but these are my thoughts on survivors.
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@adam1233467 said:
Even dbd mobile have this
LMAO you're right, I wasn't even aware that was a thing. Why isn't this in the main port then... my god. Just gave it a search and it doesn't even look that bad. Please BHVR.
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@Kalinikta What are you even ranting about. I told you already my intentions and what I expected of this post. Do you want me to solve every problem the game has in one go? Sorry, can't do that. If you can go ahead.
Here, let me explain it simply for you. Camping and tunneling is an easy way out of a game for a Killer that is very frustrating for Survivors that basically get forced out of a game. When I say forced out of a game I mean they can't do anything else other than run and die within 5 minutes or less since the game started. Are there other options other than what I have provided? Yes. Are they as good? No idea. Did I take into account every single game mechanic when I thought of these? No sir.
Whatever you think the "cop out" was, was nothing but me telling you the above. I cannot solve every problem the game has. I can however try to provide solutions for what I see is a problem and share it with others. My issues are Survivor-sided so I raised those in this post. Some people raised very good options and very good points about why some might not be so good and I understood those. You on the other hand are just giving me a hard time for basically not thinking about, oh I don't know, completely refactoring a game. Which obviously is not something I would ever be able to accomplish alone.
Is what I want end camping and tunneling? You bet, that's exactly what I want.
Do I have the perfect masterpiece of a plan to make that happen? Absolutely not.
Can I share my thoughts with the community and hear why they may or may not work? I think I'm free to do so.
I don't understand why you're saying I don't wanna be taken serious or whatever when I've stated clearly multiple times what I'm trying to accomplish. The game is not gonna change overnight. BHVR is not gonna take one look at this and think "Guys, this is it, we have the solution to all our problems! He didn't take balance into account nor half the game mechanics but who cares, let's just do it this way". Do you understand that? All I want is to at least provide some idea or maybe just a shine ray of light for whatever they may come up with. That's all there is to it. I don't want to have to worry about how it may affect the game or Killers in levels of depth outside my limited knowledge. They have teams dedicated for that.
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@Kalinikta Don't twist my words. When I say that it's literally what I mean. Not a Killer killing a survivor during normal gameplay. I mean a Killer whose focus since he caught a sniff of you is to hunt you down and get you out of the game - and the game just started. This comes down to what we consider normal gameplay and I guess our opinions differ there so let's leave it in the open.
This shows why would want drastic changes to the powerful gameplay aspects of killers, without a single consideration or adaptation in another section to compensate.
This shows absolutely nothing as I don't work for BHVR, I have my own job on which I already have to spend my days thinking about how to perform it the best I can. I merely came here to provide feedback for one part of the game that me and apparently a lot of other people are concerned about. How they use it and however it else would influence the game is not really my job now is it? Feel free to give it a thought though and let them know.
I'll just leave with this: The fact that you think it is acceptable to camp and tunnel though and deem it core game play is exactly why I made this post in the first place. Your points are good in some ways but very twisted in others.
Anyways, I'm done for the day, and probably for the rest of the post.
The idea has been passed on.
My job is done.
Peace.
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@Kalinikta I understand your point of view and that to create the change I want we need to balance things out. Reading @ByeByeQ last comment I understand how heavily the changes as-are may hinder the Killer's gameplay. The truth still remains that something has to be done in regards to these powerful plays that Killers can make. Maybe the post isn't exactly what's necessary but it's food for thought, it always is in this section. No one can pretend to know what BHVR intends, all we can do is assume and help them understand what we feel is wrong and needs change.
Now, back to the changes. You're absolutely right that these changes favor Survivors, but that was always the intent. I can't sit here and tell you how we would change the game for Killers or anything else in order to accomodate these changes. I can tell you it's tiring seeing games end faster than they started because of these base game issues. Killers should not have the ability to force you out of a game and I stick by that. Do we need 6 gens? Do we need more gen time? Does Killer need a better base kit in general? No idea, haven't really thought about that as what really makes me go nuts is what I describe in the post. BHVR can use all of this feedback as they want and come up with what they think it's best for the game.
@ByeByeQ I see your point now, makes a lot of sense but there's an underlying issue with what you're saying. Using powerful mechanics as comeback shouldn't even have to be a thing right? Camping and tunneling cannot be a go-to when something goes wrong for the Killer or just because they feel like it. It's 100% true that my changes wouldn't fix that issue or might even make it worse if nothing else is done but that was never the message I intended to convey. For those changes to be made a lot would have to change, there's no denying that.
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@Araphex said:
https://forum.deadbydaylight.com/en/discussion/comment/3128295#Comment_3128295
You're right. It should linger a certain amount of time after the killer leaves.
As for breaking the game, trying to code multiple variables that happen at the same time and location can be wonky. I see it when I try to code an excel spreadsheet with 2 different parameters. Basically a nested variable is never easy to code and that's what this would boil down to.
A better way of explaining for me would be:
Formulas:
- If(variable, do this, otherwise do this)
- killer in(numeric value)
- survivor in (numeric value)
- do (variable)
- variable (can be anything limited in the system)
If (killer in(range), do(stop hook counter), if (survivor in(range), do(variable), do(variable), do(variable)))
I mean it could work but I don't know what variables are programmed into the game already and as I said, nested if statement codes are difficult and end up breaking things.
I hope that helped explain what I meant. It was honestly difficult trying to explain it.
Haha no worries, I got your point but coding games/servers is a bit different.
So the solution for them here is an infinite loop that checks the area around an hook where a survivor is placed.
Even with something like while(survivorIsHooked()) whatever language it may be, you can easily then check if and what entities are near a certain place inside that while block. How fast the block loops is up to them but it could probably do the check once per second which ends up not being heavy on the server at all.
Hope that makes sense.
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@Araphex said:
https://forum.deadbydaylight.com/en/discussion/comment/3127346#Comment_3127346
I'd make it 1 meter. 10 is to big of a range. But I still don't know if that would even work. And I doubt adding code to do what you're suggesting would even work. In fact, it might break the game.
I see your point but it can't be too low that the Killer would just leave for a sec and come back. My opinion is that once the Killer hooks someone he should start patroling if there's nothing attracting him to the hooked survivor. If there's any other survivor in that radius the timer resumes and if there's a chase nearby the timer is still going down. If a Survivor is nearby he has to be smart about how he plays it out. Also remember, Killers see timers! If it's going down while they are near the hook that means someone is in the area. Kind of like a mini Whispers if you will. Hope that shows a bit of my POV, do you still think 1m is enough?
Another question, how would it break the game?
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@ByeByeQ said:
Haha, very funny. This is a joke right?
So if you're going to provide such massive buffs to survivors how do you plan to balance it? You've taken 2 meta perks and now made the base kit for survivors: full Decisive Strike & 10 second Borrowed Time (remember before 6.1.0 BT was only 12 seconds) along with a weaker Unbreakable, which is possibly the best 2nd chance perk in the game. And then they get better than Soul Guard endurance when they get up?!?
If a killer slugs a survivor and chases someone else the slug can immediately start crawling and crawl away for up to 60 seconds and then pick themself up off the ground virtually for free all the while 1 survivor is chased and the other 2 stay on generators because they know the downed survivor can get up on their own as soon as the chased survivor goes down. Slugs have a 4 minute bleed out timer so they could in theory do this twice a game. This doesn't discourage slugging, it destroys it. That's not even taking into account the 10 second endurance which would be the icing and the ice cream on top of the cake.
You might as well take away 2 or 3 perk slots from survivors and it's still a net buff. How would you buff killers enough to balance these changes and let survivors keep all 4 perk slots?
Well first off, if you think it's a joke rethink how you play the game, you're most likely part of the problem. People who tend to think this is fine are the ones who cause it in the first place.
Regardless, forget the perks exist, I use them as reference just so I don't have to describe the whole effect. It's not about taking the powers of the perks and making them base-kit! These mechanics should always have been base-kit. Certain perks are just half-assed solutions for the real problems. "Oh we have this issue with the game, people are complaining this and that is too op. No worries, we can make a perk for that. - BHVR"
You know what happened when they kept doing that? We got about 6 meta perks that were used roughly by 90% of survivors just so they could have a better chance of surviving. Perks are supposed to make a difference on how you play, not prevent powerful mechanics from killers.
Second, please read what I say about slugging and then re-read your comment.
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@Kalinikta said:
Very one sided approach once again, while calling it toxic and trying to take away any agency from the players without considering how survivors and especially SWFs could utilize the changes to their advantage.
Consider the game design of hooks and unhooking, it isn't created with the idea that the survivors should get it for free. On top of that you want to give nothing in return or motivation to play differently out of the concept of survivor fun without considering the killers fun.
This is a PvP game, one side faces another and guess what both sides will sometimes face and deal with things that are not fun. This is way to lopsided to take seriously.
Well do you see survivors camping and tunneling killers? Do you see them forcing killers out of their games? I don't, so of course this is one sided. Killers force powerful playstyles on Survivors and dictate if they are allowed to play a match or if they are gonna get out in the first 5 minutes. Do you understand that? I'm open to suggestions and I like to see other opinions but stuff like "the game is fine", "it's a pvp game", "its not fun for either side" just doesn't sit well with me when I can clearly see there's an issue with this game. Very clearly. And I go this far because I honestly enjoy playing it when the stars align.
I play both sides. I know how they feel. But overall, the Survivor side is always penalized. Maybe some OP SWF can make you feel like **** as a Killer, but that's a very low minority. I very rarely feel frustrated as a Killer.
All I've written so far on those notes - with some changes from people's opinions - wouldn't affect me in any way when playing Killer. It will only affect those who love camping and tunneling mindlessly. That's just how it is.
Btw, read the camping part and tunneling again. You're saying they get stuff for free, that's clearly not the case. You try to unhook with the killer by your side and you are still gonna get hit. These mechanics are supposed to protect someone who was just on the hook and give them a fighting chance.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3127995#Comment_3127995
Tactics killers can apply to win are exploits now? lol.
DBD is a PvP elimination game. The killer is trying to eliminate you. That's the whole point. Being upset that the killer is using a playstyle you don't approve of to kill you is entitlement.
If I am able to force a survivor to be on there death hook early in the game, then I'm going to remove them from the game. Because it's the smart play to make. Letting them live just to be fair is throwing. I do try to spread out hooks the best I can, but I'm not above forcing someone out of the game if the opportunity arises.
I see. Well it's because of players like yourself that everyone complains about such powerful mechanics. Because that's what they are. And when they are abused over and over guess what they become... exactly.
It's not about being a playstyle I don't approve or not. It's not even a playstyle to begin with. It just exists because it has never been addressed and shows poor game design in that sense. Saying it is fine and it's part of the game is absolutely not the reality.
A playstyle in my book is making my build and decide how I want to patrol the map among other things. Not just pick the 4 most OP perks I can find and engage in camping and tunneling. That requires 0 skill and thought. And worst of all, it gets rewarded.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3127950#Comment_3127950
There's nothing wrong with camping or tunneling at the start of the game. They are legit tactics. The idea that the killer can only play a certain way if other conditions are met is bs.
The only problematic thing in the game right now is facecamping and sadly there's no way to tackle facecamping that doesn't hurt legit strategies around the hook. Camping whether it's defending an area due to the location of gens and hooks, forcing a survivor to the next hook state, or being forced to camped because survivors are near the hook are all fine.
Tunneling is fine as well as survivors have perks and teammates to help against that and just because the game says 5 gens left, doesn't actually mean there's 5 gens left. Now tunneling might be a bit too effective right now and could be nerfed, but there's nothing wrong going into the game with the mindset to force an early death as early as possible.
If killer playstyles are wrong based on the gen count, then the reverse should be true for survivor playstyles (it's not btw). Like survivors shouldn't flashlight or pallet save teammates until there's 1 gen left. Survivors shouldn't body block the killer carrying a survivor until 1 gen left. Survivors shouldn't complete a gen until the killer has a hook. These are all ridiculous notions that no survivor will play by yet somehow survivors want to force killers to play inefficiently for their sake in a pvp game.
Can't give examples anymore I guess. You're failing to see the broader picture. Gen count is not important here.
Camping is not the same as patroling an area. When you're camping you're actively preventing a Survivor from being unhooked. That is basically forcing someone out of the game because you felt like it. It's what I call a powerful play that should NEVER be allowed. You are undoubtedly enforcing your playstyle on other Survivors. It is a very very powerful tool that no Killer should have at their mercy.
Same thing applies to tunneling. Whenever it may be, beginning of the match, mid-match... but specially early stages. You are once again forcing someone out of the game.
In both instances, you are not playing the game. You are ABUSING a powerful mechanic that has NEVER been fixed up to today. It's not that it isn't valid it's that BHVR hasn't made it invalid yet. It's the the absolute easiest way out of a match for a Killer. Most of the times resulting in free BP and pips. Can almost be considered an exploit now that I think about it.
And what's the best of all is that... all of those changes DO NOT affect any Killer that intends to play the game the way it should be played - without abusing powerful mechanics. They wouldn't notice a thing - or at least that's what I'm trying to refine based on people's opinions.
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@Crowman I understand what you mean but the problem isn't just camping or tunneling when for some reason you have to do it because there's 1gen left or whatever... It's when Killers start the match with that playstyle already in mind.
Remember I suggest ALL of the effects I ddescribed on the post are off when the gates are powered!
As long as you do not engage in powerful playstyles the game doesn't even change from what it used to be.
It changes for those who do though, and a lot, because now they are forced to actually play.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/3127832#Comment_3127832
What's toxic? What's not? Who makes the determination? Any time your foe stymies you in a PvP title is not fun for you. But it is for them. So how do you make the determination as to who gets more fun? Wanting buffed versions of the most powerful perks in the game as base features certainly makes it seem like you think survivors are entitled to more fun than killer players. They'd be afforded many more options to stymie the killer, certainly.
Are we talking about the same thing? If you're also one of those who likes and finds it fun to camp and tunnel every Survivor in the first 5 minutes of the match these changes are 100% for players like yourself.
My issue with the game, which I make painfully obvious in the post, is with Killers who strictly play with camping and tunneling playstyles. Playstyles those that do not require any skill and are absolutely frustrating for anyone playing against them.
it's not about toxicity really, it's about powerfulness. Sometimes both.
If you are a Killer who does not abuse the powerful mechanics, you'd never be affected by these changes.
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@SuzuKR You understand you're saying the game relies on Toxic/Powerful Mechanics to be a thing. I do just fine when playing Killer and not camping/tunneling/slugging people. In fact I feel way better when not doing any of those.
It's 100% understandable that at some point in the match for some reason you're forced to engage in one of the mechanics above. Most likely slugging than the others. The game is almost over, you're seeing your life running backwards and you're forced to make a powerful move.
Camping & Tunneling are not strategies - they are the easy way out of any match for a Killer! Proof of that is very simple to provide. I can go all the way from B5 to I1 simply by camping and tunneling every game. Did I do anything to deserve that rank? Absolutely not. It's nothing like being able to hit an headshot in any shooter. Far from it. It is however something like spawn camping in a shooter. You gotta compare apples to apples and not apples to bananas.
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@SuzuKR said:
lmao this would literally kill the game
you do realize tunneling/camping/slugging are strategies this game is literally balanced around, right? lmfao
If you trully believe that's how the game should be played you're most likely part of the problem mate. Regardless of being balanced around that or not, leaving things as-is is just poor game design. Say what you want.
From my own experience and I bet everyone else's, games are much more fun when there's no toxic behavior on both Killer and Survivor sides. And keep in mind, the problem is not losing a game, it never was. The problem is someone being forced out of a game feeling like they did nothing at all (because they couldn't) and ending up geeting 5k BP + loss of rank. And why? Because the killer decided he was gonna do a lil' campin' that match.
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If there's anything balanced in this game it's Boon Totems. The whole playstyle around it both for Survivor and Killer actually makes sense and it's something else other than repairing/kicking gens.
Or are you just trying to buff Pentimento? Because it is already strong as it is.
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I also think the devs should just increase the hook phase duration from 60 to 70 seconds, and remove hook grabs. That would already help against camping a lot, and be a great first step. It would also be much easier to do.
This is definitely not a bad idea to start making changes in the right direction.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3127398#Comment_3127398
Survivor gets hooked, Survivors A and rush the Hook. Now the Killer can't leave, because the Survivors will get a free unhook, but if they don't let the Survivors get a free unhook, the Hook doesn't progress. It's the same issue I have with Reassurance in a 3-Gen situation.
there are also instances where Killers leave people on the ground in order to chase others down on purpose.
That's just playing efficiently, and there's nothing wrong with that
Well, if you're just staying near the Killer near a hook it's not exactly a free unhook. You're gonna get hit... That remains unchanged. And also, take a look at the reply I wrote to Mandy.
@uniqid said:
Hmm makes sense I guess, what about if we add a rule to that @Mandy?
If it's only the killer in 10m radius the hook timer is paused but if there's any Survivor in that radius the hook timer resumes.
That way it's fair game for everyone and still makes sure a Killer is not rewarded for camping. It's up to the Survivors then to either let the Killer stay near a hook or take them away somehwere else. Or up to the Killer if he wants to sit at the hook for the rest of the game or actually play the game as it was meant to be.
The most important point for me with all this is that the player on the hook should not feel frustrated (and be forced out of the match) for things they cannot control.
This would solve what you're saying no?
As for the efficiency, you can't have it all honestly. While I do believe you have a point it's also true that it's absolutely ridiculous when every Survivor is on the ground 5 minutes into the game because of god knows what and the game is just over since no one has Unbreakable. That's what i'm trying to address. If it's near end game it's a completely different scenario and I mentioned the effects are off when the gates are powered.
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@ThatOneDemoPlayer Can you please give a different example from Mandy as how it would be abusable? I can't see any other case where it would be a problem. If the Killer does not camp, the game runs as it should.
As for the slugging, you're partially right. There are definitely cases where a Survivor just throws themselves at the Killer but there are also instances where Killers leave people on the ground in order to chase others down on purpose. In SWF this doesn't happen as often because with a simple callout you can get back up or let someone else know what the Killer is up to but in solo queue it's a different story and it's what concerns me the most.
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@GrimReaperJr1232 I agree with some of your points but I have a question. Why do you think tunneling (during normal gameplay and not end game) should be an option? It forces players out of the game without giving them a chance to do anything. It's like as a Killer I have the power to make someone lose rank / MMR for example. It's only allowed today or considered normal because it was never addressed and has been an issue for a very long time.
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Hmm makes sense I guess, what about if we add a rule to that @Mandy?
If it's only the killer in 10m radius the hook timer is paused but if there's any Survivor in that radius the hook timer resumes.
That way it's fair game for everyone and still makes sure a Killer is not rewarded for camping. It's up to the Survivors then to either let the Killer stay near a hook or take them away somehwere else. Or up to the Killer if he wants to sit at the hook for the rest of the game or actually play the game as it was meant to be.
The most important point for me with all this is that the player on the hook should not feel frustrated (and be forced out of the match) for things they cannot control.
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I see your point. I agree on the DS free escape thing, I overlooked that! Definitely shouldn't be a thing.
As for camping, what you're describing would benefit other players but still make the game frustrating for the one who is on the hook. That is why I trully believe hook timers have to be paused if the killer is nearby. They wanna camp? Let them. Whoever is on the hook won't give a damn as they're also not losing hook progress. Once they get tired, they eventually leave. If they don't, they still lose the game.
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Honestly, as a survivor and killer player I'd say the opposite.
Increase the base-kit BT to at least 10 seconds.
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I second that.
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Honestly, even before patch I never found boons to be OP and after playing with, and against them I still think they aren't.
By choosing to play with boons you're giving up perk slots and possibly the item slot depending on your build.
I think they're fun as-is and killers can deal with them just fine. Any nerf would be bad.
People want options to the current meta perks but then complain when something new comes up.
It's way more fun playing against boons than against the classic 3 + 1 - BT + DS + DH + another good perk.
I hope they don't change them unless it's for the better.
Not hating on your post or anything, just saying what I feel.
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Just came here to leave a suggestion regarding tunneling and then was scrolling and found this.
I agree with the idea but I also think we could address it in a broader manner without hurting the game.
This is what I just wrote: https://forum.deadbydaylight.com/en/discussion/285354/tunneling-possible-solution
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@LiunUK said:
most people will just use the survivor with the best fixed perk like Laurie with ds
Not necessarily. That would be true if you couldn't get DS on others but you still can, just not T3. And to be honest it's not just DS that is good. There would be at least 4 or 5 always worth considering without any tweaking. And if you couldn't get a lower tier on others I'd still argue it would make the game more diverse across all levels.
@Mooks said:
Well this would make some builds completely unavailable anymore (builds that are made up of only non-teachable perks and there are actually quite a few decent perks there)
also some survs have really only bad perks and they would be used even less if one of those perks was mandatory (think Ash, Quentin, Ace..)
otherwise.. it would be very neat to have an actual distinction between the survs for sure..
While that might be true I still believe survivors having their special thing is a more positive experience over having a few builds out there that are composed of 4 non-teachable perks. We can't have it all I guess.
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This is obviously just my opinion but at the end of the day, the game would become more diverse not just in terms of characters you see being played but also in terms of builds. Now you'd actually have to give it some thought instead of just throwing 4 OP perks together and jumping into a game that ends faster than it loaded. Just my 5cents.
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@Vulgun said:
https://forum.deadbydaylight.com/en/discussion/comment/2476596#Comment_2476596
Then the Killer finds out and the Survivor goes bye bye.
Can confirm both points. Happened to me and I was the killer.
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Is it hidden?Couldn't see the post anywhere, my bad.
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@[Deleted User] said:
This would be great honestly. While hovering over a perk/add-on you could press another key binding to show/hide this added information.
Completely agree, that gives the user a bit more granular control in case they don't really need or want it showing.