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yobuddd

yobuddd

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yobuddd
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  • Let’s not forget that original characters can usually be bought with iridescent shards!

  • I like the idea! I think anything here would be a great way to diversify the current cast of characters.

    I would like to suggest a system that might be simpler to implement and maintain as new characters continue to be introduced.

    For killers AND survivors, divide the characters up into classes based on the 4 emblem categories. The main benefit of your class is a 5th perk slot limited to 1 related perk(or maybe up to 3-4 to choose between). The secondary benefit is that the maximum bloodpoints in your class category is increased by 2,000 points. (For example, if your character is in the Altruism class, then you can earn a max of 10,000 altruism points instead of the current 8,000.)


    Examples:

    Survivors

    Survival class: Extra perk is Decisive Strike (or choose between this and Self Care or Sprint Burst). Meg, Adam, etc.

    Objective class: Extra perk is Leader (or choose between this and Prove Thyself or Resilience). Feng, Quinten, etc.

    Altruism class: Extra perk is Autodidact (or choose between this and Empathy or Botany Knowledge). Claudette, Kate, etc.

    Boldness class: Extra perk is Dead Hard (or choose between this and Lithe or Balanced Landing). David, Bill, etc.


    Killers

    Brutality class: Extra perk is Unrelenting (or choose between this and Spirit Fury or Nurse’s Calling). Hag, Plague, etc.

    Deviousness class: Extra perk is Monitor & Abuse (or choose between this and Make Your Choice or Franklin’s Demise). Wraith, Myers, etc.

    Sacrifice class: Extra perk is Agitation (or choose between this and Hangman’s Trick or Mad Grit). Trapper, Doctor, etc.

    Hunting class: Extra perk is Shadowborn (or choose between this and Bloodhound or Spies form the Shadows). Huntress, Leatherface, etc.

  • New Killer Idea: The Bug!

    It looks like, um, a bug......

    When you are within it’s terror radius, your movements become spastic and glitchy.

    When it lands a hit with its special power, you are disconnected from the match!

    Oh boy this killer’s gonna be a big hit! Is it OP though? Hmmm, won’t earn much in the sacrifice category, so that should offset its strength!

  • Hexes do tend to be cleansed rather quickly.

    A clever idea that I’ve seen in the past was to put 10 or so piles of gravel/leaves/rubble around the map. (10 might be low, maybe up to 20? Not sure.)

    Survivors spend a short time clearing the pile (3-4 seconds, not too long) to see if there’s a totem under it or not. If there is, they can break it like normal.

    This serves the primary purpose of hiding the glow of a lit hex totem so that it isn’t spotted from a mile away. It serves the secondary purpose of stalling the game slightly (though not too much because of short dig times) and punishing lazy survivors who would rather dig zero piles than empty piles. (They could be tripping over the hex, but never bother to check and see).

    Finally, this would open up more of the map to possible spawn location since a pile could be in the middle of a hallway and still be relatively safe if people don't bother to uncover it!

  • Here are a couple of fun hex ideas I’ve posted in the past.

    Hex: Boneyard - 3/4/5 additional totems are spawned, and 1/2/3 of them will be lit as though they were hexes. The killer sees the false hexes with white auras. When cleansed, they make the same noise notification as hexes. Survivors still earn “hex cleansed” points for these fake hexes.

    Hex: “That’s Not Fair” - When a survivor begins cleansing this totem, they cannot cancel the action until the cleansing is complete or they are attacked/grabbed. During the cleansing, they will be faced with 6/9/12 skill checks of moderate difficulty. Missing a skill check causes a loud scream, but still does not cancel the cleansing action.

  • I would love to see a requirement of “if the gates are not powered, you (as an individual) must have repaired the equivalent of 1 generator before the hatch opens.”

    This would have the added benefit of giving Borrowed Time a possible use again!

  • Probably the easiest solution is to add SWF voice support into the game itself (easier to use, will be default as new players come in) and then put limits on it (such as only talking to other survivors within 10 meters of you).

    Yes, people will still use Discord and such, but that can’t be monitored or enforced. So we need to make a shinier coin instead. If a restricted system is added to the game in a way that is much easier to use than Discord, then people will likely use the easier system more often.

  • I think the next killer needs to come from the Fan Creations portion of the forum, with credit being announced for the post (or combination of posts) that provided the inspiration.

    There are some really incredible ideas out there, but since so many forum users are too lazy to ready long posts and comment, these ideas tend to get buried rather quickly.

    BHVR would do well to tap into the creative talent sitting right here in front of them!

  • Well, from the killer standpoint I can tell you that Nancy’s white striped sweater glows from a mile away! Hiding in cornfields is useless for her.

    Also, from the Nancys I’ve gone against so far, most of them tend to be pretty noob-ish. I’m assuming it’s because a lot of Stranger Things fans recently joined the game just for this new content, so these are the characters they are usually found playing as.

  • Since players can play both roles, toxic killers/toxic survivors is kind of a moot argument. Very likely the same people who get their kicks ruining other peoples’ games.

    That said, there are toxic people—> often found as gamers—> where DBD is a perfect environment for them from either role.

  • And guys, I’ll even be respectful about it. If I’ve waited in that lobby a long time for a full roster, as killer, I will”un-ready” for a good 10 seconds before closing the lobby. It gives you time to back out before the lobby closes and kicks you out, costing you more of a delay.

    Always keep an eye out for changes like this.

  • Most: Myers and Ghost Face. Gotta keep an eye out!

    Least: Wraith. For whatever reason Wraith looooooves to camp, thinking he’s being all clever by going invisi-bo.

  • @Star99er said:

    I like it, the only thing I’d suggest is map sizes being slightly reduced because this seems like it would be a much faster paced game mode. Other than that it sounds like fun.

    Personally would like to see a mini game like a board game or something.

    What about a DbD themed Chess mode that could be both pvp and pve. All the original Killers could be chess pieces.♟

    Smaller maps may be needed. On the other hand we could limit sundials to just 3 or 4 depending on how long average games take. Some testing would be required for sure!

    As for chess, yes please! Let us compete for bloodpoints, items, offerings, etc! Keep tally so we can strive for certain ranks. It could be great to play asynchronous matches while waiting in lobbies. Pick up the game where you left off each time you search for a new match! (Something like this would be awesome during the extreme wait times during events, bloodhunts, new chapters, etc.)

  • Also, would it follow the player’s camera or the survivor’s face? The 3rd person perspective could make this trickier to implement than it is for the killer.

  • @Mochan said:

    Poor Nancy, she needs a better sweater. After I got her to Level 40 and used up all the items I got doing so, I have benched her and will probably never touch her again except for dailies.

    Her bloody prestige clothes might help out some. Haven’t seen em yet though, so I can’t be certain.

  • I might have been unclear about the timer aspect of this. This will never end up being a 60 minute match.

    At first, the timer in-game reduces 1 second at a time, so it seems like 60 minutes to wait.

    But after survivors complete the first sundial, it progresses by 2 seconds at a time. (That is, 2 seconds removed from the timer for each real-world second that passes.). This already cuts the timer in half, which turns the original 60 minutes into a max of 30 (minus however long it took to complete the sundial).

    After a 2nd sundial is complete, we now go 3 seconds at a time (max 20 minutes). After a third, it is a max of 15 minutes. So on and so forth.

    It is in the killer’s best interest to stall repairs as long as possible as each one will cost him a LOT of time! If there are 5 sundials total, then the matches can progress very quickly when they’re all functional. This is why the starting number on the timer needed to be so high.

    It is quite literally a struggle between racing-to-dawn and delaying-the-darkness.

    I hope this clarifies things!

  • @Captain_Spaulding said:

    If it's a baby dwight, I will always let him escape. I just have a fondness for Dwights in general. I've never witnessed one be toxic and they always seem so innocent.

    Baby Dwight, yes! I fully agree! I couldn’t tell if you were being sarcastic on the rest of your post though.

    Let’s just say that if you’ve never met a Dwight wearing the “Fu Crew” shirt, then you’ve got a mess of toxic sludge waiting in your near future! 😏

  • I actually do try to ensure fun for all.

    • No tunneling, unless there are twins, triplets, or quadruplets playing and I just can’t tell who’s who.
    • Camping is boring and ineffective, so no.
    • When the exit gate bug occurs and someone is running around outside, I count that as “they won”, so I nod at them trying to get them to trust me. For those that do, I’ll try to lead them to the hatch or at least help them find it.
    • This past week, with all the new players (and it’s obvious who’s new), I give them extra chances. Let them wiggle free (or dribble them if they don’t wiggle). Look at them and then run a different direction. Walk right up to the locker they’re in, nod, and then walk away. Stuff like that.
  • Leatherface. You want that BBQ & Chili perk so you can earn 100% bonus bloodpoints! A necessity if you still need to level up or prestige most of your characters.

  • @ChezAndQuakers said:

    Alien? Predator? I don’t know what you’re talking about! Beast killers can be really cool

    Oh don’t get me wrong, (though I admittedly gave you ample reason to do so), beasts can be very cool indeed! That’s why so many games with beasts are so popular. I’m a fan of Minster Hunter myself.

    That said, I’ve always felt like the adherence to “human” killers in DBD has helped to really set the game apart. Almost like a badge of honor, a mark of pride.

    When you watch a horror movie, there’s a notched up creep factor watching Myers stalk his victim, especially when compared to whatever that new “giant alligator” movie is called. The beast just isn’t the same.

    With this new killer, I dunno, it just feels like something was lost. Like we caved in to the pressure of “beasty bad guys go in games” somehow.

  • Monster Hunter World! The story is shallow, but the fights are intense and the victories are glorious!

    Solo is great! Working with others has always been a positive, cooperative experience as well. The community doesn’t seem to suffer from toxicity. If it does, it’s minor and I haven’t seen it!

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/691197#Comment_691197

    I would think that hook distance and wiggle progress speed are pretty finely tuned, so any boost to wiggle speed could give experienced survivors who easily hit great skill checks an advantage that, given they're experienced enough to hit great skill checks, they probably don't need. Instead of a speed bost, the skill checks could look like the Autodidact skill checks, keeping survivors on their toes but not being difficult to hit.

    One of the things that adding skill checks will do is bring up the question: do killer perks/abilities affect them? If the skill checks give a speed boost greater than the current wiggle speed, it would basically be required for things like the Doctor's Madness, Hex: Lullaby, and Unnerving Presence to affect the skill checks.

    So, I guess the question is, would survivors rather have no speed boost or would they rather have wiggling be affected by killers' skill check perks/abilities?

    That’s a good point. Might be worth polling the community to see which form they’d prefer. Killer perks could potentially be devastating here, bringing Huntress Lullaby to primetime usage!

    I agree with the look you suggested for skill checks, being similar to autodidact and having no “great” portion to hit. The zones should pretty small though.

    I still think that even for skilled survivors, timing 2 skill checks at the same time would be hard to maintain flawlessly. Especially when one is a fast skill check and one is slower, causing the next round to appear in a staggered fashion. Your eyes will be all over the screen trying to get these just right!

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/690698#Comment_690698

    I can see that. If the wiggle meter is slowed down and hitting the skill checks would be akin to keeping it at the current speed but no faster, then I'm cool with it. But the slower speed + skill checks should make it neither faster nor slower than it currently is. It should be balanced just right to keep it equal to its current state.

    The most important thing though is to prevent physical injuries on players. If I had to choose between keeping the frantic pressure or preventing RSI, I'd go with the latter.

    It’s hard to say in terms of speed, because of course hitting more skill checks gives you more of a boost. If a change like this is made, it needs to be fair. I can see the torrent of complaints already if survivors have to hit all the skill checks just to maintain the current speed.

    I would say something along the lines of hitting 75% of them gives you current speed, with the remainder earning you some bonus. This is off the top of my head, but that seems fair. The devs would need to test and fine tune the implementation of this.

    Your final thought hits the nail on the head! If we can prevent damage/injury with a change like this, I think BHVR would be wise to consider such an alternative!

  • @Ksoni said:

    https://forum.deadbydaylight.com/en/discussion/comment/690636#Comment_690636

    You say you would like the idea of player's skill having some impact on the situation like this. But survivors alredy have, It depends on player's skill if he end up downed or not.

    You are correct, of course. By now you see my overall goal though. Ease the amount of control input while maintaining the intensity of the situation. How it’s done doesn’t really matter to me so much, so I am certainly open to any suggestions.

    In my idea, I figured reducing the overall base wiggle speed would help compensate for the skill check bonuses (All my numbers are editable btw) while still allowing the player to have some involvement in the struggle.

    Again, feel free to toss out any suggestions, even if they’re off the top of your head and not fully thought out. This goes for you and anyone else. Maybe we can hash out a solution that’s worth calling in a dev for consideration.

  • @TragicSolitude said:

    Make it so that wiggling is just holding down a button, same as running or crouching or working on a gen. Skill checks or anything more seems unnecessary. But something to stop the physical strain on people's hands and the stress it puts on controllers would be a welcome change.

    Yes! Ending the strain would be a very welcome change indeed!

    I have to disagree on the skill check part though. Remember, this is meant to be a struggle for your life, fighting to prevent a large metal hook from piercing your shoulder! I’m sure that’s why the wiggle mechanic is in its current state. You need to feel frantic pressure.

    My dual skill check idea maintains the frantic pressure, which is important to the overall experience of the game. However, rather than mindless movement, it is strategic button presses. This eases pressure on the hands, but not on the mind!

  • @Ksoni said:

    https://forum.deadbydaylight.com/en/discussion/comment/689620#Comment_689620

    This game is unbalanced at high ranks alredy. Red ranks survivors will hit those skillchecks all the time, and it will make struggling for them much faster.

    You may be right. However, if a player can consistently hit a steady stream of dual skill checks, then I say they’ve earned whatever bonus they get from the effort. I like the idea of player skill having some impact on a situation like this.

    If it’s too unfair for the killer, make success zones smaller, or perhaps allow the killer to see the wiggle progress bar. “Do I reeeeeeeally want to make a run for the basement? That bar is jumping quickly. Maybe this nearby hook is the better bet.”

    One final point is that I see this argument all the time. “The red ranks can handle it. Red ranks would find it easy. Red ranks will just SWF voice chat around such and such mechanic.” My response to this is that red ranks are good. Let them be good. Build the game around the mid-level players, who are the biggest part of the base. They buy outfits just like the Reds, so this doesn’t lose money for the company. If you’re always trying to make things highly challenging for the top players, you end up making them nearly impossible for the remaining 90%.

  • @Ksoni said:

    You think why struggling and wiggling isn't automatic? Because you fight for your life. Wiggling is not ment to let you escape from killer's grasp most of the time. Wighling is forcing the killer to hook survivor. If he don't do that, then survivor can wiggle free.

    I think you saw the word “automatic” on my first bullet point and stopped to type your reaction. Believe me, I understand. You see the same ideas over and over and get sick of them. But trust me, this one is different.

    I suggested automatic struggling because you, the player, will be very busy with something else during that time. My idea still very much maintains the “fight-for-your-life” feel, and perhaps even enhances it. Please, read the rest and tell me what you think.

    @savevatznick said:

    wiggling is fine as is.

    Sadly, many of us don’t agree. Unless you’re in your teens or early 20’s, you have likely endured a Repetitive Stress Injury at some point. Trust me, RSI’s are a real thing (look it up) and the mindless button mashing and stick movement (PS4) involved in “wiggling” and “struggling” can be downright painful.

    Do you know how to recover from an RSI? Stop playing games or doing really anything at all with your hands for a couple weeks. The movements required to enjoy this game can aggravate this and put many people over the edge where they’re now unable to do anything they enjoy for a while.

    All I’m suggesting here is that we keep the game mechanic, ultimately enhance the intensity level, but make each button input actually mean something.

  • This thread got me thinking about a new alternative to wiggling. The new thread is up if you want to check it out.

  • WooooWeeeeee! And what a rant it was too! I Agree with most of it btw, though maybe with a bit less emotion. 😏

  • @AetherBytes said:

    I like it, but the numbers are iffy, the next step would be 64m, not unlimited, which at that point you can't even see the marks anyway.

    Well, you’re right. Numbers can be edited, but overall I want it like the killer would see it. As far as I know that’s essentially unlimited, but regardless, you get the idea.

    Scratch marks on that wall way over there tells you a LOT of information. Seeing more scratch marks form closer and closer to you means it’s time to Urban Evade your way on outta there!

  • Here’s an easy implementation idea for the hook counter idea:

    You know the Entity legs around the icon of the obsession? They twitch when you chase the obsession so you know you’re after the right survivor.

    The idea is to put these twitchy legs around ALL survivor icons. I feel like this fits with the mood of the game better than just slapping numbers on them. A few other points:

    • The legs around the survivor icons will have a color progression for each stage of sacrifice (green->yellow->red or some such).
    • The twitching animation of the legs will be visible ONLY to the killer (so that survivors aren’t informed any time any teammate is in a chase).
    • The obsession, when there is one, has a glowy background behind the legs. As is currently the case, the twitching of this icon will be visible to ALL players.
  • It’s a fun idea, but sadly it would need a rework. I’m afraid you’re confusing perks with killer powers. Remember, perks can be unlocked and used by other killers, but a power is unique to each killer.

    As much as I would love to turn Ghost Face into a generator and stalk survivors as they approach 😈, I think it is best that only this one killer be able to transform.

    Still, it’s a cool concept. I posted an idea similar to this a while back. The Doppelganger!

  • This map and scratched mirror Myers is a death trap for survivors! As Myers, you find yourself cackling the entire the you play because It’s SO fun!

    As survivor, frustrating is an understatement. Get whatever points you can, because escape is highly unlikely. Survivors will often disconnect on me one they realize what’s going on.

  • Can I add one more to your list of definitions? It’s not tunneling when you and your fellow survivors are all identical, in the same health state, and swarming around the same spot on the map. I should not be expected to withhold my attacks just because I can’t tell which one of you was the last one on the hook.

  • To elaborate, only transfer add-ons from items you brought with you, not from your inventory. So if you have a toolbox, it’ll only work if you are lucky enough to find another toolbox.

    Conversely, it gives you a reason to use Ace in the Hole even if you bring items. You might find a good odd-on on a cruddy brown item that you want to attach to your fancy purple one.

  • Well guys! Some of you were wholly unhelpful 🤨, funny though!

    We took the post from @Kwarantyne as the proof needed to settle the bet, so thank you for your help buddy.

    I’m happy to report that my new $10 bill is a crisp one! 🤑

  • @n2njauwu said:

    i like the idea but in high ranks u can just body block , but yeah its nice

    Ahhh yes, the body block. Actually though, that’d be fun.

    1) There’d be counter play, as every balanced perk should have.

    2) There’d be counter play to the counter play, ie Thrill of the Hunt. Slug the body blocker and still get your grab.

    3) This adds significant risk to hunting for Ruin.

    4) When the survivor knows they’re don’t for, they’ll stop bothering with skill checks and scream you a little song as you approach! 😈

    5) This would be a blast at any rank, but if high ranks don’t like it, oh well. They don’t HAVE to use it.

  • @PhantomMask20763 said:

    How does he eat it!!!!?!?!?! :O

    Sideways!

  • @screamdreamsx said:

    The Sweet Potato: this potato can take on the shape of any survivor, and it’s sole purpose in life is to ensure every one else survives. The Sweet Potato will block hits for you, even go down for you, even when it would have been more wise to just.... not, because you had it covered. They’ll farm you off the hook the second the killer turns their back as they hate to see you in pain, and they’ll heal you wherever you stand, hidden or not, because they care that much about you. The Sweet Potato is unable to do anything when you’re in pain, and will stand by your generator to heal you once you are done instead of helping finish it.

    Lol that's so good! The ultimate candied yam!

  • I like the idea in general, but I have one concern. If the flicker uses battery, then one actual use of the flashlight with its extreme battery consumption will render the flicker effect useless after just a few minutes of gameplay. The flashlight will be dead and destroyed after all.

    I think it would be fair to NOT make the flicker use up any battery because the sound and visual aspect of the flicker already comes with heightened risk of detection by the killer. That alone balances this out I believe.

  • The Curly Fry. This is a killer who is in over his head. Every time a survivor jukes, he falls for it and spins complete, curly circles trying to regain a visual. Curly Fries vary in the tightness of their twist. The loose Curly is often found at McMillan and AutoHaven as he picks up the trail and continues the chase mid-spin. The tight Curly is a special product of the corn fields. This killer quite literally stops running at all and just spins in place, eventually giving up and heading to a tractor for a different view.

  • @screamdreamsx said:

    The Shadow: this strange and mysterious being resembles a Claudette. It remains hidden for the majority of the match, leaving the safety of the shadows only to help those in dire need, before disappearing once more until the hatch spawns. Whilst on the hook, other survivors can see the aura of The Shadow lurking, yet never moving, in the furthest reaches of the map. If you catch a glimpse of The Shadow, be sure to eliminate it, or risk it never being seen again.

    Lol I love the description! And so true! But the name needs to me something potato-based. Maybe something like “The Russet”. Dark, dusky, blends in with its environment flawlessly.

  • Essentially this:

    Brutality: hit survivors with your standard attack.

    Deviousness: successfully use your special ability.

    Hunting: chase survivors (and preferably win chases.)

    Sacrifice: hook survivors. Please note that 4 hooks and 4 sacrifices will only get you around 5000 points. To max this category out, you need to allow unhooks to occur (ie no camping) so that you can get multiple hooking events from each survivor.

    side note: moris are really fun, but you kinda shoot your self in the foot with them from a bloodpoint perspective since you’re limiting your opportunities to earn in these categories.

  • The Clown: wheeze wheeze

    The Nurse: Wheeze Squeal

    Ash: WHEEEEEEZE WHEEEEEZE HUFF PUFF GRUNT GROAN CRY

  • I completely agree with this!

  • @Kerbert said:

    Well if we don't end up getting a 2v8 game mode, I do think it would be essential for the games health to add a new game mode, because the standard play we have now is getting stale, and adding new characters every 3 months isn't gonna help it out that much.

    I agree. I would love to see new game modes, in particular an unranked mode. However, due to the "2 Killer" glitch we saw a while back, we know that its already possible in the programming, so a 2v8 mode shouldn't be too hard to bring into existence.

    Nonetheless, with 2 killers on the same map, I see extreme massacre potential, which is why I like this "separate maps" idea.

  • @The_Sharp_Ninja said:

    https://forum.deadbydaylight.com/en/discussion/comment/619919#Comment_619919

    https://forum.deadbydaylight.com/en/discussion/comment/621662#Comment_621662

    Something like this would need a major downside for the survivor besides being exposed because I don't think being insta-downed would be that big of a downside for being able to open the gate 30% faster. Also, Quentin's perk Wake Up already allows you to open the gates 5%/10%/15% faster, so using a reworked Left Behind with these effects would make it so that no one would use Wake Up, so you would have to come up with something else. Also, just letting them stack would be overpowered.

    I'm not sure anyone uses Wake Up anyway, but that's beside the point as you make a valid argument.

    What if Left Behind only affected hatch noises and nothing else. As @slipttees said, you hear it at an increased range of 5/10/15 meters, but you also reduce the range from which the killer can hear it. The downside to this perk is that it takes up a slot for the whole match and provides no benefit unless you're the last one left.

    Oh, the killer should see the a red debuff icon at the bottom of the screen (like you do with Boil Over) when the perk is active. This allows for mind-game potential. Seeing the icon, most killers will assume that you're hunting the hatch instead of camping a gate switch. Most of the time they'll be right, but if you go for a switch you may be safer. Might be a good idea to pair this up with Wake Up.

  • @NMCKE said:

    I feel like this would encourage more toxic behavior because if both teams are arguing and trash talking each other, you'll know they will bring their strongest stuff next game. For what I know, people don't take it lightly when they get destroyed by OP stuff such as insta-heals, mori, and so on.

    For exactly this reason, I think after a toxic match there would be at least one player that opts out of the rematch. On the other hand, if people want to have at it with all their best items, why not? They know what they're getting into. But if this becomes a serious issue, maybe just make it so that the rematch is truly a "repeat match" - no loadout screen: same items (even if lost the first time), same characters, same offerings, no new pips....kinda like the first match never even happened (maintain blood point earnings though).

    In general though, people will see that their best bet to avoid lobby waiting is to play with decency. It won't fix everything, because toxic people will be toxic, but it will likely reduce the instances of it.

    @venom12784 said:

    The path to hell is paved with good intentions. This would cause alot of griefing and harrassement.

    You can do this all ready now that I think about it just do kyf

    Harassment occurs anyway, this will simply give them the ammunition of "oooh, too chicken to face me again? loooooooser!" I think we can all handle a bit of playground trash talk, especially after what's already being spewed.

    In regard to KYF, this allows you to replay randoms, especially if you're like me and you only "friend" people that you actually know (who are typically not real great gamers 😏). This would also allow the ranking mechanic to remain active (which, again, is why this should be limited to 1 or 2 rematches). Finally, this could be a good way of finding "friends" for KYF matches later on.

  • @slipttees said:

    I think

    1. Increases hatch noise in 5/10/15 meters 

    2. Open gates 20/25/30% more fast and you are exposed

    3. Increases time switches light of gates 50% first light 65% secound 80% third.

    This is perfect! The most useful part is the increased hatch noise range. I hadn't even thought of the gate and light effects, but I like those ideas to.

    One other thought might be to REDUCE the hatch noise range for the killer (in addition to your increased range). Greatly increase your chance of hatch escape before EGC becomes a thing.

  • You know, the more I think about it, the more I like it. This would really encourage good gameplay and help reduce toxicity.

    If both sides have fun and accept the rematch invite, they get to skip the lobby wait which is really a pretty huge reward.

    Survivors teabag and play clicky clicky: back to the lobby! Killers camp and tunnel: back to the lobby! Everyone feels like they had a fun, fair match: back to a new, nearly insta-match!

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