yobuddd
yobuddd
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Just putting this out there, but Bloodhound punishes then as well. Even if they’re stealthing, those shiny blood pools lead you right to them. Especially if you pair it with Sloppy.
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Well, I’ve also had really fun games that I’d like to replay.
I like the idea for the replay option in general, but it’s doesn’t need to come from salt-based reasoning. Could dramatically speed up times between matches as well!
On second thought, this could easily be abused for farming pips, so maybe no more than 1 rematch allowed.
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@DocFabron said:
Give back her endgame power and I'm all good.
I agree. I understand why they removed the original version after introducing EGC however, because survivors would be hard-pressed to remove the RBT and still make it out the gate after the timer starts. Still, some sort of endgame pressure needs to be re-introduced.
What I would like to see is something like the RBT timer stopping and imposing a skill check every 5 seconds after the last generator (or after EGC starts). Miss one - injured. Miss a second one - squishy skull dead. The skill checks would need to be a different button though, as many people will still be trying to run.
This could be very powerful as it would interfere with scanning for the killer, running, effectively looping, etc. Just seeing the Pig could lead to a missed skill check and an injury so that tanking a hit on the way through the exit gate is no longer an option. Stealthing their way out and not sticking around too long would likely become the preferred method of surviving this, though they could still try to remove the trap as well. Survivors could perhaps be offered significant "Late Removal" bloodpoints for removing an RBT after it has entered this new phase.
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@newavitar said:
https://forum.deadbydaylight.com/en/discussion/comment/619623#Comment_619623
Give Huntress a literal Nerf™ Axe
Ha! Every time she hits a survivor with it, they lose a perk!
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Wait, but then Ash’s wheezing would have the OP power to annoy everyone on the map!
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I use B&C on my Hag for bloodpoints only. I trap hooks in order to slow survivor approach (and sometimes get a lucky hit). So when the auras trigger, I’m busy drawing triangles in the mud.
Altogether, I find the auras to be secondary. If they were removed entirely and the bloodpoint bonus remained, I think B&C would continue to see about the same amount of usage.
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@BlueFang said:
Just gotta hope the killer will recognize your situation, be nice and kill the rest
Try and communicate with him
Killers can be a little dense sometimes. They're mostly non-verbal, so Sign Language is best. Try squatting up and down, or using your gesture options. That's the best way to get on his good side. 😏
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I would like to see some more creative add-ons as well. For example, the pressure of a bear trap around your skull should affect you mentally to some degree, yeah? How about an add-on that adds in the auras of phantom puzzle boxes? You already know there are issues when you see, say, 7 of them. You run across the map to one of them just to watch it fizzle from view right before your eyes! Whoops!
Here's a fun one: survivors start the match and see bear traps scattered around the map. "Oh, it's the Trapper, no worries." Shortly thereafter, they player suffers a minor heart attack during the "roar" from an ambush attack, and then finds himself with some fancy new headgear. Our dear piglet later picks up one of the scattered bear traps and spends a few seconds converting it to an RBT, thereby restocking and increasing her power to delay survivors. She would, of course, be unable to set traps on the ground, as this would render The Trapper completely obsolete.
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Maybe only allow the "kick away" option within the killer's terror radius? Not a perfect fix, but helpful as it better targets the farmers and limits the options of salty hook-ees.
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Maybe they just can’t stand his wheezing anymore! I mean seriously! The Nurse probably has clearer airways than this guy! 😂
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Oooh I like it! In regards to the concern @thisdude9001 brought up, I’d like to suggest a small change.
- Weak terror radius at the furthest reach of its range.
- Strongest terror radius at middle range.
- Weak again at close range.
With this “wave” in the middle, survivors will have a hard time deciding if you’re moving closer or further away. Very nice for sneak attacks and generator grabs!
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@Raven014 said:
Maybe ease the time penalty for rebuilding it (Say, make it 20 seconds to set up and 10 to light) and it'll be worth it. I like the idea, but that time penalty is way too long.
Maybe give the killer the ability to light dull totems to do that too.
I think that sounds pretty fair. Whatever number we go with, it needs to be harsh enough that survivors don’t come out in droves complaining about it.
The ability to light dull totems would make survivors think twice about passing one up if they see it, so I really like that idea!
I was also thinking about a limit of some sort. Imagine if each time you light a new hex, you destroy one of your basement hooks. Should we give the option to destroy all 4, or limit this to 3 so there’s always at least one remaining?
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@twistedmonkey said:
Even if it took 10 seconds in total it probably wouldn't be worth it. The time you spent walking to it, missing hooking that survivor and having to hunt would be half of 2 gens done very easily.
While this would make survivors do totems it would be a nerf to NOED and all totems overall as before the last gen pops especially with SWF one could see where the killer is rebuilding it and relay the info.
Completely agree! Timing for repairs is editable, but this huge loss of hunting is why I think making this a possibility, maybe even at base-without perks, could be acceptable to both sides. Killers gain a powerful new option, but survivors definitely gain advantages and have strong counter-play if killers opt to rebuild. Killers may have to wait until they sacrifice a survivor who knows where a certain totem was.
I feel this makes it balanced. It allows us to add new options to the game without actually altering it. The option is there, but it may rarely be used unless the situation is just right.
And to your swf point, they’re always very powerful, but that’s a different issue altogether. The comms already affect far more than totems.
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It's worth mentioning that each time a new chapter is released, 6 new perks are added to the game (assuming it's a killer AND survivor chapter). Wow, that's 24 new perks per year! Unless, the new perks are as good or better than the current Top 10 choices, they'll rarely ever be used. This makes the development of them nearly pointless.
For this reason, the sheer number of perks to choose from (and a growing number at that), we need a 5th perk slot so we can "safely" experiment with those that aren't top-tier.
And yes, 3 years from now when there are 72 ADDITIONAL perks (wow, just imagine), we may need to add yet another perk slot so some of those have a chance to see the light of day.
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This one is from a survivor standpoint, but I still got a laugh.
From quite a while ago:
"I watched you run around the whole game. You were literally useless."
In my defense, I was new, I was playing solo, it was my first time bringing a key, and I really wanted to find that hatch! No luck though. 🙃
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/609463#Comment_609463
i thought of that aswell while writing the comment, but i came to the conclusion that the game would be way too RNG reliant at that point.
that 5th perk could change the entire outcome of the game, if you get lets say NOED randomly selected, you have a VERY strong build, but if the game gives you Spies, you dont.
what if survivors randomly get struck with no mither? or what if they randomly get adrenaline? you see, that would just be way too reliant on RNG... i wouldnt like tat, since im generally not a fan of gameplay mechanics that involve RNG.
Well, again that why I liked my idea above for creating a roster of 5 perks which will be chosen randomly, and you change it after 5 games.
- It encourages the use of less common perks since most people will use their favorites on the standard 4 perk slots.
- It's not entirely random as you get to pick the roster, therefore ensuring you don't get saddled with No Mither if you don't want it.
- Limitations could be set, such as no Hexes (on the other hand, a hex on the roster means you only get to use it for 1 out of 5 games, so that probably balances out.)
- You have to choose your roster strategically as you will go 5 matches without those perks for your standard 4 slots. (If you put Adrenaline on your roster, you'll only have the super-powerful loadout for 1 match. I'd say that's about equal to a killer using ultra rare add-ons for a match here and there.)
- You can opt out of the 5th perk by not re-filling the roster (and maybe include an option to disable the 5th perk for a match and pause progression on the current roster.)
Oh, an for the record, I find Spies to be exceptionally useful! 😏
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/609475#Comment_609475
If you get a really bad perk, you can discard it or pay BP for a second roll.
Ooooooh! I like!
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@Kerbert said:
Although I imagine lag would be a big issue. The game would have to have two maps fully loaded at the same time as well as supporting 10 players.
Probably a long load-up time, but that's understandable. This idea will certainly have to wait until dedicated servers are in place and have the kinks worked out.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/609367#Comment_609367
What if both the survivor and killer could use a 5th perk, BUT it's random! You have no choice on what you'll get!
I almost posted exactly that with my suggestion, but then I feel kinda bad for the newbie survivor that draws No Mither.
That's why I think selecting 5 perks to go into the randomizer is a safer idea.
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@Kerbert said:
I like it, although there may be a few kinks in it. Overall not a bad idea, with some tweaks and testing of course. However I doubt this or any kind of 2v8 mode will ever make it into the game because of how it would have to rework a lot of perks, powers, maps, and all new coding.
That's what I had been thinking all along and why I feel like this idea is more viable than many other 2v8 suggestions. The biggest consideration is that 2 killers in the same map is ridiculously powerful.
From a programming standpoint with this idea, there doesn't need to be much rework since it is essentially just 2 separate matches that link up and are continuations of each other. Some perks, like Corrupt Intervention would need to be edited to have effect against both groups of survivors, but this shouldn't be too difficult. The simple solution would be to just make certain perks unavailable in this game mode.
I also think all players in general would have more fun as the matches will last significantly longer than they do now.
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A couple other things I should mention in this idea.
- If one of the killers DC’s, is AFK, or is otherwise just terrible, then it IS technically possible for the other killer to face 8 survivors at once.
- Because this is an extended match, all bloodpoint categories should have an increased max. Double might be too high, but I think 12,000 sounds fair.
- These matches probably should not count towards rank, or maybe there should be a separate ranking system for this game mode.
- I feel like there should be some other way that killers interact to help each other, but joining together on the same map seems way too powerful. Trading perks, rebuilding totems for the other while waiting for new survivors, or something along those lines. I’m open to suggestions.
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@Mister_xD said:
oh, i just had the perfect idea to implement such a 5th perk slot!
by using a perk called "Why Not?", you give yourself said 5th perk slot. of course you can decide which of the many possible perks you want to equip, its not random. that would be awful...
Wait, a perk that gives you a 5th slot? But that means you use a perk slot in order to gain a perk slot, so you still only have 4 usable perks.
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I want a minimally-adjustable, duration-based, process-of-elimination 5th perk slot!
AKA a perk slot where you load it with 5 different perks, and it picks one at random over the course of the next 5 matches, but it doesn't repeat any of them and you can't change your selection after you lock it in.
Furthermore, if you forget to reload it at the end with 5 new perks (which MUST be different from the last 5 you selected), then you will play the match without the use of this special slot.
A nice benefit here is you'll always know what perk will be used on your 5th match. Maybe you can even see a tally of which ones have been used in previous matches, and which ones remain. Oh, and of course, during the 5-match duration, you can't select any of the special-perk roster for your standard 4 perk slots.
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I understand all of you who are saying one fix creates another problem, and I have seen enough of this to agree. However, I don't believe that creating a 100% spawn probability on 1 tile outside the gate would be too difficult from a coding perspective. This solution would be very unlikely to cause other problems (I hope, I hope). Since the gate bug itself is getting to be such a game-breaker, I believe a band-aid like this (temporary or not) is worth the risk.
They could maybe even incorporate some perk later on which allows you to always maintain control beyond the exit so you can earn your hatch-escape points.
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@soshidow said:
https://forum.deadbydaylight.com/en/discussion/comment/608601#Comment_608601
People still wouldn't care. People camp to secure a kill. Even if there was a mechanic where the killer being 72m from the hook killed the hooked survivor INSTANTLY. A lot of them still be too scared to leave in case they got rescued while they were far away.
Indeed it would not work in all cases. Nothing will. But I believe it would help to at least REDUCE instances of camping. Newbies like to camp because, well, they don't really know any better. Once they start leaving and hunting, they quite honestly have more fun with the game. I think this kind of mechanic could encourage them to get to that level more quickly. Aside from the super-noobs, people would mostly camp simply because they're feeling salty for whatever reason.
While nothing will work 100% of the time, I feel like some incentive would be more effective than no incentive.
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How about this for an incentive?
You as the killer are thrilled by the thought of your prey dangling on the hook. Outside a 25 meter radius from any hooked survivor, you enter bloodlust during a chase in half the normal time (or immediately?)
This will actively encourage hunting as the killer will want to take advantage of the bloodlust in a chase.
It will also encourage survivors to get that tater off the dang hook! A common story is that SWF will often leave the random to die. This might make such a tactic more dangerous.
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That’s actually not a bad idea!
@Milo I think he’s referring to the increasingly problematic bug where survivors leave the exit gate area but are still able to run around outside the map. They have won the match, but end up dying by EGC because the game doesn’t recognize the escape.
Putting a hatch OUTSIDE each gate area (beyond the point where the killer is blocked by the entity) will give survivors who have already tried to exit the ability to still win. This would be a good temporary fix until they can fix the bug. One side note though, these additional hatches should NOT affect the hatch icon. Once the hatch in the actual game area is closed, the icon should still disappear.
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@Ismellgasonmyhands said:
I think a murderer with selfish reasons, maybe for monetary gain or to keep a secret, would make a lot of sense in that respect, maybe someone who escaped conviction as well. A perk that makes the hatch spawn and openable when everyone else is dead OR hooked might be a good fit but that would probably just be frustrating for killers and survivors.
I made a new chapter idea based on this thread yesterday, and your ideas were actually incorporated! There is a character who escaped conviction as well as a perk involving changes to the hatch. If you want to check it out and tell me what you think, you can find it here:
https://forum.deadbydaylight.com/en/discussion/78568/gemini-the-bad-seed-survivor-killer-idea#latest
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Consider the perk “Knock Out”. Supposedly the hit is so hard that the survivor cannot cry out, and is essentially unconscious. The end result is that other survivors can’t find them (no red aura).
I would say that a survivor passing out on the hook is the same result: aka blindness to other survivors.
That said, from the lore perspective, I would say the entity gets an easy meal. Since they can’t find him, nobody rescues the survivor during the first stage. Furthermore the unconscious survivor is not awake to struggle for the second stage.
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@Ark_the_Bonsai said:
I really enjoyed reading the bios, they're pretty good. Especially Jemma's portion.
Gemini's power is also interesting. I know it can't down people when they mess up trying to remove it, but can it down them if they fast vault it while injured? I'd need to know that before suggesting anything here
Also, why the table leg rather than say, a shiv, or a stolen police baton? I was just wondering why that was what you chose.
As for perks:
Jemma
Touch of Evil is fine
Outrun is good, but the tokens feel out of place to me given they don't have much to do with outrunning the way the speed boost does. Personally I'd just make it so they are instead consumed to remove scratch marks or something after you've traded the killer off to another survivor (that way they can't easily go back to tracking you)
Lazy Worker is a bit problematic because no one would want to run it. Skillchecks help survivors most of the time. The only people who don't want them are people who can't handle ruin or are facing impossible skillchecks doctor to be honest. I'm not sure how to change it in a way that isn't polarizing though.
Jamie
Bully would immediately go on any basement build I'm running. I can just imagine shoving someone who's trying to body block deeper into the basement while also slapping them with mad grit
Detained: I don't understand what you're saying with the first sentence as, now, the hatch opens no matter how many gens are done anyway. As for the delay, that sounds awesome. I'm not sure I'd run it often but I also know I would if a group looked like an obvious swf (IE, the kinda people to suicide on the hook) or I see a Jemma and know she's gonna sandbag everyone.
ALEO: I'm not sure about the numbers, but you said beforehand that you weren't either and I don't really have suggestions for them. It seems interesting though
The map sounds AMAZING. I've been wanting a prison map for ages and my favorite maps are the indoors one so I feel it'd quickly become my favorite overall.
I'm really glad you liked it for the most part! I'd like to address a few of the concerns you mentioned.
Your first question was about the razor wire, and yes, you understood it correctly. Missing a skill check while disarming will injure and make you scream, but that's as far as it goes (unless there are add-ons to affect it.) So if a survivor misses a skill check, they can try again. If they miss a second time, then they'll scream, but that's all. Still, this would be a good time to leave the area since the killer will know what you're doing.
Fast-vaulting razor wire will injure the first time, and inflict the dying state the 2nd time. Add-ons causing Hemorrhage, Hindered, or Deep Wound make sense here as well.
The overall idea here is to make Gemini a powerhouse on loops.
- A survivor wants to play around with the 2nd story window on Lampkin Lane, but uh oh! Razor wire! Do I leap through or try to spin circles? Maybe I'll slow vault and risk being grabbed. Either way I'm not going back to that window again!
- A survivor wants to loop around a pickup truck at Autohaven without pulling a pallet, but uh oh! ALEO gave the killer enough reach to hit them before they got back to the pallet.
Why did I choose a sharpened table leg? My initial thought was a shiv, like you suggested, but then I decided it was too short to feel right. Besides, with Legion, Clown, and GhostFace, I feel like there are enough short blades in the game already. The killer is a rather muscular woman, so something with a bit more heft to it seemed necessary. I figured a spear-like item with a stabby point would look pretty neat, and a chair leg fits with the bio from her prison experience. That said, I have nothing against a police baton. However, we have several blunt weapons already, so I feel like a stabbing spear of some sort would be refreshing. It doesn't have to be a chair leg though, and other options could be available as DLC cosmetics.
In regards to the perks, I want to start by saying that I'm intentionally trying to make some more useful than others. If every perk were to give phenomenal abilities, then these characters would be overpowered right out the gate. Instead, some are strong and others would only really be used in a specific build.
- Outrun - I like your idea about the scratch marks! That has nice synergy with the Touch of Evil perk as well. You can watch the scratch marks vanish as you use Quick and Quiet to leap into a locker.
- Lazy Worker - This may be stronger than it initially seems due to the extra bonus progression from skill checks. This would work nicely on SWF teams. Imagine 3 people running this perk while all 4 survivors work on a gen. The one survivor who does NOT have the perk will have to deal with a near constant stream of skill checks, but each one will progress the generator a decent amount. It's high risk, high reward gameplay, as the chance of blowing the generator (or teammate if healing) is significantly increased. A great counter to this perk would be Huntress Lullaby or the Doctor's madness.
- Bully - Bwa ha ha ha! My thoughts exactly! As a survivor, I don't think I could even be mad if that happened to me!
- Detained - to clarify, the hatch will SPAWN at 1 generator. However, it won't be open yet. Currently it spawns at 3 generators. If your team is getting slaughtered, you may find the hatch and wait nearby until the 3rd survivor dies. However, with the Detained perk, you won't be able to find it if your team never got down to 1 generator, because it hasn't spawned yet. This also limits people from using keys for an early escape. Furthermore, let's say the gates are open and 3 survivors leave. You've found the hatch and you want to escape that way, but uh oh! You're alone and it hasn't opened yet! The killer is coming toward you! Open hatch, open! You then hear it pop open as the killer carry you to the nearby hook.
The prison map! Yes! Please BHVR please!!! Make a Prison map! Oh, and my idea for this one was to be something between Lery's and Disturbed Ward in terms of outdoor space. It should be a very large indoor area, but with enough "courtyard" area to feel like there's a fair amount of outdoor play. Maybe it wraps halfway around the building with basketball courts and benches and such.
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@Ark_the_Bonsai said:
https://forum.deadbydaylight.com/en/discussion/comment/600519#Comment_600519
I love that idea! Though the range won't really matter all that much as most people would use it for their own marks. What would you say if, instead, it was something along the lines of "Scratchmarks are visible for X seconds" for each tier?
This would be even cooler if it was effected by the killers perks to showcase the link. Like if the killer runs predator, you see your scratchmarks condensed in the same way the killer does so you know they have that perk.
I'd actually love if all of their perks were like this, a sort of direct relationship with the killer! Thanks for posting dude, just the idea of that perk has me giddy
I’m glad you liked it! Yes, I want the scratch marks to be affected by all perks, including those used by the killer. It could also help you figure out if he’s using such a perk.
I thought about using a time limits, but then that would mess up combinations with Lightweight and other duration perks.
You’re right in the fact that most people would use this for their own scratch marks, so I’m thinking it should be more like Breakdown (where you break a hook after coming down) where it has 1 general purpose and the tiers don’t really matter.
I like the range idea because it can double as a buddy-detection perk when you get to tier 3 with unlimited range. See scratch marks on the wall in the distance and run that way to get some healing and such. Also useful for helping newbies understand how to track, killer-style!
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Back to the less-than-pure survivor idea, I just had an idea for a possible perk!
Touch of Evil
Within a 10m/20m/unlimited range, you can see scratch marks (even your own) as the killer would see them, with all perk effects applied.
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I would like to see stalk constantly redistribute.
For example, you’ve stalked a survivor to maximum and another has been moderately stalked. No one else has been seen yet.
As you increase stalk on a new, zero-stalk victim, stalk reduces from all other survivors who have any built up. In this case 2 with stalk and one without. Each second of stalk on the new guy will remove a half second from the other two who have been stalked. The final, still unseen survivor does not contribute to this since he has nothing built up.
I think this would be a nice way of continuing to spread fear and carnage!
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This is why I think killers should be given an option to toggle what level of SWF they're willing to play with. They know what they're getting into, and they should be able to earn a blood point bonus as a reward for accepting greater difficulty. Because let's face it, the larger the SWF team, in general, the greater the difficulty.
Here's an idea I posted on a different thread a while back in regards to the options killers should be able to choose from:
- Solos: Normal Bloodpoints
- SWF 2: +50% Bloodpoints to all categories, awarded post-game on match results screen. (Possible to have 2 SWF teams of 2)
- SWF 3: +75% Bloodpoints to all categories, awarded post-game on match results screen.
- SWF 4: +100% Bloodpoints to all categories, awarded post-game on match results screen.
Your match will include your selected option OR LOWER. If you choose SWF 4, you may end up with SWF 2 and 2 solos, but you still earn the 100% bonus because you were willing to take an SWF 4.
If you lobby dodge, you will be limited to only playing Solos for 15 minutes. This makes sure people don’t choose SWF 4 and then shop around for easier groups. The 15 minute punishment does NOT apply if you leave a lobby after waiting 4 minutes without a complete roster.
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I agree that bloodpoint incentives won’t change the gameplay directly. However, with the toggle option I suggested, SWFs would only go against killers that are open to the challenge. In this sense, the killer will likely be more skilled to balance out the advantages of SWF. This should make the game more exciting for the survivors as well, as it likely gets boring to stomp so many killers who aren’t prepared or skilled enough to handle them.
On the same token, killers who decide to go for normal blood points and play only against solos will see a dramatic improvement in their gameplay experience. A yellow-rank killer doesn’t have to worry about 1 or more red-tank survivors being dragged into his match as part of an SWF group.
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This is why I think killers should be given an option to toggle what level of SWF they're willing to play with. They know what they're getting into, and they should be able to earn a blood point bonus as a reward for accepting greater difficulty. Because let's face it, the larger the SWF team, in general, the greater the difficulty.
Here's an idea I posted on a different thread a while back in regards to the options killers should be able to choose from:
- Solos: Normal Bloodpoints
- SWF 2: +50% Bloodpoints to all categories, awarded post-game on match results screen. (Possible to have 2 SWF teams of 2)
- SWF 3: +75% Bloodpoints to all categories, awarded post-game on match results screen.
- SWF 4: +100% Bloodpoints to all categories, awarded post-game on match results screen.
Your match will include your selected option OR LOWER. If you choose SWF 4, you may end up with SWF 2 and 2 solos, but you still earn the 100% bonus because you were willing to take an SWF 4.
If you lobby dodge, you will be limited to only playing Solos for 15 minutes. This makes sure people don’t choose SWF 4 and then shop around for easier groups. The 15 minute punishment does NOT apply if you leave a lobby after waiting 4 minutes without a complete roster.
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havent had a chance to play yet, so I don’t know if this is possible or not, but I think a better solution would be continuing to teleport to generators even though they’re all blocked. Going directly to the gates might be too much of an advantage, but going to a generator that’s near the gate seems fair enough.
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Here’s a thought. Add a “2nd Objective” scoring category, up to 8000 bps. The second objective doesn’t necessarily need to be completed, but the new category would make it worthwhile to do so. There would also be advantages gained from its completion
This is off the top of my head, so I’m definitely open to edits:
Imagine if there were 6 exit gates, but 4 of them have broken handles. Handles can be found scattered around the map, and attaching one to a gate takes 30 seconds. When the final generator is repaired, only the gates with handles are powered, though others can still be attached and powered afterward.
When a survivor dies or escapes, they gain 2000 bps in the “2nd Objective” category for each attached gate handle over the default 2. (ie you die early when only one handle had been attached, so you earn 2000. Your buddy escapes after all 4 handles were attached, so he earns 8000.)
Aside from the bps, you now have up to 6 exits to choose from, greatly increasing your chances of escape, as well as chances of getting the “open gate” points!
On the flip side, the killer applies pressure and earns 2000 bps in the “2nd objectives” category for each additional gate over 2 that is NOT powered! So survivors have to decide, are they going to gen rush and just toss the killer an easy 8k? Or are they going to spend a little extra time to hurt him in the pocket book and help themselves in the process?
Additional ideas I’m not sure about:
- allow the killer to damage repaired gates?
- allow the killer to pick up handles from around the map and drop them in an easily protected pile (like the basement)? Hiding them is useful too.
- make it so handles can NOT be attached after the last generator is repaired, to punish gen rushing?
- some other way to make the killer earn points here, like destroying unattached handles? Giving a free 8k points bothers me, though I still think it provides nice incentive to the survivors.
- Find some way to ensure each survivor contributes to the 2nd objective score? The current idea allows one survivor to go around and earn points for everyone.
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@Bravo0413 said:
https://forum.deadbydaylight.com/en/discussion/comment/586662#Comment_586662
Bill is going to be on console come midchapter
If that's the case, the smart thing would be to get a rework of this perk out in the same patch. I know there's not a lot of time left, so maybe they've been working on it already. This would really save the headache of dealing with the PS4's achievement changes, since they were flagged as being the worst.
The other option would be to not activate Bill's achievement on PS4 until after the rework.
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I may be completely wrong here, but isn't Left Behind one of Bill's perks? Since he's not on playstation, there's no Adept Bill perk to rework. I'm not available to check right now, but are there any other achievements that require Left Behind?
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I think a nice change would be to add 1/2/3 minutes to the EGC timer. This gives the survivor time to mindgame the killer about which gate to guard. As it stands, once the hatch is shut and you've lit a light on a gate, you're pretty well toast if the killer sees that light. A longer timer would give you time to go back and forth between gates, light them both up, escape chases, and maybe even escape the match.
A small running speed boost would be nice too.
Side note, this should only apply if your buddies are dead (or disabled, as mentioned earlier). We don't want 3 escapees and one holdout lengthening the EGC every game just to be a punk.
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Be sure to use "camera swing" to your advantage when possible. Whenever a survivor triggers a trap, their camera automatically looks at it. If they're already running away from you, then this can disorient them.
A great example of this is at the Lery's treatment center. If you find 3 gurneys that make a dead-end 2 steps off the straightaway path, put a trap there. When you're chasing a survivor past that area later, the trap will trigger and they'll end up running right into the dead-end. You take your hit, and they might still be spinning around so much looking for the escape that they lose their chance to run through you.
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I like the idea and wonder if we could take it a step further. Say, some sort of split personality. This character is released and can be used as either a survivor OR a killer! Of course there would be different perks and skills depending on role, but imagine the hilarity when this killer hooks his counterpart survivor!
Also, one of his scary qualities could be that he looks similar regardless of role (size, clothing, etc.) where the main difference is that the killer version carries a weapon. There could be a lot of cases of mistaken identity that lead to some intense jump scares!
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I hate them All the damn Escape and Exit Dailies are almost impossible because my team, sorry, the other Survivors are complete selfish leeches with half a ######### brain.
I know the feeling! BTW love the Harkonnen heart plug joke! I'm not gonna spill the source, but I'm curious how many others here on the boards get the reference... 😏
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@CoffengMin said:
as if anybody would really use it, id love to believe so but this 99/100 games never would not happen
All the more reason that it should be a simple little tweak that hardly causes a ripple, as opposed to big updates causing people to scream about fairness. I think it would simply be nice to have the option.
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1) have you been making sure to put up offerings? Those give a nice boost, especially survivor pudding.
2) find what category you’re best at. Typically with unlevelled characters, you’ll be able to max out (8000 each) Hunting and Brutality more easily. Score these up by chasing and hitting, respectively.
3) Since you use Hag, make sure to put traps where people will step on them. Even if you can’t teleport there for range, you get Trap Triggered points in you Deviousness category.
4) If you have Cannibal, unlock his perks early to get BBQ available for all your other killers as you rank them. 100% bonus bloodpoints (potentially) stacked with offerings can give you common games with 50k-60k per match. since Cannibal is paid, don’t sweat it too much if you don’t have him.
5) forget the grind a while. Sit back, play 5 matches just for fun. Don’t worry about win/lose, or if you kill/survive. Just enjoy. Eventually you’ll look at the top of the screen without even thinking and surprise yourself with a sweet 500k!
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I like it, but I don’t think I would ever use it. Going the whole rest of the game with a dead perk after 4 seconds of aura.... of course, with survivors spawning in groups so often, this could help you find the whole cast of characters.
As for counterplay, there could be meta counterplay. Currently people break dull totems “just in case” there is NOED. For this perk, people should play “just in case” as well. Hold still a few seconds after starting so the killer doesn’t see which direction you travel, and never work the genny you spawn near.
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Fun DBD story for ya.
I was playing Cannibal at Lampkin lane. Got a rough team of SWF who were harassing me. One was particularly bad, a Feng. I was irked, so I took the bait and hunted her down. I used Franklin’s Demise to knock her super fancy toolbox out of her hand on the first hit. More chasing, then she eventually goes down.
2 of her friends storm the hook and take her down before I can even reset from hooking. At the same time another one opens the gate. Rather than chase, I go back to that juicy toolbox sitting in the grass and stand over it with a revved chainsaw! She wanted it back SO BAD! Every trick to try to lure me away! Eventually the Endgame timer ran low and she had to leave! Lmao!!!! 😂😂
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More than anything we need a practice ground. An offline place where we can just run around with killers (or survivors) and practice. Just a small space is enough (say, corner of a map plus killer shack).
If we want to get all fancy, let’s throw in some optional low level bots to slaughter or evade.
Even better would be an option to select any existing full-size map. This will let any new player learn the area without pressure.
Furthermore, this would help all players when new killers and maps are released.