tespellman7
tespellman7
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@ukenicky said:
You know I just realized that a gen auto popping because of a DC might be very disorienting (And terrifying) to a killer so what if instead it just lowered the number required to open the exit gates down by 1 and everyone gets a juicy quitter bonus applied to all their bloodpoint categories?
The hatch is an issue I'm not sure how to touch with this as it could cause big issues.
Honestly this is a good point. To remedy my OP, what if instead of a Gen popping, the entity blocked off a Gen (similar to Corrupt Intervention), and the number of required Gens went down by one? That way it doesn't disorient the killer with a false Gen pop, but still balances the game?
@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/1835762#Comment_1835762
Deja Vu actually tracks and highlights the three gens that're closest to eachother (thanks for helping me remember that Otz)-- so there IS a basis for it.
Plus, since you make this point about Deja Vu, there IS a basis for Gen proximity, so the Entity could block one of the Gens are the closest to each other, spreading them out a bit so that the remainder of the game is more balanced still. From a Killer standpoint, if nobody DC's, Survivors can still make the mistake of 3-Gen'ing themselves, but if someone DOES DC, it'll balance things a bit more.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/1835711#Comment_1835711
It means ranking down. People call those little black marks on the emblem thing that show how much you've ranked up/down pips for some reason
People're mainly annoyed that someone DCing can result in everyone ranking down with no real way around it, so being protected from ranking down's the fix i'd make first.
And it WOULD be a pretty nice change to give survivors a chance to actually survive, since most DCs tend to turn the match into a hatch game, but we don't know exactly by how much it would, so it'd take some experimentation. Like, if there's a gen almost done before a Dwight gets downed off it and DCs instantly, then hey, good news, gen done! But it was about 5 seconds away from completion, so does it really make up for the DC?
I think it'd be better if it automatically completed the generator that's closest to all other generators-- IE, the one in the middle of 'em, splitting them up. You get a generator AND you're less likely to 3 gen your team and get screwed even further.
That's a good point about the 3 Gen thing. I just think it might be difficult to code it that way.
@The_Bootie_Gorgon said:
if 1 survivor DCs early on in the match, all the other 3 are getting out with bloodpoints.
Why should those 3 survivors get screwed because one DC'd.
I have no idea what you're referring to. My OP would benefit the other survivors if someone DC'd, without hurting the killer. Again, a free Gen popping would balance the game for the remaining players, Survior AND Killer.
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@Grandpa_Crack_Pipe said:
Eh, I dunno. Even with a full free gen, it's easy to become a situation the survivors just can't come back from-- especially if the gen was already about to be completed anyway.
If nothing else, I think everyone in the match (besides the DCer, of course) should be protected from depipping.
Not gonna lie, I have no idea what depipping means lol Also, if a Gen was about to be completed, that's just tough luck for survivors. As a survivor main, even I think it would be unfair if an untouched Gen was popped for free, then a few seconds later we complete another one. It would be a bit overpowered. As I said in my OP though, if there's a tie between Gens, a random full one gets popped anyway instead of the furthest worked one.
But side note, I was chatting with a friend, and she made a good point. If my original post was implemented into the game, it would solve the argument of whether DC'ers should be penalized as well. Because if someone has not so great internet vs someone who rage quits, there's no real way to prove which is which. My OP would solve that. Nobody needs to get penalized, and the remaining players still get to play a balanced match. (All my opinion, of course, but that's how I see it lol)
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Until killers learn to stop face camping, it's fine how it is. (If you don't face camp, this doesn't apply to you.) If a killer wants to sit there and stare point blank, you HAVE to do an unsafe unhook and hopefully take a hit to get them away. What really needs to be fixed is a bigger penalty for face camping. That would give some incentive for killers to actually play the game, leaving survivors a chance to rescue people on the hook. Proxy camping is different: annoying as it may be, patrolling the area is a solid tactic. But face? That's just a weak "strategy" for people who don't want to work for their points.
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Biggest issue as a survivor main is the campers... at least in my experience.