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DevilDragoon

DevilDragoon

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DevilDragoon
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  • @Chiky said:

    As a main killer, I don't get why camping. It's a waste of time.

    Tunneling is not an issue unless it's made on purpose, like "f*ck this Leon in particular" and follow them only until they die. It's pretty innefective. As a killer, you have more incentive to go after the survivor that is closer to death than the one that is not. Besides, most of the times killers just follow who they see. If it happens to be a survivor they have already hooked or hit, hoe is that tunneling?

    The only times I purposely tunnel someone is when they are toxic, teabagging me and blinking their flashlight the entire game. The do it once, and i'm ok with it. They do it twice, I'll follow, but keep in check the rest of the survivors and the generators, aka as not focused on them, try to hook them or something. They do it three times and my game objective becomes "Watch that survivor bleed out and die." If you're going to be annoying, i'll make it annoying. At that point I don't care if I get 0 BP after the game.

    As for your proposals, I don't like them at all. The game does need a change, but it's more than just fixing some perks.

    When I play as survivor, I find it extremely boring all the time (except when the killer is friendly and lets me do my challenge so i help them close the hatch at the end). I haven't faced a killer tunneling me yet, but I have faced a camper once or twice. The thing is, when I'm hooked, if i see no survivor nearby, i will just try to get myself unhooked, if I fail and still no survivor nearby, i just let the thing kill me. It's not tense, it's not fun, it's just boring to be hooked and waiting for something to happen. Being camped or not, it doesn't change that. So, from a survivor perspective, I really don't care if you camp me or not, and from the killer perspective, I find camping just a waste of time (not to mention survivors can still unhook and save a hooked survivor even if the killer is camping).

    There are several things I would do to change both issues. First, I would change the try to escape the hook mechanic to a serie of skill checks. If you don't miss them, the survivor reaches the hook, disarms it, and they can run (triggering something like BT), making it difficult to be hit again, and disabling that hook for a while. Of course, the skill checks would be fast, with no time in between and no skill check warning. I think the green glyph has something similar. In this case, however, the survivor would not lose life when missing a check. Instead, their progress would go back to zero and they'll have to start all over. I'd do that so being a survivor wouldn't be as incredibly boring when hooked the first time as it currently is. In the second stage of the hook, I'll keep that same mechanic, but increase the difficulty, and the survivor would lose life each time they miss. This would solve the camping issue too sincez if the survivor manages to escape the hook, the killer would have not only wasted their time, but also would start a new chase and would need to use a different hook.

    For the tunneling issue, as I said, I don't see an issue with that. If not combined with camping, you hook the survivor and then what? you leave to search other survivors, so no issue there. If the killer is just chasing down a single survivor for long time, that survivor is actually helping the rest of their team by keeping the killer busy. So there's also no issue there either.

    The real problem, however, is how little deviance the gameplay in general offers. As a killer you hunt and hook. As a survivor you repair generators, open the gates, and that's it. When a game offers so little variation, it's obvious players will get bored. Add to that the fact that even the builds are almost all the same and repetitive... The game needs a massive rework, not only in the perks issue, or the camping issue, or the grinding issue... It has a lot of protential, but it feels that the developers don't want to improve it... They'd rather have a dating simulator than improve their main game... smh

    Sorry for the late reply,

    (1) As Tunneling I refer to killers that when they see someone was unhooked they drop their current chase and run back to get that dude in the 2nd hook stage (repeat for the 3rd). To have 1 survivor dead or disconnected early game and you practically win the game as killer (this is why tunneling is in meta).

    (2) So when you play as Survivor you are an extreme Anti-mate, you ruin the fun for the other 3 Survivors and throwing the round for them with your actions. Consider thinking as a TEAM.

    (3)Further i really like your ideas of the hook mechanic change etc. and i agree to give survivors some different random tasks instead of just 5 generators would be quite interesting to have

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/324250/i-dont-know-a-good-title-for-this-game-feedback-maybe

    I agree with you that something needs to be done about the rampant tunneling and camping.

    But I will say the hook timer was tried before, and survivors exploited it toxically by forcing all chases to happen within the radius, eternally freezing the clock. The killer would be forced to walk away from the hook area, even if all four survivors were there or the game would essentially stop.

    Also, be prepared for alot of retaliatory comments coming your way, there are alot of pure, angry killer mains in this forum about to descend on you with a cacophony of "CAMPING AND TUNNELING ARE LEGIT AND TALENTED STRATEGIES" and "ONLY KILLER FUN MATTERS-ITS NOT MY JOB TO MAKE THE GAME FUN FOR YOU" and "I GET TEABAGGED ALL THE TIME AND THAT'S EVEN WORSE THAN GETTING CAMPED IN MY OPINION"

    Hey, yeah im prepared for the killer-mains dislikes and hate^^

    but I didn't know that the timer was tried before but to avoid exploiting it which i thought of too (i wasn't sure if i wanted to add this in my post) is to pause it only if the killer is not in chase so a killer being in chase in that range of the hook doesn't pause it... that was at least currently my idea but since i don't know which problems or exploits this still brings i decided to not add it in my post =).

  • @Stroggz said:

    Ds shouldn't run out after such a short time (maybe add another minute or 2 then it would be ok)

    Yeah right, DS 3 minutes when the match is sometimes 4 minutes. xD

    How's that strong? i mean litteraly either you deactivate it yourself and work on your tasks (doing gens) or you are those 3 mins useless and just doing nothing which ofc will result in matches that are not 4 mins long. The only thing it changes in my sight would be that a killer will loose A LOT of time if the player decides to Tunnel and wait (the remaining time after the chase) of ds out