DrPatriot
DrPatriot
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- DrPatriot
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Necroing this just to agree with it, rather than make a new thread. Not sure how hard it would be to get a thumbs-up emote to play while still doing any and all of the different movement animations, but it would be a nice touch.
Alternatively (If making the animations run together is too hard), make it so you need to stand still for half a second, but buff the duration of the hook pause to compensate?
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@CursedPerson said:
Maybe add something where injured survivors no longer disturb crows or survivors dont disturb crows until they are exhausted
I agree with this.
Right now the perk is F-tier. Even if this buff were as strong as "all survivors no longer disturb crows", I think the perk would be reach C-tier.
"Survivors in chase don't disturb crows" could also raise this perk to D-tier. This might be equivalent to "If a survivor in chase disturbs a crow, reveal the killer's aura" which my friend suggested -
@CornMoss said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816138#Comment_3816138
Survive with friends and protect the president builds would abuse that so hard, only way it could work is with a token system that gives you a token when others are hooked and with this token you can spend one to do what you say. You lose all tokens when losing a health state.
Even with those conditions its still too busted, if they want to make it seem like not a bug (because it isn't) they could have an animation play over the killer that looks like the entity protecting them from a stun if the survivor messed up the timingThe visual indication on failure would be a big improvement. I like the idea a lot.
As for the token idea I like that as well.Another idea is a perk that shows the timing during the pickup animation before the pallet is dropped.
This would be analogous to the Nurse's brown add-on that shows the landing zones of her blinks. Pure training wheels. -
@CornMoss said:
No learn the timing, I am tired of skillful things being taken out of the game
I see where you're coming from. If you're right that the pickup-pallet timing minigame deserves a permanent place in DBD, then it deserves to be made part of the tutorial, or have some other indication that it exists. (As it exists it feels like a bug to those unaware)
One way to do this would be a survivor perk that makes it interruptible so survivors would have to commit a perk slot to remove the minigame— just as killers can use lightborn to remove the flashlight minigame
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Just played a game where the weave debuff symbol was permanently visible as well. Needs more testing I think
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Whether it's nerfed or not,
IMO tombstone piece is the strongest purple add on in the game.
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Another idea than varying struggle success chance would be varying the amount of time it takes to complete the struggle action.
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@Yffriium said:
"This could be as simple as scaling their strength with the distance to the nearest trap."
Your explanation leaves much to be desired. What does "strength" signify in this context??
@ReikoMori said:
Trapper's traps don't have much that qualifies as "strength"
It's a regular old bear trap. It either works or it doesn't so how does your idea work?
Like walk us through your reasoning
I should've put this in the OP. I mean by adjusting the likelihood of a survivor escaping with the "struggle" action. For example, far-apart traps could give survivors a 10 or 20 percent lower "struggle" success chance than ones that are close together, or some other more or less dramatic difference.
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Just bumping this change, which I think is still viable for the devs to implement, simple for the playerbase and devs to understand the task, and is a simple leveling of the playing field for all survivors.
The only real challenge from the developers' perspective is choosing a certain level of volume for survivor injured screams. This will involve some amount of deliberation among them. But once a level has been selected, the change is easy to put in place.
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@Blueberry said:
Instead of equalizing all sounds I actually think the guys should all be quieter than the girls since their character models have the disadvantage of being so much larger. Gives it a trade off. Easier to hide or quieter sounds. With all sounds equalized playing a male survivor is just universally a disadvantage and I wouldn’t say it’s minor.
Doesn't seem like a bad idea. I've never looked at model size, and I'm sure some of the boys aren't as big, and some of the girls are big. Maybe rather than by gender, scale the moan volumes to match survivor's model size? Seems like more work than just making them all the same volume, but it also seems reasonable.
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I'm not married to the exact stats I put forward in the title of this thread. If a person has 20-30 seconds to get their bearings and 'recover', they should be harder to carry than someone who hasn't. Maybe the base difference shouldn't be 25%. Maybe it should only be 5 or 10 or 15.
I admit that this notion that those who've mostly 'recovered' should be harder to carry is based on my intuition, which is probably biased by me mostly playing survivor. And that even if my intuition is true, games aren't always improved by making them more realistic.
Still, I stand by the idea that some weaker version of flip flop should be added to the base kit, as has happened with a few perks in the past.
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@Crowman said:
Wiggling isn't meant to be a reliable way to escape the killer without other survivors interfering.
So no they should not do this.
I think that even with 25% flip flop, wiggling would be unreliable.