HEXSLAYER999
HEXSLAYER999
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These perks are considering the massive SOLO QUEUE survivor nerf in the next update (take my comment with a grain of salt-I have not played the ptb myself-and i am relying on videos from the most skilled content creators and it looks rough).
These perks are a one time use and are extremely situational considering each perks prerequisite. if you try running more then one of these third chance perks the game will not let you. These perks are also an idea to work the obsession game mechanic. I feel like the obsession game mechanic has been hollow for a while and with the upcoming buff to killer with the perk rework i feel like maybemthey should make the obsession more meaningful. Like currently you can be the obsession one two criterions:
1) carrying any of laurie strodes perks.
2) playing against a killer who has obsession perks.
and depending on how many laurie strode perks a survivor is/is not running: a survivor is determined.
I feel like the game should add some sort of buff base game to whoever ends up STARTING the match as the obsession (one survivor who is slightly stronger then the rest in the match due to this buff), it adds a level of story telling-becomes this adds to the concept of a final girl/boy. How many obsession perks the survivor is carrying will determine the chances of becoming the obsession. starting the trial this also gives the killer information
1) this survivor will be the most problematic because of they have the obsession buff
2) this survivor might be problematic because of the number of obsession perks they are carrying compared to the other 3 survivors, which could be any of the following:
-laurie perks: Like DS
-any of my third chance perks listed below
-behavior can make BT, and DH, lucky break, off the record add on the obsession factor to these perks
These perks can be put on some sort of value tier where some of them count as 1/2/3 (3 being the strongest) points and depending on which survivor (based off of perk selection) has the highest score will be the obsession of the match on the rare occasion that there is a tie (if there is a 3 way tie 2 of the 3 will be chosen at random) one of the two will start the match with the obsession buff but both survivors will now gain a blood pact buff without having to carry blood pact.
the buff stays with the original survivor so that if they are killed in the match the buff no longer continues in the match. Due to this buff and how strong the survivor's build is (because of the prerequisite for becoming the obsession), the killer can focus on killing off the obsession first.
Calculated Feint :
flavor text: You are one step ahead and every move is calculated. you can sense what pitfalls will not cost you.
After repairing 4/3/2 generators this perk activates and removes 1 hook phase from your survivor. This perk increases your chances of being the obsession.
Survivor's luck:
flavor text: You are a survivalist, and every step forward is second nature. Whatever is to come-you'll handle it.
After a survivor has successfully remained hidden from the killer by means of countering a killer's aura reading perk AND ADD ON 5/4/3 times, this perk activates-removes one hook phase. This perk increases your chances of being the obsession.
Good Karma:
flavor text: As a healer: you live a blessed life, for no good deed goes unpunished.
After you have healed the equivalent of 5/4/3 survivors, this perk becomes active-removing one hook phase from your survivor. This perk increases your chances of being the obsession.
You should see the other guy:
Flavor text: As a stunt double you've done a lot of dangerous stunts-but have you faced off a killer yet?
After taking 5/4/3 protection hits or rescuing a survivor via pallet/flashlight/flashbang stun this perk activates removing one hook phase. This perk increases your chances of being the obsession.
first perk rewards focusing on gen repair.
second perk is the same result but different prerequisite. Perk can go to another survivlaist or a ninja/spy survivor (yes please) THIS PERK IS TO PROMOTE/TEACH NEW SURVIVORS HOW TO PLAY STEALTH. I am sick and tired of new entitled survivors doing two things.
1) Survivors not hiding while playing against (specifically) BBQ & chili, Dr, and using old spine chill or any other situation in which this shoe fits.
HIDE IN A LOCKER!!!! If this was not a mechanic that is supposed to be used in order to counter certain situations.
(and this one is not so bad because I understand new survivors are well, NEW and don't understand the game mechanics)
2) PUNISHING ME for playing stealth on extremely short matches because all the other (presumably new) survivors keep feeding the killer value on these situations. like damn if all survivors just hid in a locker 1) before dr does his shock blast, 2) before killer playing BBQ-hooks someone matches would be a whole hell of a lot longer because you are denying killer value of w.e they are using.
Before the last two most recent waves of new survivors DBD SOLO QUEUE survivor was not impossible. i would see survivors stop repairing generators (in case of scourge pain res) or hide in lockers for 9 sec (in case of BBQ) and matches with good killer would be kind of long because gen rushing would be diff with good killers but survivors were not dying super fast because solo survivors were not as impulsive.
but moving on...
Third perk promotes a healing play style. MORE BALNCE TO ALL 3 perks is it obviously takes up one perk slot if survivor gets value from this perk in the match or not.
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piggy backing off of my grimoire perks for survivors mentioned in comments earlier.
Grimoire: Book of Occult Studies) has the following affects v. grimoire: BOOS goes on cool down between each use for 60/50/40 seconds
If cleansing/booning a dull totem perk Grimoire: BOOS changes to
Divination: Grants booning speed by 0.5/1/1.5 seconds but perk Icon gets a counter-counter goes up for every stack on specific hex totems (huntress lullaby, Devour hope, pentimento). In essence this will let the survivors know the killer is possibly using one of the previously mentioned perks)
or if cleansing/booning a hex totem Grimoire BOOS changes to
Channeling: Grants access to boon perks within 24 meter range of all dull totems (does not work when in range of hex totem). This affects only the survivor with channeling active. for 2/3/4 seconds
-channeling and divination use to be very valuable skills in Asian cultures.
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Survivor
Blessings: Spirits bless you every time you put their soul to rest.
after cleansing/booning a totem; your scratch marks, grunts of pain, and pools of blood are hidden for 5/15/25 seconds and gives you one token. if hit by the killer within this time, grants enduring. only one token can be held at a time.
Resurrection: For every soul taken, the spirit of hope grows, and she blesses us.
For every 4/3/2 hooks stages the killer gains, survivor gains a token to rekindle a broken totem. Only one token can be held at a time.
trunk of curiosities: You are adapt in finding magical artifacts.
grants the ability to rummage through a max of 1/2/3 chests to find one of the following magical items.
1) gleaming gem-works like a flash bang
2) protection amulet-grants endurance
3) force field incantation-entity blocks the door way survivor uses the incantation on for 4/6/8 seconds.
These items are consumed upon use.
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so I wanted to introduce a witchy game mechanic called grimoire perks. They are an empty slate; original perk icon is a book, but depending on what "spell" is activated the perk icon will change. Only one spell can be activated from the grimoire per trial depending on which action (booning a dull totem, cleansing/booning a hex totem; the second option yields the strongest spell.) the survivor took to activate one of three spells.
Grimoire: Book of Light) has the following affects v. Grimoire BOL
If booning a dull totem Grimoire: BOL changes to:
Long Distance Healing: Survivor can choose a fellow injured survivor within a 28 meter range to heal at 50% the normal healing speed. Must be uninterrupted in order for the heal to count. If for whatever reason LDH is interrupted (survivor stops to perform other actions, or run or hide) then the ability goes on cool down.
for the animation for this spell survivor puts index and middle fingers on their temples.
This spell cannot be used to heal self and does not stack with med kits, autodidact, boon: COH, no one left behind, we'll make it
This spell does stack with Resilience, empathic connection, or botany knowledge
and synergizes with solidarity.
OR if booning/cleansing a hex totem, Grimoire BOL changes to:
Dispel: Gain a token for every time you repair the equivalent of one whole generator or for every hex totem booned/cleansed (cannot stack tokens, 1 must be stored/consumed at a time).
Upon activation survivor can cleanse themself of a killer specific status effect such as plague-sickness, Freddy-sleep, nemesis-virus, PH-torment, Sadako-1 stack of condemned, Dr-maddness, deep wound, pin head-chain hunt.
-This is not witchcraft... Just old school medicine.
Grimoire: Book of Spirit) has the following affects v. grimoire:
If booning a dull totem Grimoire BOS changes to:
Portals: After booning any totem gain a token for using this spell. walk up to any boon and place portals on it (placing portals looks like the booning animation but at the cleansing speed). 20 seconds after a killer extinguishes a boon with portals activated on it, the extinguished boon transfers to a random dull totem in the trial. the token is consumed. this spell goes into cool down until the new booned totem is extinguished.
OR if booning/cleansing a hex totem, grimoire BOS changes to:
Residual energy: This perk becomes the active grimoire spell upon cleansing/booning a hex totem. Gain a token for every time you repair the equivalent of one whole generator or for every hex totem booned/cleansed for a maximum of 3 tokens.
1 token see auras of all totems within a 24 meter range
2 tokens see aura of killers belongings or items affected by killer power (traps=trapper, hag, freddy, PH; clowns smoke clouds; items affected by plague).
3 tokens see aura of killer.
^ all of which for 4 seconds and then perk goes on a cool down.
These seem a little OP but there is balance- these perks rely on having to boon totems in order to activate. totems can be difficult to find, take long to boon, and if other survivor already have booned totems up, survivor running these perks have no choice but to go out of their way to find one.
as for the high reward spell-not every killer runs hexes. the ones that do usually don't run more then 2. in desperation to remove hexed totems-fellow survivors might not care to wait for survivor running this perk to get their high reward. Hex totems in general take longer to cleanse and boon and are usually guarded by the killer. so I think that there is a lot of balance with these. ad they're kind of cool. it gives the survivor flexibility.
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Spell perks are perks that can only be accessed by scavenging for the "spell ingredients". one spell "ingredient" is gained by cleansing a totem. the second ingredient is gained by siphoning the energy of the entity by siphoning a sacrificial hook. siphoning takes 2.5 seconds the equivalent of saboing a hook. if you siphon 2.5 seconds of one hook, the hook breaks. if you siphon 1.5 instead, the hook will break only after unhooking a survivor from that exact hook. Siphoning a hook will always alert the killer of that survivors location at the start of the siphoning action. The reason for this could be that the entity does not like having it's energy siphoned.
Spell: Phoenix) after cleansing a totem and siphoning the equivalent of a hook, gain a token. The next boon totem snuffed by the killer will consume the token and cause the blue flame of the totem to combust. this combustion will blind the killer but also destroy the boon totem in the process. the boon then reanimates on the spot of an already destroyed totem.
spell: wraith) after cleansing a totem and siphoning the equivalent of a hook, gain a token. Upon pressing the action button on your desired location you will draw a sigil on the ground. this sigil, creates the illusion of a crouching survivor at that location that is only visible to the killer when the killer is farther than 20 meters away. at 15-20 meters the illusion begins to look transparent. within 15 meters the illusion disappears entirely. the aura of this illusion will also be shown to the killer if using aura reading perks. if a killer walks up to the sigil, the killer can wipe the sigil in order to destroy the illusion. Upon destroying the illusion the perk goes on cool down for 150/125/100 seconds. this perk cannot be used again until the cool down from the first token in complete.
Boon: channeling) performing the following actions rewards the following stackable bonus to all bloodpoint gains:
-blessing a dull totem= 5%
-blessing a hexed totem=10%
-cleaning a dull totem=20%
-cleansing a hexed totem=25%
after all totems have been cleansed you see the aura of all destroyed totems, when within 16/20/24 meter range of the destroyed totem, you gain the use of all boon perks brought to the trial (including the ones brought by other survivors. the destroyed totem range will covered in a dark fog only visible to the survivor using this perk.
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@snek said:
couldn't you crawl into it after he downed you?
No the first thing he did was close the hatch while I was on it. WHICH IS ANOTHER BIG COMPLAINT. why tf can survivors not jump in hatch when killer is standing on it (while it’s still open); but killers can close hatch even if survivor is standing right on it?
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Talking about water isn’t wet. Boy you don’t know me. I’m not an expert player but I’m not a new player either. I know my way around dbd
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/2603477#Comment_2603477
I main doctor. Tier 3 prevents you from using keys but it does not prevent you from the hatch escape interaction. You either caught a shock or misaligned your character on the hatch and began the snap out of it interaction instead.
I'm telling you definitively, tier 3 does not prevent open hatch escapes. You can tell me water isn't wet as much as you want, but if you walk out in the rain you're still gonna get soaked. Reality exists outside of your preconceptions.
Dude, I’ve been playing for years. I know what I saw. Don’t tell me what clearly happened to me didn’t happen to me. You weren’t even there.
I came in here to ask for a reason. Er... well to complain for a reason.
maybe I was playing against a hacker, but it really did not give me the option to use the open hatch.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2603518#Comment_2603518
I’m fairly certain from personal experience, and other posts, the hatch escape prompt has been buggy lately. Not sure if it was ever addressed.
Extremely inconvenient
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2603503#Comment_2603503
ohhh that's weird. You would think it would let you escape???
I mean the reality is technically the hatch was open. If a survivor in the dying state could interact with it and fall in, why couldn’t a (I was) fully healthy tier 3 madness survivor interact with an open hatch
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@Rogue11 said:
You probably have to position yourself just right for the hatch prompt to pop up and override the snap out of it prompt. The same thing can happen when trying to unhook or open exit gates in tier 3 madness (or with Victor on your head)
I’ll say I had enough time to walk over that hatch several different positions and nothing. So I decided to try snapping out of it. Although obviously I wasn’t going to have enough time
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2603477#Comment_2603477
wait, so were you standing over the hatch trying to snap out of it??
No. I ran over to hatch in tier 3. You know to jump in you have to press a button when prompted to, I was only given a snap out of it prompt
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@Yords said:
Are you sure a doctor didn't shock you as you got to the hatch while also making you hit tier 3? The doctor's shock can also make you not jump in hatch.
Look at the comment I just posted to the guy that literally told me no. Lol that or I played against a hacker
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@Marcavecunc said:
Wait what really? That's ridiculous.
There's so many conditions that allow you to escape anyway, either through hatch or the main gate..
Heck, the reverse bear traps outright kill you if you try to leave through the main gate.. but the hatch is fine..
You can get out the main gate with madness.. why not hatch?
I assume it has to do with it being a left click action over just walking out or something.. but it's still stupid
I’m on console
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@YOURFRIEND said:
No it's doesn't. You got shocked and it disabled the interaction.
Don’t tell me it isn’t what I clearly saw.
I was not shocked while trying to jump in. I received a static blast from a far distance, There was only a snap out of confusion prompt and spoiler alert 🚨 there was not enough time to snap out of confusion by the time the dr got to me.
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Last month solo survive was not as horrendous as the lobby’s I’m getting lately. Everything seemed leveled last month. So again, if everything is as you say then it should’ve still been the same not a sudden dramatic change in lack of skill
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The only time it wasn’t was when starting from rank reset
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@RenRen said:
Grades aren't meant to determine MMR. Grades are like Rank in that it shows how much you play.
completely irrelevant. Last month all matches were almost exclusively on the same skill level
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@Sabraiz said:
https://forum.deadbydaylight.com/en/discussion/comment/2576865#Comment_2576865
I think this as well. It is a big and quite stupid limitation where their kill switch depends on the client side.
It does. Last I checked ppl paid for mikaela and her 3 perks. So what now. Insult to injury ppl can’t even work on her adept trophy.
it’s like when pin heads perks came out bugged and devs kill switched it until it got fixed.
oh yeah, that’s right. It didn’t get kill switched. Survivors just had to deal
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A survivor that is a healer.
Dorian Moore Christ.
survivor that is a massage therapist whom traveled the world to study the healing arts. Throughout his travels learns energy healing, holistic massage practices, and life sciences like aryuveda and traditional Chinese medicine.
American (from Florida) with Cuban descent). Has freckles. A beauty mark near right chin, and right temple near outer edge of right eye brow. Has a penciled style mustache and a neatly styled chin strap beard.
all cosmetic styles are similar with leather jackets, jeans, different hair styles with high fade cuts on the side. Occasional pierced ears or fedora hat or both for head pieces. Cosmetic set styles and named after crystals (ex laboradite, amythyst, moonstone, carnelian, etc.
perks: Namaste/blessings
5%/10%/15% faster blessing speed. Once per trial after blessing a hex totem. The first boon totem to be snuffed by killer will bless on another totem in the map (kind of like hex undying)
“Karma is the real deal; everything has a consequence” -Dorian Christ
acupressure (anti tunneling/camping perk): after unhooking a survivor within 15/20/25 meters within the killers radius you grant the unhooked survivor 55 seconds of time in which the survivor leaves no scratch marks, trails of blood, or grunts of pain, and you are granted endurance for 15/30/45 seconds.
”see this one spot? You’d be surprised what this one pressure point can do”-Dorian Christ
Boon: Energy Healing/high vibrations.
when with in the radius of a boon totem, recover from status effects (hindered, exhausted, madness, sickness, torment, marked, etc.) after 100/90/80 seconds.
“Relax, I swear this isn’t witchcraft...”-Dorian Christ
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2577359#Comment_2577359
Yeah, the fact Circle of Healing in particular was disabled, and not Shadow Step, is pretty suspicious. How does only the one cause crashing? Were there any reports of this during the PTB?
Too bad I didn’t get my adept before the kill switch.
The only reports during ptb were how “unfair” the boon totems were. All the mean while there are sites that sell in game hacks for pc like wall hacks.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2576005#Comment_2576005
I don't remember the devs disabling Hex Perks when unreachable totem spots were found. Why should they do it now with boons?
Because killers are extremely coddled. This wasn’t even a chapter. It was a paragraph. Ppl literally paid for this one character and her 3 perks. And cannot even work on her adept trophy because killer mains are complaining.
do we get reimbursement?
are we going to get blood point compensation? And how soon?
Will there be blood point compensation?
will this be exclusive to ppl who ACTUALLY paid for her and not ppl who haven’t paid for her. Being that it got disabled killers can’t really complain or ask for blood point compensation because they didn’t even have to work past it
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One of his ideas is literally using something he said (ergo him) as a reference...
anywho they’re a company that is still not as big as other mmrpg.
but I will agree with part of your initial complain (technically as I had originally)
the game has a lot of problems hackers, swfs, game mechanics that don’t work properly, that at least for the size of the company or resources they have (money) they just might not be getting it. And yes money. Just like Scott on a different video-boycott behavior. Well if they are not making any revenue then nothing is going to get done for sure.
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this will probably help new survivors.
perk: messages from the archives:
once at the start of each match one of the killers perks is revealed to the the survivor using this perk. Tier 1 reveals the icon, tier 2 icon and name, tier 3 icon name and summarized description; example of summarized description hex ruin: all generators will continuously regress until this hexed totem is cleansed.
there is a priority system
with a hex perk having more priority to be revealed then scourge hook perk; and a courage hook perk having more priority then a regular perk.
and within each category there is another priority system with haunted ground having most priority (because it’s a trap) and undying having less/no priority because it’s a supportive hex.
it gives new survivors a little more intel for 1) perk.
if it’s a hex perk, they know a totem needs to be cleansed
scourge hook perk; avoided or saboed
Regular perks countered. Ex: if killer does not have any hex or scourge hook perks but has bbq; small description: killer will see your aura after every hook.
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where as adding separate queues (i dont think) should be that difficult you're not adding or even changing game mechanics. Just adding essentially another lobby.
In the long run less work. Balancing would only have to be done on swf queue because swf has the resources necessary to get value out of perks with really bad nerfs.
And solo only needs be nerfed when actual game mechanics without resources are efficiently op (which kind of almost never happens)
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@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2372575#Comment_2372575
The thing is though is that there isn't really one way to play the game, I mean hell there aren't even completely clear win conditions since by bhvrs own admission the pip system doesn't work correctly(not too mention it punishes certain killers).
Id also like to add that playing the game as a solo queue and a swf is very different as you go into the match with a different playstyle. Solo queue is far slower and you manage your resources far more conservatively si ce you don't usually know what your team is doing and you have to take into account that they may not be doing the most productive thing so you really have to try and stretch every pallet and loop to their limit, plus you don't know what resources have or haven't been used.
The other major point is that this all insinuates that the players are taking things seriously which lets be honest most people don't most of the time.
For those reasons I'd rather just give survivors the information that at least somewhat rivals swf, not by just giving them bond as a passive or anything but by at least just making a system that allows people to communicate what they are doing at the very least. Scott jund has a video where he made a mock up of a system that would do something similar to what I mean(I dont remember what the video was called tbh and I just spent like ten minutes going through his video list and I couldn't find it so, sources:"dude trust me" but unironically).
One last thing I'd add is that playing solo and being immersed tends to back fire against most good killers, I know this since immersed survivors are both my least favorite thing to go against but I also acknowledge that they are the reason I win a decent portion of my games. Playing in solo queue to often seems to make people more hesitant since with coms you know where or what the killer is doing so you get used to being in the terror radius and not immediately looking for a bush or wall to hide behind which is just immensely inefficient and is half the reason I feel people get so much value out of ruin. Don't get me wrong stealth will always have its place but from my experience people in solo rely far too much on it to the point of throwing a match.
These are all opinions formed from my own experiences and seeing streamers and friends experience but dbd is a weird game and no 2 people are gonna have the same experience, plus as a killer I run a lot info perks like minimum 2 to stay in chase as much as possible since that's where I have the most fun.
Scott jund (if its the twitch streamer i think it is) is not a good source. And just because he has a huge following does not mean what he says has merit.
I'm not saying what your suggesting is a horrible idea. In a perfect world it works well.
But as i mentioned before and it is one of the main debilitating counters to almost all the suggestion videos scott jund makes.
He throws suggestions around like "oh behaviour should just do this (insert time consuming game mechanic that behavior doesnt even have the expansion or ppl to do [yet] not considering as mentioned earlier, behaviour is just starting to get big.
He throws hefty ideas around towards a company whom have disclosed many times in interviews their humble beginings. Just recently there was the update with the ping/hit validation. The whole news thread emphasized how wonky their hit validation system (still is-because their answer was we'll just make it more survivor sided for the moment).
My opinion on scott jund, when he throws these ideas is, ok. Get in your car, go to behaviour, and show them how (the software& hardware programing/coding/etc) to make it happen
Because if behaviour (whom i assume want their game to cont. Growing or else they wouldnt be releasing more content) havent just magically resolved these ideas to the perfect world scenario. Then im assuming as they have disclosed their humbleness many times, that they dont have the resources to do that yet.
Im not shutting you down. Just thinking realistically. So many big changes as to just give survivors access to So many aspects that make dbd what it is; for starters we dont even know what that would do to the game engine.
Like there's reasons why all they have done for so long, is rework, rework, and rework.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2371314#Comment_2371314
You are really putting way too much stock into how tryhard these bully squads are. They don't want a fair match and they don't care about ranking up, they just want to make some killer's life miserable, and this idea helps them do exactly that. This idea just makes lower level killers more likely to get matched into steeply uphill trials.
I don't even think Swiffering needs a solution, per se, but if it did, this would definitely not be it.
Don’t be hard headed, read previous comments. Decent solutions were thought up. And as mentioned above it’s at the point where it’s not one sided and not affecting just the killers anymore.
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i disagree that they would lose a lot of players. As it is right now there are 3 different groups affected by swfs.
1) killers; obviously.
2) actual high and mid rank survivors who are getting matched with survivors that are at "high ranks" bit dont actually play to that skill level. Creating very short and quick matches.
3) devs; who constantly have to rework, nerf, and then buff gameplay mechanics back and forth that are just being abused by swf.
On a side note. The constant back and forth to find balance, and trying to fix the ping (which in my opinion is important) takes up time and resources. This is why to this day we still dont have access to content like rpd map or why all kill chapter didnt even get a map.
Behaviour may be growing now but they started off and up until recently as/were a very small company
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2372544#Comment_2372544
Alright, it can be done, but is super bad idea.
They would lose a lot of players, because of it. There is no way, they would do something so bad as this.
This game doesn't have that many players for it. You would just make longer queues for majority (SWF and killers who don't want to face it).
But you didn't answer most important question. How would it deal 2/3 survivor groups?
You can let soloq players search for it, but then there is kinda no point in it, right? IDK about you, but as soloq survivor I would search for games with SWF, rather then all soloq.
btw there is nightmare mode in dbd. It is called disabled crossplay....
I stand by my idea. I disagree that my idea would lose players.
Swf is affecting 3 groups by the looks of it right now.
1) killers; obviously.
2) higher and mid rank survivors who are loading with survivors of the "same rank" that dont even play to that ranks skill level; as such are causing very short quick games.
3) devs who have to rework mechanics and perks because it is being abused by swf against killers but then reworked again because solo queue cant get value from basic game mechanics.
I also want to add this constant rework process takes up time and resources. As well as fixing the ping 🏓. Both very time consuming inconveniences which is probably why as of today most of us still dont even have access to content like the rpd map or not even get a map for all kill.
Behavior may be growing as a company now but remember they started off and until recently were very small.
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I stand by my view that separate is easier. When survivor perks are nerfed and killers are buffed most of the time (if not always) it is due to the bullying/toxic play style from survivors in swf.
Its extra work. If a survivor perk is released specifically to counter a specific killer behavior (and in the case of solo queue-actually be useful for a solo survive build), but then it has to be nerfed because it becomes too toxic or op when used by swfs against killers. Then eventually there are so many nerfs that playing survivor becomes too difficult regardless of actual skill level, that perks have to be buffed so that it is actually useful for solo queue-
Too much work. It's a constant back and forth of nerfing and buffing over a game mechanic that is just being abused.
At least with two different queues they can keep survivor nerfs for swf (which makes a balanced gameplay)
And omit nerfs on solo queue.
Example: decisive strike and borrowed time
In swf queue it could be as it is now active for 15 seconds after being unhooked but you lose it faster if you start performing other actions like healing or repairing; (i believe?). Its fair because an organized team can get value out of this. A solo queue team cannot get value out of that.
So... In solo queue it can be like how it was before this nerf active for like a minute i think is what it was. Or you dont lose it if you start performing other actions.
If a perk is too easily abused by swf then they only have to nerf it on swf queue. With solo queue not affected by this, perks wont become useless and wont need to be buffed up again because solo queue is still getting value from it.
I am open minded; i do think that all survivors seeing each others aura when hooked sounds good; but i dont think it would actually happen.
The survivor aspect was built on the fact that survivors are supposed to survive given the least amount of information possible. Comms by definition take that away. Besides although i like your suggestion; as mentioned above that would make a lot of survivor perks useless. Survivors would probably lose a little less then a quarter of all their perks.
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Please anyone new on this discussion; read previous comments because I’m starting to sound like a broken record.
im open to actual ideas. This is a discussion, so don’t counter it with something that has already been answered
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@gilgamer said:
I disagree with your fundamental position of fixing the swf problem in nerfing swf instead of buffing solo queue. There is a difference between swf and solo queue in terms of strength and ive yet to see a valid argument to the contrary.
So how to fix it well there seems to be 2 main methods buff solo queue or nerf swf I personally fall into the camp of buffing solo queue as no amount of swf nerfing will make solo queue any less annoying for me and the only reason I'd even play survivor is just so I can play with friends and thats the only way survivor is fun for me, not because it gives me a clear advantage but because I can't play killer with my friends simple as that.
By just giving survivor an in game way to properly communicate to their teammates ingame would go a long way towards this, would games get harder for killers? Yes absolutely but thats kind of the point, you want the different party sizes to be as close as possible in strength to ever have a chance of even somewhat balancing the game properly. Especially with a game with as wonky balancing as dbd.
This would also make many perks fairly useless, perks like bond, kindred, empathy and the like but again that's kind of the point these perks are already mostly useless outside of a few niches scenarios but they were mostly made with solo queue in mind and no thought to swf as they're mostly unnecessary for swf since being in a call with your mates is the best info perk in the game and it doesn't even take up a perk slot.
I am however completely open to the idea of doing a bit of both, say for instance while yes solo queue players are now able to communicate more effectively in game with randos a full swf squad will still have a higher mmr then a full team of randos with the same individual rankings. Since lets be honest you are far more likely to work together properly with people you know then people you dont.
well this is an actual discussion now. So ok.
1) you first point is a good one, however it just further proves what I originally said. Survivor gameplay (which is the original game mode anyways) is built on survivors starting off with the least amount of knowledge.
learning to play the game that will actually builds skill because you have no choice then to play immersive, and resourcefully (as opposed to swf players, I’ve seen so many players at red ranks screw up literal whole trials because they make the most reckless decisions/choices.
the whole point of my (skill) argument you can’t say you “know or are masterful of a game” if you’re not even playing it correctly.
I would say that one suggestion you made is a good one. Solo queue can be buffed. Maybe perks that are for solo queue only. I will say I mentioned earlier making separate game queues is so much easier because you don’t have to do so much balancing
if there is a swf queue or server, devs can continue nerfing survivor and buffing killers (like they are doing now) and gameplay wise it would work, because swf does give that need for balancing the game.
but then leave solo queue as is with usually no actual need to nerf much because gameplay is as leveled as possible. Then their it is.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2371350#Comment_2371350
It can't be done.
What would you do, when you have only 2/3 players? and how would you decide which killer will face soloq only and who will face SWF?
Ppl, read the previous comments please. I am really open to actual discussion but newer ideas for this theory, not copying and pasting what I’ve already wrote before.
different games modes-different load queues. And as mentioned in a different but also previous discussion for killers who want the challenge killing swf team can be a nightmare mode (which there are a lot of killers that do like to play challenging) and calling it “kill friends”
if there are slower queue times for swf as a result; then I will reiterate, the point was to make swf (which as also mentioned above-is not the actual game mode anyways) less enticing.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2371314#Comment_2371314
You are really putting way too much stock into how tryhard these bully squads are. They don't want a fair match and they don't care about ranking up, they just want to make some killer's life miserable, and this idea helps them do exactly that. This idea just makes lower level killers more likely to get matched into steeply uphill trials.
I don't even think Swiffering needs a solution, per se, but if it did, this would definitely not be it.
Read my previous comments. I did give some solutions to getting them at a rank (outside of the grey ranks where lower level killers are)
im aware of what you said as true; as well. Which is why as I also mentioned in a previous comment-the point is to offer an incentive to ranking up. In other words/in a sense, make swf less enticing to play/make learning how to play the game (you learn better by playing solo, as for survivor this game was built on surviving with the least amount of knowledge and as such playing less recklessly).
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2371364#Comment_2371364
Yeah. It drives me nuts when people claim 'SWF does not do much!'
That claim is actively ignoring the fact that this game is built around Survivors lacking information:
- Not knowing who the Killer is at first (Not knowing to avoid Trapper's traps until you see him. This stops happening in a SWF group; one person sees Trapper, everyone knows to watch their feet.)
- Totems. In a non-SWF; one person seeing your totem means one person knows where it is. In a SWF; one person seeing a totem means everyone in the SWF knows where it is.
- Camping/Perks like Insidious. No SWF: Can hide near the hook & ambush. SWF: "The Killer went behind the wall to my left and stopped. Be careful there.'
- Gens, or saving your friend? No SWF: 'I don't know if anyone else is going for the save!' (Three people end up near the hook, meaning no one is on gens). SWF: 'This gen is at 70%, so I'll keep working while you go save the guy on the hook.' (The Killer has now lost the pressure hooking a Survivor is supposed to give him.)
- End Game Risks. Non-SWF: I COULD go save that guy, but if I get downed afterwards; will he save me? Should I just leave? SWF: I will save you, so keep struggling. And I know our third SWF buddy will save me if I go down.
And this is not listing each and every Killer power or perk that is rendered useless, or close to useless, when SWFs have voice comms.
Kindred is useless. Swf does not need kindred. While solo queue survivor has to waste a perk slot just so that if that one survivor gets hooked everyone can see the aura.
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They could even make nightmare mode for killers and just call it kill friends mode.
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In the long run I feel like it would be better for the devs anyways. Less reason to constantly have to buff/debuff and balance killers/perks/etc.
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@Power_Guy said:
SWF should just be a separate queue. I know it would split the player base but then the devs would see how hated SWF is.
Well it actually is a separate game mode, so why not?
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Game becomes super unbalanced.
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There should be a ranking system for playing swf and for playing solo.
When swf players eventually do go play solo queue at higher ranks which happens VERY often (as mentioned above: swf was created as another gameplay mode), ppl do eventually have to play solo queue. They end up playing as a sack of potatoes.
Aside from the actual skill curve; due to constant swf toxicity, it feels like killers are getting buffed (in order to make them better at playing swfs) which makes them op against solo queue players
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@Marcavecunc said:
Well that's a bad idea.
And just because you're in a swf group doesn't mean you're actually good. Not every swf are tryhatds who want to stomp the killer over coms.
And not allowing them to rank up would only make the matchmaking process even worse than it is right now. If they're better as a swf, as you say, then they deserve to rank up and play against better killers, not remain low ranks to play against potatoes
I answered this in my first response today^.
You are right, but im sure there is a way to tweak that as referenced in other games like i mentioned in my first post from today.
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@VioletCrimes said:
How would they prove it anyway? Just because you join someone in a match doesn’t mean you’re communicating with them.
you're being hard headed. Its not a matter of proving if there are comms. Swf originally started as a side option. It was never supposed to be the primary way of playing the game.
ACTUALLY looking for balance in a game (as opposed to nerfing good survivor perks because ppl abuse them on swf).
Not only makes gameplay fairer for killers, but it makes it fairer for solo queue survivors; and well in the long run swf players as well because if they want to rank up they will literally have no choice then to play solo queue and actually learn how to play the game and dare i say it learn to play better.
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@Firellius said:
I think that's a pretty bad idea. If it takes that team longer to rank up, then they'll likely keep getting placed against lower rank killers, who are less likely to be able to deal with them. This as opposed to them rocketing up to red ranks, where there's plenty of killer players that will give them a way more fair challenge.
Well for starters; 1) that is the point. Eventually they will want to get out of the grey ranks when they feel trials are not challenging; i dont know behavior can start offering rewards when ranking season end. That would be the primary motivation for ranking up. 2) with everything said above some swfs (specifically the ppl that do want to rank up and are not swfing to be trolls or d*@$#3 bags) this will give thise survivors more reason to try solo play and (dare i say it?) Actually learning how to play skillfully.
Not discrediting you, it will start off like that but eventually they will reach a plateau.
Another idea is to have normal progression until they get passed grey ranks. Kind of like how tourney mode is in naruto shinobi striker.
Or a separate rank for swf and solo queue. It makes sense to me. if a player is only skillful dependant on if they are in a swf with comms then that level of exp/skill is opposite of if a player can be skillful surviving on solo queue (in laymen terms for anyone fixated on what they want in their narrow mind) surviving as a team on solo queue is completely diff then surviving as a swf.
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Occult inspired survivor perks:
both characters can be the continuation of the imperiatti lore as 2 more characters from that group the magician following the teachings of his father’s illusion and the witch joining her mother’s coven in order to hone and use their skills to find their parents.
the male magician (if behavior wants to capitalize on lgbtq representation can make the magician gay. Being that he would’ve also learned stage craft by extension theatre (but not really flamboyant I see him kind of like some representations of dc’s Constantine where he is bi but doesn’t really define himself by it). His attire is a little Victorian gothic. Not to say that future cosmetics can’t be modernized. I’d love his name to be Dorian Obscuris
the witch can definitely be bi. But I see her as very dainty and feminine, her attire is very dominatrix & Lolita-esc. I’d lover name to Daphne Romani
male magician survivor:
Qi flow: you have learned through the power of Qi, how to push your body past it’s natural capabilities.
you recover from exhaustion 1/2/3 seconds faster
boon: ventriloquism: you are a master of illusion.
once every 120/110/100 seconds one boon totem in the trial will create a loud noise notification.
curtain call: it is time for your final act.
aura reading ability. When you are the last survivor alive all lockers are revealed to you within a 10/15/20 meter radius. Jumping into a locker will allow you to teleport (one time) to a locker that is farthest across the map from the killer
female witch character:
Human voodo doll: your empathy is so powerful, you have learned to use it as an unnatural connection.
after repairing the equivalent of 2/1.5/1 generator (equivalent of a lone repair), you are granted a token for this perk (you cannot gain a second token until you have used the first. Upon being hit by the killer, the killer is stunned.
healing aura: the warmth of your inner fire heals all.
this ability becomes active once a survivor is injured. You are able to press the healing button (and chose character portrait if there are multiple injured survivors) and able to heal any survivor no matter where they are on the map (at a very slightly slow speed/slow speed/regular speed-with no skill checks or healing bonus’; this perks healing speed cannot be increased by stacking healing speed bonus’ from other perks or med kits. This perk cannot be used to heal other survivors if you are injured. This perk can be used to heal yourself at regular self care speed. Regardless of healing yourself or others you’re aura will always be revealed to the killer while using this perk.
Book of Shadows: This book has been passed down many generations.
The icon for this perk looks kind of like auto didact (open book) on the load out screen is a closed book but once in match it can change into one of three pictures
If playing a match with hex totems the perk picture changes into an open book with a skull symbol on the page: grants the ability to harvest the essence of the entity (walk up to a sacrificial hook and press the ability button in order to harvest) to gain a max of 3 tokens. Gaining a token through this action btw has progression just like clearing a totem and you can only collect up to three tokens once. Each harvest makes a loud noise notification at the end.
if the three tokens are all harvested from the same hook, the hook becomes permanently unusable.
a token is consumed every time you are downed by the killer after being unhooked; the entity blocks you from the killer for 20/30/40 seconds.
if there is a boon totem on the map the perk changes into a book with the obsession symbol on the page:
once every 120/110/100 seconds receive the ability to clear specific status effects from yourself or others (like torment, madness, sickness, blind, oblivious, incapacitated)
if there aren’t any hex or boon totems in the trial the icon changes into a book with the aura (eye) on the page.
every time you are within 10/15/20 meters of a dull totem the killers aura is revealed to you and your aura cannot be revealed to killer regardless of whatever aura reading perk or add on they have.
killer abilities that I made in order to counter some of the survivor abilities:
Hex: parasitic bond: the real evil was inside all along.
one random hex perk attaches attaches itself to a boon/dull totem. That hex can only be cleansed if the boon or dull totem is attached to is cleansed. If hex parasitic bond is cleansed first the hex that was attached to the boon/dull totem eliminates/takes over as the dominant totem (therefore if it’s a boon totem changes from blue to red)
Hex: telepathy: reading minds is not just some simple parlor trick.
the perk icon is interchangeable if their aren’t any boon totems in match the icon is a closed eye lid.
once every 50/40/30 seconds a random survivors’ aura reading ability is canceled. This includes the aura of downed and hooked survivors.
if their are boon totems in trial the perk icon changes into an open eye. Every 140/130/120 seconds the killer sees a random survivors’ aura.
perversion: to diminish something pure.
if a hex totem is cleansed and the killer finds a boon totem. The killer is able to change the boon totem into the hex totem that was cleansed.
idol worship: may the offerings to the entity be smiled upon and received well.
once per match the killer can mark a hex totem they want to move, and then mark a spot any where during the trial, to teleport the hex totem to. If the hex totem has not been cleansed by the time the killer marks a new spot; the hex totem is teleported.
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Aside from that, tunneling isn't "efficient". Its just a telltale sign that the killer might be the type of player "that whines a lot afterwards" if they dont get 4ks.
Reminder as per all killer main twitchers: 4ks are not supposed to be guaranteed. The game has been changed many times and one of which being that 4ks are a staple of skill. The game has been changed so many times in order to distinguish skillful players from bad ones.
Being a bad player isnt a criticism btw; it just means practice (look at twitch videos, try new perks, try not tunneling/camping).
My argument for being an unskilled player is not one sided. Unskilled survivors can try walking to objectives instead of running at begining of matches-killers can see scratch marks.
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This also makes the game fun for high ranked killers that actually have skills because most of them get bored from solo queue survivors. *matches are painfully short*
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Tunneling is little d!ck energy. I only think its acceptable against toxic SWF'S (which is probably why tunneling isnt punishable-not because its "efficient".
Playing against a toxic swf is extremely difficult. DBD should give killers some sort of indicator in the lobby when entering a 3-4 man SWF (because 2 man swfs are no biggie). In which case killers (especially the least exp ones can decide if they want to take on the challenge) And 3-4 man swfs should always match up with high rank killers. You know, to make it challenging-because TOXIC swfers that only use meta perks for meme worthy toxicityss dont really use skill. They just f with the killer
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@TheClownIsKing said:
I can’t take it anymore, and it’s exactly why I persist with Clown the way I do, because this nonsense doesn’t work against him because of his AoE.
I get the impression that when designing a killer, that how it will be played on console takes very little consideration at all. Perhaps even none.
It’s been a concerning trend since Stranger Things (with the exception of Oni), that all a survivor needs to do to avoid 5 of the most recent killers main offensive power that can injure/down is to simply zig zag or side step. Twins has been the worst offender yet of this problem, because of how exacerbated this issue is with the heavy punishment for a single miss.
Mouse & keyboard killers may have less issues landing hits with Shred, The Redeemer, PoTD, Lethal Rush, or Pounce, but even when jacking the turn sensitivity all the way up for a controller, keeping visual track of the survivor in conjunction with following those movements and predicting those movements with an analogue stick is infuriating.
I’ve literally had matches against red rank survivors today where it was impossible to land any pounce at all. None. This isn’t a frame rate or performance issue as I’m playing this on PS5 at a glorious, consistent 60 FPS. I’d HATE to think how miserable PS4 and XBONE players are having trying to play as Twins.
The other concerning thing about the trend with these powers is that the survivors aren’t having to learn to do anything new at all. Just spin, or zig zag, erratically, or side step last moment. Survivors have done it to death, and it is also far FAR too easy for survivors to do.
Please, there needs to be way WAY more consideration, and testing for how killers like these are played on console, against EXPERIENCED, COMPETENT survivors as part of their design. Or survivor agility needs a genuine, serious look at. We’ve (mostly) all been open to Bloodlust being removed. Surely it’s reasonable to gather data on whether survivor agility needs review?!
Dont take this the wrong way because i totally agree with you.
But it is the balance that the gameplay has been built on. Killers have always been in the first person view being that as it may thats why their powers usually have that flaw.
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@Withered8 said:
I had someone with the twins camp a basement in shack by blocking of both entries with Charlotte and Victor, and all they would do is wait for someone to use the window and go down and they would just grab onto them as Victor and then smack with Charlotte. tell me the counterplay to that.
Because sone killer mains have small D!©€$
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Oh and new item:
This item has many purposes. Can cleanse hag traps, demo portals, plague touched items, dream snares/pallets. Can clear sickness, madness, micro sleep, and torment. Of course there will be a clear/cleanse bar with skill checks. Failing skill checks makes survivors scream revealing there location. These items can also be used to clear other survivors as well.
Grey: Mojo Bag)
-unlocks cleanse action.
-has enough charge for a total of 3 cleanses.
Yellow: Smudge Kit
-unlocks clear action.
-has enough charge for a total of 3 clearings.
Green: Extravagant Mojo Bag
-unlocks cleanse and clearing action
-4 cleanses
-2 clearings
Green: Lavish Smudge Kit
Unlocks cleanse and clearing action
-2 cleanses
-4 clearings
Purple: Exorcism Kit
Unlocks cleanse and clearing action.
-2 cleanses
-5 clearings
-successful cleanses will make the survivor scream revealing there location.
Purple: paramilitary supplies
Unlocks cleanse and clear action
-5 cleanse
-2 clearings
-This gives survivors two tokens. A token is consumed whenever the survivors aura would be revealed to the killer (hiding the survivor's aura).
Red: Dorian's Briefcase
5 cleanses
3 clearings
The aura of any cleanse-able item is revealed to you everytime you perform a clearing.
Add ons:
Uses)
Grey: petition)
Adds one use which can be utilized as a cleanse or a clearing.
Yellow: Manifestation collage)
Adds two uses that can be utilized as a clearing or cleansing.
Green: spirit charm)
Adds 1 cleansing use and adds 2 clearing uses.
Red: Rosary)
Adds 3 clearings. Lose 2 cleanses.
Red: Mala beads)
Adds: 3 charges that can be used as a clearing or a cleanse.
If injured- heal a 1/4 of a health state per cleanse/clear
Speed)
Grey: Sage Smudge)
Moderately increases cleanse/clearing speed at the cost of a charge.
Red: Holy Water)
Insta cleanses/clearing. Lose one charge of of each.
Special)
Green: Corrupt Smudge)
Tremendously increase healing and clearing speeds. Successful cleanses results in the survivor leaving a trail of smoke for 15 seconds. Successful clearings result in the survivor screaming, revealing their location.
Green: Dream journal entry
Every time the a survivor cleanses an items the aura of the nearest cleanse-able item is revealed to the survivor.1
Red: cleansing seal)
When cleansing an item press the action button to place a paper seal. The item will cleanse itself after 4 seconds. This add on disappears upon activation.