Avatar

Juniper_Autumn

Juniper_Autumn

About

Username
Juniper_Autumn
Joined
Visits
34
Last Active

Comments

  • @Emeal said:

    https://forum.deadbydaylight.com/en/discussion/comment/3051165#Comment_3051165

    There don't necessarily need to be exact affinity. The Survivors already have a title, all I would do is make an ability for them, ofc not as strong AS a Killer Power. But something that would assist. But we would also have to lock Survivors out of playing 4, of the same. Example:

    Jake: might be able to trap a pallet to automatically hit a killer walking through, with a cooldown.

    Meg: might be able stretch when healed to clear herself of exhaustion effect

    Yui: might be able to use her motorcycle for a short time, another survivor might get on it aswell.

    Okay those sound really damn cool, I'll see about making a list of abilities now because I'm interested in this ๐Ÿ˜

  • @Emeal said:

    I dont like passive effects outside of perks, I am more in favour of Survivors getting their own ability to activate.

    That would be cool too, or some kind of affinity with their own teachables making that survivor slightly better with their perks or something?

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3049837#Comment_3049837

    I mean the issue with idea's like these are that 95% of passives given don't do much, but that might change certain outcome even if its very small % chance might be seen as superior choice.

    just by default, everyone not playing meg would be in disadvantage since her bonus is probably strongest out the bonus presented, followed by Laurie's bonus, followed by Janes bonus. The latter two might not impact 99% matches but there is always that oddball chance it does.

    I don't think passives are good way to express uniqueness of a character. If DBD was to make unique passives, I think the unique's should be related to base-kit exhaustion perk, like every character has default exhaustion perk and their exhaustion perk defines their play-style for outrunning the killer. that would be closer to DBD killer powers. Then again, certain exhaustion abilities are prefered way more than others. Asking BVHR to balance exhaustion abilities for each survivor will go about as well as killer powers.

    in other words, it is not effort to make survivor unique. there is no reward for it and its mostly headache.

    I do like the idea of survivors having some kind of base exhaustion effect but agree that it would cause issues with some just being better than others and of course the idea of making them all functional without causing survivors to be dropped completely...


    It really is a shame since it would be nice to actually want different survivors for different purposes, especially if it fed into their backgrounds and brought the stories more into the limelight

  • Ideally it wouldn't be a nightmare to balance as the effects would be small enough to be flavourful without being super strong (but I also understand that balancing has never been this games strong suit) and again the abilities I posted are pure speculation and suggestion so if you feel like a different idea or a change to an idea would be better then I would be more than happy to hear it

  • Megs being common and killer not liking to chase them sounds pretty consistent with how the game already is honestly

  • @Scalacious said:

    This would make some survivors meta and hurt soloqueue more, because players would leave the pre game lobby if they see you are not running the meta survivors. I think this is also the reason you can't see the perks of the other survivors until after the game (or until you are dead).

    Ah I didn't even think of that possibility... damn, so bored of meta in games

  • Definitely agreed with the secondary objective point, would make the gameplay far more interesting and could even completely change the value of some perks, while searching for parts being able to avoid setting birds off or managing to walk around faster to avoid detection suddenly becomes more valuable, hell even perks that are memed like autodidact while become stronger as games go on longer (massive autodidact fan and user here so I'm all for that)

  • I would love to see how janky the other killers would be to fit that mori animation ๐Ÿคฃ

  • @Jarky said:

    https://forum.deadbydaylight.com/en/discussion/comment/3048065#Comment_3048065

    To be clear, I don't think it's a negative for your playstyle to be hiding when the killer approaches a generator (or in general).

    I absolutely think that's a valid and decent strategy, as it wastes the killer's time out of chase, which buys your team time. I just think currently you have a more interesting gameplay choice as a survivor when the generators aren't blocked which is "Do I carry on progressing this generator with the killer approaching and risk the chase" or "Do I hide, and does the approaching killer have things like Pop, or other regression kicking perks", etc.

    If they get blocked automatically, the survivor's choice becomes less varied, which I think from a gameplay perspective is less 'exciting' so to speak.

    Ah that does make way more sense actually and you are right it would be a tragedy to take that interaction potential away with more railroading mechanics.

    Maybe instead it could be something more focused on the killer's ability to react to generators? Either when one is completed or a survivor is hooked or some other such interaction the killers gains info (either via aura's or notification) base kit that x generators have people on them or have progress or something, that way the killer can choose to attack those generators or not depending on circumstance?

    Very much just throwing ideas out to see what sticks honestly.

  • Yes Deadlock does exist but the generator problem cannot be fixed with reliance on perks as that is why there is the current problem of such a small number of perks being used all of the time, because they are needed to give yourself any sort of fighting chance.

    Something fundamental needs to be adjusted in order to free up killers to change their builds, focusing more on information gathering or even sheer brutality rather than requiring gen slowdown to stand a chance.

  • @Jarky said:

    I agree that just straight making gens take longer than 90 seconds at this point would be a frustrating and non-interactive way to increase objective times but I'm unsure if blocking all generators when one is completed is the right answer either.

    Doing this in some respects would buff camping as you could camp a survivor and know for (x) seconds no objectives are getting done after one is completed.

    It also reduces the potential interactivity between the killer and survivor as it will encourage the survivor to walk off and hide near the blocked generator and the killer (if they're not camping) will take time to look for them instead. Whilst stealth is valid gameplay, it's currently a choice a survivor makes if a killer is approaching a generator, whereas I think this somewhat makes that choice the more 'correct' one to do. Ultimately, I think gameplay design choices that encourage survivor/killer interactivity (i.e chases) are more interesting than encouraging hiding.

    I also think from a gameplay interactivity perspective, it's somewhat frustrating to be working on a gen and have it just be blocked because of your team-mates action. I appreciate this is already a perk (Deadlock), but this extends it to all generators rather than just 1.

    I must admit I am guilty of the hiding when the killer gets closer style of play so did not see that as a negative, but I did not even think about the idea of a killer camping knowing with full certainty they have a length of time of safety, damn.

  • I am not in the higher Elo's (I think Gold grade 1 Survivor? haven't checked for a while though) but games where tunneling and camping occur are pretty rare, maybe 1 in every 4-5? survivor suicide/dc even rarer than that so I don't know what bad luck you got given but it sounds awful

  • Absolutely agree with this, would love to see more music changes based on addons or other effects.

    Heck maybe even specific music that plays when a survivor is chased by "their" killer? (Yui being chased by The Oni for example)

  • It is so frustrating seeing other survivors doing this kind of crap, especially in games where the killer states they are new or still learning or other such things only to get "haha ******** killer *******" and other such messages...


    I always try to stamp that sort of behaviour out and often times find the killers are pretty damn chill, even in games where they have lost horribly, just completely unnecessary for the man children to act this way.

  • Plague is one of my preferred killers along with Demo and Huntress and I agree, often times I find myself not taking her powered up vomit because of the voices blocking my ability to hear survivors who aren't doing something loud already.