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Krogund

Krogund

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Krogund
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  • @danielmaster87 said:

    It's difficult to do killer anywhere.

    Clearly you haven't played Asian difficulty. 1k hours in Asia = 10k hours in EU/NA

  • Hear me out:

    What if killers were to play with only 3 perks (+ their power)

    And survivors were to play with 4perks BUT 1 of their perks were not teachable.

    Example: Only Meg would have Sprint Burst, only Claudette would have Self-Care, only Dwight would have Prove Thyself, only Jake would have Saboteur.

    On top of that and to encourage survivor diversity, the own perk would become weaker if more than 1 of the same survivor are the same. Example: If there were 2 Claudette in the same lobby, their main perk (aka power) would become weaker. Instead of Self-Care healing you at a rate of 35% it would be 25%, and even lower if there are 3 or 4 Claudette.

    I think this would be a good change? maybe? On one side the killer would have an advantage knowing 1 perk of each survivor. On the other hands, all survivors know the killer's power AND the killers would be playing with 3 perks instead of 4.

  • I posted a suggestion a month ago about this:

    https://forums.bhvr.com/dead-by-daylight/discussion/419871/revolutionizing-dead-by-daylights-endgame-a-bold-proposal-to-remove-the-hatch-mechanic#latest

  • @ColdCobalt , @VomitMommy , @mizark3 , @Ohyakno , @cclain , @bjorksnas , @Halloulle , @Deathstroke , @Nightram , @BlightedDolphin

    What about this?

    When there are two Survivors Left…

    1. Both survivors gain the ability to recover from the dying state at a 100% speed.
    2. After recovering, they receive 10 seconds of endurance, to avoid immediate downing.
    3. If fewer than three generators have been completed, the remaining generators will be completed automatically, except for the five that are the furthest apart. This ensures the last two survivors need to complete only two more generators to power the gates.
    4. During this phase, if at least one generator has not had any progress for the last 10 seconds, the killer receives Killer Instinct on both survivors for 3 seconds.

    When there is 1 survivor left, current rules apply.

    This way it is ensured that the survivors still have a fair chance at escaping the trial. We avoid slugging for the 4k, we avoid survivors hiding until the other die (even with stealthy perks you can't hide from killer instinct).

  • @mizark3 said:

    I think the pre-Mikaela Hatch was the best version of the Hatch we had (although the delayed Key usage post-Mikaela is better).

    1. Hatch is a tie for matchmaking purposes, so even a 3 Hatch escape is a Killer win (K/T/T/T)
    2. Hatch only punished boring playstyles with an anticlimactic end that still was a Killer win (tunneling someone out early, 3-genning), which we added the regression limit mechanic to address when we already had it solved. Also an anticlimactic end makes it less preferable to gate escapes, which encourages playing the game out through the normal gen+gate channel.
    3. If the Survivors could have gotten a 4-out through the gates, they deliberately choose to give the Killer better results by going out through hatch. (S/S/S/S → T/T/T/T)

    Hatch was great for the game, and it has only been nerfed to good. We shouldn't seek to make the game even worse by removing it entirely.

    I never experienced the old hatch mechanic. Based on what you're saying it doesn't sound "great".


    For matchmaking purposes, if you get a win out of 1 kil (K/T/T/T) it's working against yourself because you'll get paired against better survivor every time even getting 1 kill. If, as you mentioned in point 3, the survivors delibrately choose to get hatch to give better results to the killer, it's the same thing, the killer is not good enough for that mmr but get's his ranking higher anyways.

    How is the game worse be removing hatch?

    It would be a normal game and in the end you'd have a last 2 minutes to chase someone. What is not good/healthy is the last 2 survivors hiding and not even trying to do gens until you find one of them or the killer slugging the 3rd survivor for 4 minutes trying to get a 4k. Or closing the hatch and spend 2 minutes going from gate to gate looking for the survivor.

    Just my opinion.

  • @ColdCobalt said:

    I really like this idea. The only thing I question is when the killer instinct for the last survivor would activate. Would it be immediately when there is only one survivor left? Really great ideas here though imo

    It would immediately and then every 10 seconds similar to Legion. To avoid survivors hiding for the whole 2 minutes.

  • Hello @tjt85 , @Archol123 , @HolyDarky , @Emeal , @SoGo , @Seraphor , @Ohyakno

    Thank you all for your comments and feedback. I have revised and reworked this suggstion. You can see it below:

    @Krogund said:

    Hello everyone, a few days ago I put up a Map Offering Rework suggestion and it was pointed out that it would be unfair on the killer side as the 4 survivors would choose a map that is survivor sided and the killer 1 that is killer sided and the odds would be 80% for the survivors and 20% for the killer so most of the time the killer would play at a disadvantage. Although my suggestion was referring to REALMS and not MAPS, the feedback received has some truth in it.

    You can check previous suggestion on

    https://forums.bhvr.com/dead-by-daylight/discussion/415790/map-offering-rework



    Therefore I have revised and reworked my suggestion. Please see below

    Current Issue:

    The existing map offering system in Dead by Daylight has received significant negative feedback from the community. Many players feel it lacks fairness and predictability, leading to a suboptimal gaming experience. Specifically, survivors often find it frustrating when killers bring them to killer-favored maps and vice versa.

    Proposed Solution:

    Remove map offerings and replace them with a voting system where both the killer and survivors select their preferred realms before the match. The map for the game is then chosen randomly from the selected realms. Additionally, one random survivor will have the chance to ban one REALM, with the caveat that this greatly increases their odds of becoming the initial obsession.

    Detailed Mechanics:

    Selection Process:

    1. Pre-match Voting:
      • Before each match, the killer and each survivor select one realm they prefer.
      • The selected realms are pooled together to determine the probability distribution for the realm selection.
    2. Random Survivor Ban:
      • One random survivor is given the opportunity to ban one realm.
      • Banning a realm greatly increases the odds of this survivor becoming the initial obsession.
    3. Random Map Selection:
      • Once a realm is chosen, a map within that realm is selected randomly.

    Probability Distribution:

    1. Balanced Weighting:
      • To ensure fairness, the probability of selecting a realm is balanced between the killer and the survivors. The killer's choice and the collective survivors' choices each contribute 50% to the final probability.
    2. Equal Representation:
      • If the same realm is chosen multiple times by survivors, it does increase its probability.
    3. Banning Impact:
      • The banned realm is removed from the pool of potential realms (after everyone has chosen maps), and the remaining realms' probabilities are adjusted accordingly. (Remember the vote is secret and the survivor banning the realm does not know which realm the Killer chose)

    Weighting System Example:

    Different Realms Chosen: if the killer wins the 50-50, the map would be chosen from the McMillan Estate Realm. If the survivors win the 50-50, the map would be chosen from either Lery's, Coldwind Farm, Ormond and Yamaoka Estate the 4 of them having equal chances.

    • Killer: MacMillan Estate
    • Survivor 1: Léry's Memorial Institute
    • Survivor 2: Coldwind Farm
    • Survivor 3: Ormond
    • Survivor 4: Yamaoka Estate
    • Banned Realm: RPD
    • Killer's Realm: 50% chance (MacMillan Estate)
    • Survivors' Realms: 50% chance divided among remaining choices (Lery's, Coldwind Farm, Ormond and Yamaoka Estate)

    Repeated Realm Choices: if the killer wins the 50-50, the map would be chosen from the McMillan Estate Realm. If the survivors win the 50-50, the map would be chosen from either Lery's, Coldwind Farm and Ormond. Lery's having a 50% chance while Coldwind Farm and Ormond having a 25% chance each.

    • Killer: MacMillan Estate
    • Survivor 1: Léry's Memorial Institute
    • Survivor 2: Léry's Memorial Institute
    • Survivor 3: Coldwind Farm
    • Survivor 4: Ormond
    • Banned Realm: RPD
    • Killer's Realm: 50% chance (MacMillan Estate)
    • Survivors' Realms: 50% chance divided among remaining choices

    Same Realm Choices: in this case, the banned realm is RPD so the killer would have 0% chance of winning. The map would be chosen from either Coldwind Farm, Ormond and Yamaoka Estate each having a 33.33% chance each.

    • Killer: RPD
    • Survivor 1: RPD
    • Survivor 2: Coldwind Farm
    • Survivor 3: Ormond
    • Survivor 4: Yamaoka Estate
    • Banned Realm: RPD
    • Killer's Realm: 0% chance (RPD)
    • Survivors' Realms: 100% chance divided among remaining valid choices (33% each for Coldwind Farm, Ormond, and Yamaoka Estate)

    Overall Example (Including Balanced Adjustments): in this case if the killer wins the 50-50 the map would be chosen randomly from Coldwind Farm. If the survivors win the 50-50 the map would be chosen from the valid chosen realms (Ormond is banned): Lery's would have a 66.66% chance and McMillan would have a 33% chance.

    • Killer: Coldwind Farm
    • Survivor 1: Léry's Memorial Institute
    • Survivor 2: Léry's Memorial Institute
    • Survivor 3: Ormond
    • Survivor 4: MacMillan Estate
    • Banned Realm: Ormond
    • Killer's Realm: 50% chance (Coldwind Farm)
    • Survivors' Realms: 50% chance divided among remaining valid choices

    Additional Balancing Factors:

    • Realm Popularity: Realms that are frequently chosen may have their probability slightly reduced to encourage diversity.
    • Player Feedback: Regular surveys and feedback from players can adjust the weighting system to ensure ongoing fairness and balance.

    Conclusion:

    This balanced realm voting system aims to address concerns from both killers and survivors, creating a more predictable and fair gaming experience. By ensuring equal weighting between killer and survivor preferences, introducing a realm ban feature, and randomly selecting maps within chosen realms, the new system strives to provide a more enjoyable and competitive environment for all players.

    If you like it, please vote up.

    Feel free to let me know any questions, suggestion or feedback.

    Thank you!

  • @Emeal said:

    People often go afk until the game starts, you system requires them to stay and vote. This will not go over smoothly.

    My solution would be to increase the rarity of map offerings to Ultra Rare to significantly reduce the rate at which they are gained and then just wait for people's store of Map Offerings to run dry. Boom! Now choosing where to go is a lot rarer.

    Well, I meant everyone CAN choose a realm to go to. They don't HAVE TO. Just like perks, addons and offerings. This would be optional. If only one person chooses a map, that's where the trial happens :)

  • I was going to put up my own suggestion but I found this thread… so maybe I'll leave it here as a reply.

    I think a good way to give more play to the hex perks is the following:

    Survivors SHOULD NOT be able to interact with dull totems or hex totems unless they have the required perks. Perks that allow to interact with totem would be ANY boon perk or perks such as Small Game and Counterforce which are designed to find and cleanse totems or perks that required totem interaction to activate such as Inner Strength or Overzealous.

    The only exception to this rule would be Hex: Plaything. Everyone affected by plaything would be able to cleanse their OWN hex.

    Is this too much? I don't think so. It would be the same thing as boon perks, not all survivors can put up boons unless they have said perks or the same thing as Sabotage, not all survivors can sabotage a hook unless they have Saboteur or a toolbox.

    I guess the cleansing could be allowed if a survivor is carrying a map (which in my experience are barely seen).