Mokdroh
Mokdroh
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I would vote for changing Jolt to simply trigger on any Survivor being downed by any means anywhere, the perk specifically only applies 8% regression for gens within 32 meters of the downed Survivor and then goes on the cooldown, so this would make the perk less situational and more viable for all Killers.
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@SuzuKR said:
You're forgetting WGLF has the +100% pickup speed now, it's not just BP perk anymore. Also Pop base is kinda a weird choice.
You are right, I did forget about the 100% healing from dying state.
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Perhaps the value of the rewards are tied to the rarity of the offerings used too - the rarer the offering, the greater the rewards.
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I really hope we as a community can continue to increase the demand to fix gen-tapping, and not try to defend it, as it is a core imbalance in this game against the Killer multiplied by 4. I have wondered why the devs haven't done anything to fix this in several actual years. The longer core imbalance stays, the worse the health of the game will stay. To top it off, this is easy to fix for the devs, they don't even have to add anything new, just use what they already have in the game.
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@ZFennecFox said:
https://forum.deadbydaylight.com/en/discussion/comment/2745883#Comment_2745883
Cheers, It's baffling that BHVR is sleeping on the best PR nugget ever.
I agree with you.
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@ZFennecFox said:
https://forum.deadbydaylight.com/en/discussion/comment/2745773#Comment_2745773
I just feel like their squandering a golden opportunity to actually see what changes could work in a faster way over this cautious slow roll they have.
I think if the PTB was more of a playground for testing things with the community in a more direct manner so that the community would be in on the testing itself, seeing and experiencing them and offering feedback underway while also keeping the pre-release patch testing would improve the gap between the devs and the community, which could result in a far better Dead By Daylight which means everyone wins.
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@Mooks said:
So this is my concept for a second survivor objective, to slow early game and general gen progress down a little bit while making it somewhat interesting for survivor and not be another M1 in one place activity:
For the current gen and healing speed you have to have metal scraps (screws,tools etc) and herbs respectivley in your ‚inventory‘. both materials are scattered around the map and can be collected. You have a maximum amount you can carry and while repairing/healing they will get depleted. There will be small meters in the UI for the survs so they see how much they have/how fast they get depleted.
if you are out of materials you can still repair/heal, but at a much slower pace.
Herbs and scraps have to be collected, there should be a very small pickup animation (kind of like red glyphs but shorter). You can find them anywhere, they are not exactly hidden, and may respawn at new places. Scraps can be detected from a little further away because they shine/ blink a little. Herbs are just growing anywhere and have a distinct look to them. They are a little bit taller so they can easily be spotted. On some indoor maps (or generally) they are growing in mini plant pots (which disappear after collection) (think about Resident Evil HD herbs).
Many perks/items may get reworked to incorporate those new features, some ideas:
Botany Knowledge: Either slower depletion, slow auto refill, auras for herbs. There is many possibilities how it could work
Toolboxes/Health Kits ignore your scraps/herbs meter while they have charges and are used
Saboteur: Refill your scrap meter after sabotage
the idea is generally to give survs stuff to do besides gens, especially for early game. But make it engaging: searching around the map, looking in corners where you normally don’t go etc without being constantly on a silver plate for the killer (that still mainly patrols gens and doesn’t get more stations that have to be patrolled). its not actually a mandatory second objective but slowdown without those should be noticeable enough so survs should always try to not have empty meters
my other concepts (Feedback and suggestions always welcome):
Killers: The Ice Queen, Hannibal, Charlie(The Darkness), The Blair Witch, The Firebreather, The Photographer
Survivors: Aria Morrison, Lukas Schmidt, Paitoon Saeli
Survivor Items: Walkie Talkies, Lighter, Water Bottle, Pocket Knife, Sling Shot, Spray Paint Cans, Salt Pouch, Smoke Bomb, Voodoo Doll, Smudge Sticks
Game mechanics: Expanded survivor objectives, Exhaustion Rework, Spiderwebs
I am quite interested in seeing things like this tested around with, some sort of secondary objective for the Survivors that incentivize more roaming which equals more rewards for more risk improving the Killer's objective at the same time, perhaps even some sort of mini-puzzles like assembling enough scraps and pieces into Assembled Parts that can be applied to generators to boost the repair progress a fair amount while also lessening the effects of regression on the generator with an Assembled Part applied. So much that can be done within what they already have.
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@CheesyBabyBoi said:
This idea arose from how on the meat plant map or whatever the big flat two story map is how there’s the big yellow stairway that survivors can run up to and vault to fall 3 floors and oof on the killer, and how much of a bunk it is to down someone before they vault, as with most hooks spawning it takes about a billion years to take them to a new hook, and it’s rough.
But, it would be cool if the killer could vault with a player on them, to be able to land them on that hook so tantalizingly placed at the bottom of the tube drop, right?
I would be ecstatic, as killer or survivor, if the killer was given the ability to take survivors off his shoulder and YEET them right through the window, or vault, or whatever, and climb in afterwards, it just sounds so fun and monstrous and great, and just such a d—- move for killers to be mean if they’re getting dunked on, it would be cool if it increased the progression of their wiggle time and also their bleed out timer, i just think it would be a super fun feature what you all think
I like the idea. Would be great if it would be implemented in the way that we could either click or hold the drop button (default R), where holding leads to channel this throw, the longer the channel, the greater the distance, while clicking the drop button drops the Survivor on the ground, just as it is now.
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@[Deleted User] said:
I think the easiest and simplest bandaid for camping would be giving more to the survivor on the hook, plainly speaking.
I propose that hook skill checks have a 'great' spot that earns you more bloodpoints. Every additional great skill check earns you a higher number of bloodpoints than the previous.
Secondly, have an 'eye contact' meter called the killers gaze. Using one of the secondary buttons would allow the hooked survivor to 'stalk' the killer while they are within sight. Leveling up your stalk meter would count towards your objective emblem, allowing someone to feel like they aren't leaving the match 2 minutes in with 3000 bloodpoints and a pip down
It doesn't really solve the actual issue,, but I know that a lot of survivors would be less upset if they weren't tunneled out of the match empty handed, especially if they put a good offering in.
Thanks for sharing. Seems like a fair addition in my opinion.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2739898#Comment_2739898
I honestly think Survivor stopping regression should work as follows:
- The gen is Regressing from a kick.
- Survivors start working on a gen. The effects of Regression are suspended, so the Survivor gets the full effect of repairing.
- If the Survivor hits a Skillcheck; Regression is removed & the Survivor can leave the gen without it regressing.
- If the Survivor failed a Skillcheck; Regression stays suspended, but will resume if the Survivor leaves the gen.
- If the Survivor is chased off the gen BEFORE a Skillcheck; regression resumes.
Basically, the Survivors have to hit a Skillcheck to remove Regression from a generator.
I agree, I think that's a good suggestion.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2739877#Comment_2739877
My suggestion would be to make the parts temporary, and have them respawn 10-15 seconds after their effect wears off. In this way; Survivors are not screwed if the Killer camps a gen a Part has been used on.
I like the idea of Pop being basekit, but I have a problem with gen-kicking in general; it takes the Killer 3 seconds to START a regression,a nd Survivors literally gen-tap in 1/60th of a frame of animation. It's something devs need to look at and fix before gen-kicking (and gen kicking perks) become useful. Because the Killer is wasting 300x the time kicking, than Survivors spend gen-tapping.
I like your suggestion there, that is a good idea for countering camping of an Assembled Part.
And I really appreciate that you mention the issue of Killers having to channel to kick the generator in order to make it regress (and very slowly too) while the Survivors can literally tap M1 to instantly stop regression. This is something I have tried to share several times around the forums, but don't see enough attention paid to this, as this is an issue that causes core imbalance multiplied by 4. I hope they make it so the Survivors also need to channel in order to stop regression and start repairing. Another thing I also think is important is when a Survivor fails a skillcheck and runs off, the generator explodes, but still counts as being undamaged (not regressing). The Killer somehow still has to spend time channeling to damage the generator that in fact just exploded. This makes no sense and is another imbalance multiplied by 4. I hope they make it so that when the generator explodes, it counts as being damaged (naturally) and goes into normal regression (same pace as a Killer damaging it).
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@AngyKiller said:
Implement a halt to the sacrificial process if the Killer lingers too close to the hooked Survivor
I will say this again: The devs tried a 'If the Killer is too close to the hook, do <x>' punishment. In their case, it was 'The struggle meter empties slower'.
Survivors abused it by forcing the Killer to either camp, or walk away for a free unhook.
So stop. Everyone. Stop with these camping punishments. They cannot work. Every single one has been abusable by Survivors. Let me explain:
- I hook a Survivor. Now 2 Survivors are North and South of the hook by...let's say 25 meters. Clearly in the open, opposite directions.
- If I go after North: He slowly backs away, preventing me from starting a Chase event. At the same time, South walks towards the Hook.
- I reset to the Hook. North and South reset to 25 meters away. The game still considers me 'Camping'.
- Repeat 2 and 3 if I go after South instead.
Now, what are my choices?
- I camp the hook. North and South camp ME. 4th Survivor now has infinite time to solo gens without their friend dying on hook.
- I commit to a chase. In doing so, the non-chased Survivor gets a free unhook.
This is how these 'punishments' ALWAYS can play out. Every, single, one.
And this is not a hypothetical; this is, literally, how it played out when the devs tried this. Survivors showed they would abuse the HELL out of it for their own benefit.
People need to accept that camping has it's uses, and any 'punishment' they invent will be so massively abused that Killers would never stand for it.
As for the rest...Eh? The problem with making Ruin basekit is that Killers cannot kick already-regressing generators, which means perks based on kicking generators are now useless & all need a rework.
Also; how long with this part Survivors can find halt regression for? The entire match? A minute? Two minutes?
I do like the idea that regression would be based on Killer's proximity to a hook, but it should maybe be worked into Ruin itself.
Thanks for sharing. While it is the Survivors' objective to escape the trial before they are killed, it is the Killer's objective to do everything in their power to kill the Survivors before they can escape and this indeed includes camping. The idea was to give Killers a double-edged sword to both be able to afford chases better at the cost of camping efficiency - the closer the Killer is, the higher the cost, but if as you say the developers did indeed test around with something similar to this suggestion regarding slower sacrifice upon the Killer having close proximity to the hooked Survivor and it did not work well, I totally agree to scrap that and continue to try to find ways to both balance and incentivize ways that we might have more fun with our objectives, both as Killers and as Survivors.
Perhaps better than a base Ruin would be a Pop Goes The Weasel basekit implementation for Killers, which would both offer more balance as the Killer's damage of the generator is very slow regression while also being something the Killer has to work for to apply.
The idea for the Assembled Parts was that they do not halt regression on a generator if the Killer damaged it, but just halted the effects of Ruin on the generator they were applied to, and that there would perhaps be a maximum of two Assembled Parts being obtainable in a trial. In the case of this idea with Pop Goes The Weasel basekit instead of Ruin, perhaps these parts would instead boost the repair speed by a small but fair amount (but not instant or super repairs like older versions of Brand New Part). Since they are a few pieces that need to be assembled into parts, the assembling itself could also be a little mini-puzzle where you rotate and turn the parts to fit each other, offering something interactive as a side-objective for the Survivors.
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Perhaps if the game had built-in character specific voice lines saying those things in a proximity-chat like manner, that the Killer could also hear if close enough. Otherwise it provides the Survivors with means of communication which doesn't actually make sense and which give them a significant advantage in terms of information over the Killer in ways that the game is obviously not designed for.
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While repairing the generators in order to escape and as fast as possible before they are killed is the Survivor's main objective, just like killing the Survivors as fast as possible before they can escape is the Killer's main objective, I think some implementations should be done to improve the core balance of the game first of all. Both Killers and Survivors should be doing everything they can in order to accomplish their objectives, just as the instructions of the game suggest, I think the issue is that the game has core imbalances where the generators are done too quickly with the Killer not having time to hunt around looking properly for Survivors and not being able to apply pressure across the map unless they play a fast-roamer like Spirit, Billy, Blight or Nurse.
Perhaps one mechanic that could be added to, as you say, keep both the Killers and the Survivors in the "fun zone" could be implementing the spawning of new types of chests or some sort of containers that are scattered throughout the map where Survivors can pick up pieces of parts (not the toolbox item) that will boost the repair progress of a generator by a good amount. These pieces would then NOT count as the Survivor's active item, but is a passive item they carry. The Survivor would need a couple or more of these pieces to then put together the part that they can then use on a generator to boost the repair progress (but not instant or super repairs like older versions of Brand New Part). A suggestion if nothing else.
With core imbalance issues:
- The Killer has to spend time to channel the damage of the generator in order to make it regress, while a Survivor can literally just tap LMB to stop the regression. This makes no sense, and creates a core imbalance in the game and this imbalance is multiplied by 4. Solution? Make it so the Survivors also need to channel in order to stop regression and start repairing.
- When a Survivor fails a skillcheck and runs off, the generator explodes, but still counts as being undamaged (not regressing). The Killer somehow still has to spend time channeling to damage the generator that in fact just exploded. This makes no sense and is another imbalance multiplied by 4. Solution? Make it so that when the generator explodes, it counts as being damaged (naturally) and goes into normal regression (same pace as a Killer damaging it).
- Survivor boons are Survivor's hexes against the Killers, but in a completely opposite and imbalanced way. Currently, the Survivors can completely destroy the Killer's Hex perk permanently for the trial by cleansing the hex totem, and can also cleanse any totem they see fit, apply and re-apply the boons indefinitely even to totems snuffed out by the Killer, so the Killer cannot manage the totems. Solution? Make the Killer able to destroy totems and implement restrictions to the amount the Survivors can apply boons in a trial.
- The generator speed for multiple Survivors working on the same generator is extremely fast even with the co-repair penalty (easily observable with the Legion's Discord perk). Single generator work should be slow with the normal amount of skillchecks, basically as it is, while multiple Survivors working on the same generator should be a bit less speedy than it is now and invoke more skillchecks, making the higher reward gameplay for Survivors more risky and a bit more balanced against the Killer (also considering the pieces-to-part-assembling mechanic).
I heard in a Q&A video of the devs from October this year that they have plans of implementing counters to facecamping. Hopefully we will see soon what this might be.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2720319#Comment_2720319
But you don't agree with the Boons part? If Hexes can be re-lit, so can Boons. But the survivors should have to accomplish something within the match to get a token to be able to put their boon back in play. Each boon could have its own cost. CoH should involve healing other survivors health states, Shadowstep should involve hiding a certain amount of seconds within the killers terror radius, and Exponential should involve unhooking another survivor.
After all, this is supposed to be the killers playground, not the survivors.
I agree. If this is applied on top of giving the Killer the ability to destroy totems, I think this would be better balanced.
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"I believe killers hexes should start in the match lit up. But if snuffed out can be relit on totems, or the killer that doesn't run hexes can destroy the totems in order to prevent boons from being placed."
I agree on this.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2720293#Comment_2720293
I still think the killers hexes should spawn in, because as matches currently stand, I don't think killers have the luxury of time to be able to place their hexes before pursuing the survivors. The time needed to track down a dull totem to hex it could ruin a match with a solid survivor team.
And the killers can't be just given the sight of all dull totems in the match either, because that would render boons completely visible, the killer would just see a dull totem disappear and know exactly where to go.
The killers would need a perk that gave them the ability to spot some dull totems, like the survivors small game or counterforce if they were a hex based player.
The point was not about Killers not spawning in their hexes, but about the imbalance between how the Killer's Hex perks can be completely countered permanently for the trial and the Killer cannot re-apply those hexes and also cannot manage the totems because the Survivors can indefinitely re-apply their boons and choose which totems to re-apply to and which totems to cleanse, ending up with the Survivors in the power role of totems.
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@[Deleted User] said:
Killers should be able to choose to either destroy totems (to prevent boons) or be able to relight their own hexes. It would turn the totems into full on tactical warfare
""Should I break the totem, which means no CoH but also keeps the killer from rekindling Ruin?""
""Should I break the totem, which means no Noed or Undying, or risk the survivors putting a CoH in this area?""
Indeed, Survivor boons are Survivor's hexes against the Killers, but in a completely opposite and imbalanced way. Currently, the Survivors can completely destroy the Killer's Hex perk permanently for the trial by cleansing the hex totem and can also cleanse any totem they see fit, while the Killer has no control over where what totems will be hexed. The Killer has to spend two perk slots for hexes to counter this, with the other one being Hex: Undying. So two perk slots that can be permanently destroyed for the Killer, while the Survivors can indefinitely re-apply their boons to any totem they choose, even the ones that the Killer snuffed out while the Killer is not able to destroy the totem nor the re-application of the boons hence not able to manage the totems (despite being supposed to be the "power role").
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I completely agree with you :)
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@[Deleted User] said:
The game already has a tough learning curve for newer survivors, punishing gen explosions even more would be rough for them.
I usually find the gen tap to stop regression a non problem as its more of a qoL issue for survivors. Thank god we only have to tap gens to prevent regression because sitting on a gen and hitting skillchecks is boring as heck. Many games I remember having done a gen to 80% only for killer to pressure me off the gen and noone even bothered to tap the gen making it regress to 0% anyways. Really good survivors know to tapp gens to prevent this and if they need to sit there for 3 seconds people will be even less likely to work on the gen to prevent regression
TLDR: pls dont remove it makes soloq more bearable
This is part of the core balance of the game, and this is one of the things that tips the game off into core imbalance, because the point is that the Survivors being able to tap M1 to instantly stop generator regression doesn't make any sense and is more powerful than the power role which has to spend time, and this is multiplied by 4. You say "Thank god we only have to tap gens to prevent regression because sitting on a gen and hitting skillchecks is boring as heck". But sitting on a gen and hitting skillchecks is the Survivors' main objective, the issue is that they DON'T have to sit to make it count as being repaired, they don't need to commit at all for it to count as repairs, appearantly they can just bypass it and look like they are about to touch it and woila, counts as repair instantly. And how can this still be the case for a gen that just exploded and is not being dealt with? Obviously this doesn't make sense according to both logic and balance. If the Killer chases one Survivor who was working on a generator, they will have to kick it to make it regress (unless they have Ruin or Surge and downs the Survivor nearby the gen) and if they do kick the generator, you have a headstart in the chase because it takes time for the Killer to cause it to regress, and the regression itself is also a slow process. If a Survivor can just tap it to instantly stop regression and begin the repair, now there is a major imbalance in the basic core mechanics of the game. The Survivors can constantly abuse this, and they do, especially in higher ranks. 4 people who can instantly tap a generator that the 1 player who plays against them have to spend time to cause regression.
Stopping regression should be a short channel for Survivors just like it is for the Killer to cause it, and failing a skillcheck causes an explosion, and this should naturally cause the gen to regress too, and the Survivor should have to go through with the channel for stopping regression. I think this would make much more sense, be more balanced, really help "genrush" and put even more importance of being careful with skillchecks and when to commit to a generator.
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@EuphoricBliss35 said:
maps are too small. 2 v 8 of the ol game play is a big zzzzzz fest
Agreed, I didn't add that yet, but will do now.
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@Kira15233 said:
Make it so survivors can't bring more than 4 DS 😂😂
Haha, I share in your distaste for DS :P
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I don't know what they have tried, but if they tried it and it didn't work, that's too bad. I really want it to happen, and I enjoyed the aspect of being able to do duo hunting in Deathgarden, but Deathgarden's pace was too fast for my preference. I still haven't tried Identity V, but want to try duo Killer there at some point.
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@Demonl3y said:
Why only rules for killer tho? No thanks.
I recently updated the OP to include the ability for Killers to override each others Marks by injuring the same Survivor, but doing so will put the Survivor into the Deep Wound status effect and be Marked by the Killer that injured them last. I try to update the OP accordingly, but I didn't add the -30% repair speed into the OP, but I will do it now. Will be easier to see rather than through the comments.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1655265#Comment_1655265
The bodyblocking doesn't have to last long, it just has to last long enough to prevent a hook. But let's put all those balance issues aside and put yourself in the killers' shoes for a minute: do you think it'd be fun to track down a survivor only to realize you're mechanically incapable of harming them in any way? Does that sound like something killers would actively pursue?
I actually only play Killer, so I understand what you mean, and I agree with you, it is a fair point. I would want the Mark to be visually clear to the Killer that did not mark them, so that you could see it long before committing to chase them down. I actually initially thought that it would be a good idea to have the deep wound status effect applied when attacked by another Killer than the one who first hit them, and I could definitely be open to that being a possibility, being able to overwrite the Mark of another Killer, causing the Survivor to go into deep wound timer. Duo Killer mode is probably difficult to accomplish, but I really want it to happen.
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@MeneLaw said:
https://forum.deadbydaylight.com/en/discussion/195492/suggestion-for-2-vs-8-mode-possibility
No way just put freddy with doc on the same map, survivors are gonna be oblivious and t3 madness is.....
Or an beat example doc with plague again t3 survivors but they are 1 shot
Doctor and Plague would not be able to combine their Powers to down Survivors with the rules I suggested. As soon as a Survivor is injured in any way by a Killer, they are Marked and can only be downed, picked up and hooked by the Marking Killer. Also, they can only interact with that Killer's power, add-ons and perks. Freddy and Doctor would only both have their status effects working against a Survivor that is unmarked, so either a Survivor that is healthy or just got unhooked. While Marked, only the Killer that marked you can affect you.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1655234#Comment_1655234
But you literally gave them protection from the other killer via Endurance. How is the other killer supposed to "cause damage" when survivors are effectively healthy (in the sense that it'll take 2 hits to put them down) after ganging up on the one trying to hook someone?
The more Survivors that try to bodyblock will obviously be going away from doing their objective, which benefits you. If there are 4 Survivors gathering around you while you carry one Survivor, then at least 1 of them can be Marked and downed by the other Killer. This is the same as a normal game. If the other Survivors are all Marked by the one who is carrying the Survivor, the other Killer will walk right through all those marked Survivors and can go straight for Marking and downing the unmarked one. You can only Mark 4 at the same time, so if there are more than 4 Survivors there, some of them are unmarked ones or those Marked by the other Killer, which means you will walk through them.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1655183#Comment_1655183
No, I didn't check your OP for edits before replying, but then again the latest edit was after that comment, so I don't know what you want from me.
It doesn't matter if you have a limit of 4 marked survivors because healthy survivors can still bodyblock both killers just fine. I'm not sure you realize just how easy it is to allow a survivor to wiggle free in your scenario.
It takes 16 seconds to wiggle free and 3 seconds for the killer to recover from a hit, during which time their speed is essentially zero. You would basically only need 4 survivors to bodyblock and the carried survivor gets off without any issue. Meanwhile, because they're being marked by that killer, the other can't do anything to stop them.
2v8 is unworkable due to the enormous number of survivors. Survivors are the ones who would need to be limited for this to work, not killers.
Yes, there was indeed one detail I added in the message that I edited into the OP after, about the application of Endurance after losing the Mark to a new Survivor. I would imagine that if the Survivors gang up on a Killer like that, the other Killer would want to step in and cause damage, and I am also open to the possibility that like you say, 8 Survivors is too much against the Killers. I would just like them to start testing around, with what we are both saying, both 2 vs 8 and 2 vs 6 for that matter. I think it could be great fun.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1654882#Comment_1654882
Yeah, the other killer can tip them off that 8 survivors are on 8 separate generators. Meanwhile, the killer who marked them can't stop the gen rush because they can only chase one survivor, and the other killer can't do anything either because he is mechanically prevented from doing anything.
I am unsure if you see what I write. I added that the Killers can only Mark up to 4 Survivors, so as to not have the situation where the full Survivor team is Marked by one and the same Killer and the other Killer being unable to stop any Survivors if they remain injured and Marked. Healing from injured to healthy or getting off the hook cleanses the Mark. I also added that if reaching max limit of 4 Survivors Marked, attacking a new unmarked Survivor will swap that Survivor with one of your random Marked Survivors, and the previously marked Survivor will gain the Endurance status effect for 15 seconds applying towards the other Killer than the one who Marked them, so that the Killer's cannot down a Survivor together in sequence and the Survivors do not know which one will be affected. I can also add here that the rules would also be a -30% repair speed penalty to the Survivors and the maps would be bigger. I also think 3 exit gates should be there, so I will add that too now.
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@zoozoom6 said:
also you would need maps exclusive to this maybe 1.5 or 1.75 times bigger than default?
I would say that's quite reasonable, along with reduced repair speed penalty of -30% like in Identity V, like @Raptorrotas mentioned.
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@zoozoom6 said:
i'd like to see this as long as it is implemented tastefully possibly similarly to map selection in cs:go ie: both modes on by default and can check or uncheck either mode based on your tastes
Yes, I think it should be its own game mode next to the default one, so no one would be queueing against their will.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1654831#Comment_1654831
We both know tracking survivors is utterly pointless if you can't catch them. How is one killer supposed to go up against 8 injured survivors, all rushing different gens, while the other killer is just twiddling their thumbs? Because that's what would happen with your rules, 8 survivors would gang up against one killer while the other is powerless to stop them.
I also want to add that when a Survivor is unhooked, their Mark is cleansed. I also think it could be a good idea to add the max limit of 4 Marks per Killer. Added this to the original post.
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@Mokdroh said:
https://forum.deadbydaylight.com/en/discussion/comment/1654875#Comment_1654875
If those Survivors try to gang up on one and the same Killer and are injured by that Killer, they will be Marked by that Killer and can be downed and hooked by them. If they are grouped away from the Killer they are Marked by, the other Killer can tip them off. I can add that I think it would be great to give the Killers a basic gesture of being able to point in a direction so as to communicate they should go there.
Also, I can add that the Survivor would be cleansed of the Mark once they are unhooked. Could also be a good idea to limit the amount to 4 Marks per Killer. That's both manageable and fair I think.
EDIT: Added this to the original post.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1654831#Comment_1654831
We both know tracking survivors is utterly pointless if you can't catch them. How is one killer supposed to go up against 8 injured survivors, all rushing different gens, while the other killer is just twiddling their thumbs? Because that's what would happen with your rules, 8 survivors would gang up against one killer while the other is powerless to stop them.
If those Survivors try to gang up on one and the same Killer and are injured by that Killer, they will be Marked by that Killer and can be downed and hooked by them. If they are grouped away from the Killer they are Marked by, the other Killer can tip them off. I can add that I think it would be great to give the Killers a basic gesture of being able to point in a direction so as to communicate they should go there.
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Thank you, the idea is basically a competitive hunting mode, where the two hunters are allied and have the same goal of killing as much as possible, and are set up to compete at the same time while they do all they can to achieve this goal.
I am absolutely a Killer player, I bought the game to play Killer. I have tried playing Survivor sometimes of course, but I no longer play Survivor at all. I thought this was both fair and fun for both sides to play. I would love it personally, which is why I share it.
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@Raptorrotas said:
https://forum.deadbydaylight.com/en/discussion/comment/1654723#Comment_1654723
I agree that survivors do need some tweaking and not just killers too. Identity V gives survivors a 30% repair ( or was it action? Its been a while) penalty AND they have to fix 7 "generators" (of 11).
My obligatory "check the Identity V rules for duo hunter mode"-post btw. :)
Yeah, I love that they did this in Identity V. Dead By Daylight does work differently though, so I think some of those rules in Identity V and the ones I suggested would work great hand in hand really.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1654764#Comment_1654764
Which just makes it worse when survivors can bodyblock one killer long enough to waste the wiggle timer while also becoming immune to the other killer as they continue to rush gens.
If surrounded by Survivors in this sense, I will try to calculate whether I should try to injure them while carrying or just drop the Survivor and try to injure more. If you manage to hit anyone nonetheless, you Mark them for yourself. All that keep coming are not doing generators and may end up injured. Killers will have to focus on tracking and hunting down Survivors they have Marked. The Survivors that are marked can rush generators as all Survivors can, and which is the Survivor objective, but if they want to stay Marked, that means they will remain injured, and you can track them more easily.
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@The_Bootie_Gorgon said:
5 vs 5 TDM style mode(each team = 1 killer + 4 survivors)...
killers try to kill the opossing's team survivors. survivors try to finish gens to escape.
Win is determined by a teams overall score which is made up from kills and escapes. Let the sweatfest commence 😂😂😂😂😂😂😂
I like this one, but I want that cooperation combined with another Killer as a person who bought this game to play as Killer.
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@musefan said:
Your rules are too complicated
It's not that I don't understand them, its that complicated rules make games not fun for most people.
I don't think it's complicated. It's a game of tag. Killers tag Survivors, and can only interact with the Survivors they have tagged, or untagged Survivors.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1654764#Comment_1654764
Which just makes it worse when survivors can bodyblock one killer long enough to waste the wiggle timer while also becoming immune to the other killer as they continue to rush gens.
If you see this happening as a Killer, that you are indeed surrounded, it might be better to just drop the Survivor. In any case, you would injure and mark more Survivors for yourself. The Killers will have to make more use of hunting and tracking the Survivors they have Marked, and the Survivors that are Marked and are disconnected from the other Killer and is rushing generators will be in the injured state, and can be tracked down more easily. Also, if other Survivors are also working on that same generator, they might be unmarked, or if they might already be Marked by you or the other Killer.
I can add that I think Killers should also have a basic gesture like Survivors and be able to point in a direction to communicate to the other Killer that they should go there.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1654735#Comment_1654735
And healthy survivors can bodyblock both killers.
They would probably end up being injured though, or simply downed. It is also vice versa, but Killer's cannot down the same Survivor together, but Marked Survivors will be linked to the Killer that marked them, and disconnected from the other Killer, so in the end, you can only be blocked by those you can down and hook. The others you will pass through in the Fog.
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Hehe, yeah, that's a glitch though, and it doesn't take into account any of my suggestions here.
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As I wrote, a Marked survivor will not be able to body block the other Killer that didn't mark them, just like that Killer cannot body block the Survivor marked by another Killer. The Survivor also has to remain injured if they want to stay Marked, as the Mark is only cleansed when healed from injured to healthy or getting off the hook.
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@MrsPiggyIsSoSneaky said:
They would do this, but remember what BHVR said long ago
"We follow the lore for our game"
I personally saw it as potentially integrated into the lore. I hope they do something like this, would love to play it.
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@RaSavage42 said:
I'd say if they wanted to TEST it...
Only allow "M1" killers to start- killers whose main way to injure survivors is with their weapon (Wraith, legion, Nurse... ETC)
Disable addons and perks that have global effects BBQ, Thana, DL... ETC, Also disable indoor and small maps
Then over the span of the test add in the rest of the killers, addons, perks, and maps- not in this order obviously
I agree with you, that's a nice approach :)