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Razum

Razum

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Razum
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  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/341102/m1-cooldown-should-be-shorter

    I can tell that you dont understand how this game functions,at all. The attack cooldown where the killer cannot do anything is CRUCIAL. It's why 8 stacks of STBFL make the Killer such a scary machine.

    The changes you suggest will just make Killers extremely unfun in unhook scenarios and tons of other places.

    I have 1.4k hours - I suggest I know how to play. I can tell you either can't read or can't argue. STBFL is strong, because the killer after hitting you is in your neck so much faster than without. That's because he not only has a very short ATTACK COOLDOWN, but he is also SLOWED for much shorter time, what allows him to catch up much quicker. And that allows him to chase faster (get downs faster) and makes him 'scary'. I suggest, that you can't stand in his face for more than one second without being downed, but chasing doesn't go faster.

    You could give some more examples on where it would be unfun, instead of giving already discussed examples without adding anything. For me personally it is very frustrating that survivors are able to do what they want in front of my face without me being able to do anything about it despite being the killer.

  • Ok, I got the point. But just to comment some arguments:

    "A nurse who just misses could swing again if the survivor turns back without thinking."

    I didn't mean to include special attacks. As Nurse, Blight, Demo etc. you aren't able to attack 0.5 seconds after blink or dash. With Nurse and Blight you get into fatique and can't attack and so on. The survivors should be rewarded when they dodge these special attacks and not instadowned if they got hit.

    "chases would be too short in my opinion"

    Well, since you are still slowed for 2.7 seconds after a hit as a killer, you won't catch up to a survivor quicker. The only way a chase would end faster than before is when the survivors doesn't run away after the first hit.

    "killers aren't supposed to be ultimate survivor stomping machines"

    I agree, didn't mean to change that.

    "With your proposed change, you would be able to hit him again and get basically an instadown. That would be pretty broken."

    My change adds a variable to consider. Now you won't have all the time in the world to run around the killer after a hit. You need to run away immediately. If the instadown chance is too high (meaning, too many survivors don't get out of range of the killer) you could set the cooldown to 1 second. But still: after 0.5 seconds you can hit, but not lunge. For a lunge you have to wait for the 2.7 seconds.

    "risky saves would hardly be possible.", "The fact survivors can finish a gen in an M1 killers face is dumb."

    I pretty much mean exactly these situations where the survivors stand directly near the killer and laugh him in the face. You shouldn't get 10 extra seconds at a gen after the killer has already approached. You shouldn't be able to unhook when the killer is near/directly beneath the hook, since it's a ######### killer. For that to not be unfair gameplay, the camping issue needs to be solved aka the killer should have no motivation to stay near the hook, except when all other survivors are there.

    "any survivor that vaulted after a hit and vaulted back would be instadowned."

    Not that you, what you mean there. If the survivors vaulted to escape you and you still get a hit while he's vaulting, why should he ever vault back to you? The other situation where he's vaulting to you while you stand beneath the window and after the first hit you immediately vault back to try to escape. Double medium vaulting takes 1.8 seconds and so yes, you are right, then the killer gets 2 hits. These scenarios are very rare. You would notice the killer if he stands on the other side. For it to work, he needs to stand directly near the window, because he has no lunge for the second attack. And still after the first hit, you can just run away, but not through the window. In that scenario the survivor gets punished (but not unfairly in my opinion) for a bad mistake and still has options.

  • @TarunCosmo said:

    There's a couple perks that speed up M1

    Yes, I know of course. But Unrelenting is most of the time useless, since you do wanna hit people and not miss and Save the best for last firstly doesn't do what I suggest and is more a chase perk. I don't want a change to killers being better chasers. I want the killer be somewhat more respected in these pretty niche scenarios.

  • Ich finde dein Add-On etwas zu stark, aber die Idee, dass man nicht weiß, wann genau die Falle dich tötet, finde ich gut.

    Man könnte es ja so machen, dass der Fortschritt der Falle durch bestimmte Ereignisse beschleunigt wird. Z.B., wenn mehrere Survivor eine Falle auf dem Kopf haben. Wenn du das schaffst, dann kannst du effektiv den Genrush verhindern.

  • Ich finde die an sich spannend, sehe aber ein paar Probleme.

    Das kleinere ist, dass es schon einen Clown gibt (was Pennywise ja quasi ist). Das würde sich thematisch übeschneiden und das ist nicht so toll.

    Die Idee mit dem Luftballon auch gut, aber mechanisch ist das eher eine spielverlangsamende Fähigkeit, die es in ähnlicher Form schon gibt: Das Schwein mit den Fallen auf dem Kopf, oder jetzt neu die Plague. Besonders mit letzterer teilt deine Idee eine große Ähnlichkeit. Bei der Plague wird man halt angekotzt, bei dir bekommt man einen Luftballon. Bei der Plague kann man sich am Brunnen heilen, bei dir mit einer Nadel den Luftballon entfernen. Die Plague wird dabei zwar nicht direkt benachrichtigt, kann aber den Brunnen, an dem du warst sehen. Auch hier eine große Überschneidung.

    Dann ist noch der Punkt, dass du den Luftballon, laut deiner Idee, erst festmachen kannst, wenn der Survivor am Boden liegt. Seine Fähigkeit wäre also keine Hilfe bei der Jagd. Ist beim Schwein auch so, aber du brauchst auch potenziell deutlich länger, die Falle zu entfernen. Die Plague widerrum kann mit ihrer Fähigkeit Loops umgehen, indem sie dich einfach vollspuckt, wenn du eine Palette runterschmeißt.

    Ich denke, mit Pennywise und Luftballons kann man viel Spannendes machen, aber so ist das, glaube ich, eher schwierig. Vielleicht könnte er Fallen bauen, die dann den Survivor an einen Ballon binden. So würde die Fähigkeit nützen, um gleichzeitig auf der ganzen Map wie Hag und Trapper Druck aufzubauen, wenn jemand erwischt wurde ähnlich wie Doktor, sie leichter zu finden und die Survivor davon abhalten, etwas anderes zu machen.