Tamago4a
Tamago4a
About
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- Tamago4a
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Comments
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@Hanuka5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983666#Comment_3983666
Yes and i told you why i dont think thats a good idea. This would mean free boon value and chances are very high that you never need to rekindle em. You are comparing the boon totem to the hex totem and asking why the hex totem is silent but you hear the boontotem from a wide radius ignoring that the hex totems are a one time thing.
I still dont get why you think the boontotem needs to be buffed in that way. If you are placing it RN in a dead part of the map it will also stay for the rest of the match.
How i said i would prefere em working like hex totems even maybe buff the effects of em. If they are not unliminted anymore there is counterplay against it what allows them to be mutch stronger.
I'm even ready to spend a minute mounting my totem, but so that it could not be so easily detected and destroyed. You can allow the player to place a totem only once per game, but still warn the killer with a loud sound about it. But this totem should not sound in the radius. A solution to this problem has been voiced many times. Fact: the way totems are designed now, works well only in 40% of matches. In most matches they are quickly broken.
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@Mandy said:
Many players do not want to have chat open, so enforcing it on people is not something we would consider - it was a request for off by default and turning it on as an option.
As a survivor it's very much within the players control if they wish to play a less focused team way, which is why there's many perks that support this level of play, it's to give options to players who wish to the play the game in that way, in the same way as there's many perks specifically aimed around teamwork.
Part of the reason we will not show other players perks in the lobby, is because we know we'd have lobby dodging issues which then causes further problems with match making overall, that's definitely not something we want to see. We saw this happening a lot when Prestige levels were shown in the lobby, which is why we chose to hide these until the endgame screen because whilst Prestige is no indication of skill level, that's not how it was being perceived, and that same thing can go for perk usage as well.
Players have the right to choose what perks they want to play with without being dodged or berated by other players.
Well, okay. At least the chat can be made open by default? I swear, 99% of players don't even know that there is some kind of pre-match chat. The chat should be open by default, but you can give the option to hide it.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3982015#Comment_3982015
Disruptive intentions are not good for the game.
And how did you come to this conclusion?
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@Hanuka5 said:
Oh that question is honestly very easy to answer:
Because its absolutly no fun to play against boontotems. Since survivors can do em infinite times again and it only cost you time to destroy em.
Its not like Hextotem: A very strong effect but when the Survivor cleanse em the effect is gone. You can just to em infinite times again and again and again.
They are allready hard to find because well as killer you dont have the time to be looking for boontotems and your buff would make that even harder.
- He just goes somewhere in a random direction, hears my totem and breaks it. It turns out that in 2 seconds he completely disables all my perks.
Why are you saying this? You know that is not the case. You can just rekindle em again and again. So its totaly different from a hextotem, because than the perk is "completely disabled".
There is
1.) Hard to find but perks are permanently disabled
2.) Easy to find but you can rekindle em.
TBH i think the 2nd Option is stronger and im pretty sure the majority of killers would use that typ of totem over hextotem.
Where did I say that I propose to make boon totems the same as those of assassins? I only propose to reduce their installation time, or increase their breakage time, or reduce their audibility radius to 3-5 meters. The last option is the most preferable.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3982003#Comment_3982003
Not by me no, by who and on whos authority?
Do you think you have a right to disrupt Queue Times making possibly 100s more wait longer to get in the game?
If you had that right it would be detrimental to the game, if everyone had that right it would be catastrophic.I just want to make it clear what my intentions are in the game.
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@Emeal said:
Why? Cause people would lobby jump when they see perks that they dont want to have teammates play with.
Yes people are that petty and I dont want disturbances in queue time.
Don't I have the right to refuse a game that was lost before it even started?
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@Ohyakno said:
-Because killer time is more valuable than survivor time.
-You don't. Totems spawn in a set few locations, some in the same spot every time. Part of the enjoyment of learning a game is mastering it's mechanics. Totem spawns are no different in this regard.
-Again killer time is more valuable than survivor time. I've heard boons and ignored them because I simply couldn't spare the seconds required to snuff them. And your perks are not disabled; nothing is stopping you from booning again. If you do it while the killer is stomping it you've lost very little time.
If you want to run boons that's fine. My favorite build is overzealous, shadow step, circle of healing and whatever other perk I want. When your entire build is focused around doing one thing you have to be aware that you may not get value from it. That's why it's wise to run a perk or two that you know is going to be actionable.
I disagree with you. It shouldn't be like this, that all my perks are turned off in 2 seconds, and to find the totem you don't need to know anything in the game. You just need to put on headphones and listen to the sounds. I can put the totem back. And the killer comes again and breaks it, until one day he just kills me next to this totem. I once had a match in which I put the totem about 7 times. And still everyone lost.
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@Skillfulstone said:
Being able to see your teammates's perks would immediately cause lobby-dodging to skyrocket. People doing Adept achievements (or simply playing off-meta or niche perks) would get dodge relentlessly and hiding prestige in lobby (which was for the sole reason of reducing lobby-dodging, and it worked wonderfully) will have been for nothing, in fact it would be a thousand times worse. People would have to last-second switch their own perks to deal with their teammates.
As for the chat, I think it being off by default (and it being able to be hidden) is for people to not have to deal with toxic people if they don't want to (and streamers to not have to deal with even more of that).
I do agree that there should be more indicators for perks in-game however. For example;
Head-On, when active, would turn the aura of a locker yellow from the POV of other Survivors, making it easier to organize saves and chases around it.
Deliverance and Wicked, when active, would change the hook icon on the HUD and make it glow to tell the other Survivors that the hooked Survivor can unhook themselves and that there is no need to rush for the save.
There's more examples but it would go on for a while.
I don't think I agree with you.
Why should I tolerate quest-takers, achievement-takers, and all sorts of jokers and noobs in the game? I go in to play a normal game, not a clown show. Maybe there's something wrong with the game if there are achievements and tasks where you have to do absurd things that don't lead to victory?
And I disagree about the chat. Trying to fight toxicity is the same as tilting at windmills. No matter what you do, if a person wants to write toxic things, they will do it. I can understand some streamers, but I can't understand regular players. I think it's worth giving the ability to hide the chat completely in the game settings. And to turn it back on, you need to make it so that you have to restart the game. But in any case, when you first start the game, in the standard configuration, the chat should be allowed and, in addition, there should be no button to hide it in the lobby or at the end of the game.
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@sizzlingmario4 said:
There should be a way to share presets with other characters, BUT it should be a fully optional feature. You should still be able to have separate presets on different characters. If sharing was forced and you were stuck with 7 presets across all characters of a role, that would be a massive downgrade to the system.
In other words, yes the ability to share should exist, but it should be fully in the player's control as to whether to do that or not.
Yeah, sure. That's what I mean. I just want to share my presets with other people using a JSON file. And I wouldn't mind using some presets on all characters at once. A classic example is the loot box preset.