Twinblades713
Twinblades713
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791113#Comment_3791113
They have some merit but those powers wouldn't really fit well. How do you balance blocking off pallets or windows, what about the differences in loop size and loop spread, if they get 1 block then how do they deal with linked loops ect
Blinding as a power would be hard to balance because it all depends on the skill level, new survivors instantly lose and top end survivors effectively face a killer with no power so you would need to then also balance it across skill levels
New status effects could work but the main problem is that at the end of the day the killer has to be effective enough to down survivors so making straight forward simple chase powers that can get consistent downs rather than some grandiose design that you have to hope can manage across all levels
As others have said, the game at its core is extremely simple. That being said, we really aren't going to get any sizzling fresh killer designs until new mechanics (ones I mentioned or anything else) are introduced. Regarding pallets I mentioned not allowing terrain near pallets and windows, but loops could easily be ruined for survivors with it. This is what the PTB would test and figure out.
I somewhat agree with you on the blinding aspect, but with new designs you have to brainstorm something. At the end of the day, all killers are slight reshades of older killers and will probably continue to be so. I think the important thing (for most people, and at least for now) is that people get to play their favorite killers from lore. I bought Pig and Onryo because those are two of my favorite source material movies. Turns out they're two of the most straightforward and somewhat boring playstyles.
I've dev'd an indie game before (not using that as a flex, it was a small project with a small audience) but what I did learn is you can't be afraid to try new things, take what works, throw away what doesn't and keep moving - unless your game is deemed nearly flawless already, and I think you'd be hard pressed to get the DBD community to agree on that. I think the game is fantastic, but it has a lot of room for growth which can keep the game exciting for many years if done well. New killers is great, but without new core design concepts being introduced at an appropriate pace, it will start to stagnate. It hasn't yet, and probably won't for a long time but it's always good to keep an eye on the horizon.
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@bjorksnas said:
I mean there are like 37 in there and they all have to complete the same objectives, theres gonna be overlap
if its so easy make one up thats unique apart from the rest and ill judge it for you
I won't propose any lore to go along with these but:
A blinding killer would be kinda cool. Maybe one that has to land a skillshot kinda like pinhead to get the blind, or maybe if you look at the killer too long - like a reverse Unknown. Don't let the blind be too long, but with testing and toning BHVR could find a good duration. Good survs, like good killers, can still run blind, but it would allow for some interesting gameplay.
A killer that can create temporary terrain (in whatever lore-appropriate shape) to block survivors. So it doesn't add to the pile of pallet countering killers, could disallow it from being close to pallets or windows (we already have so much that blocks those).
The main issue with coming up with new concepts for killers, is that all the available mechanics have been used, and BHVR would need to introduce more mechanics to widen the variety and combination of tools killers have. Some examples of tools that do not, but potentially could, exist in DBD.
- Thunderclap - directional modification, W makes you move backwards, S makes you move forwards, etc… for a period of time. Learnable, manageable, but debilitating.
- Tripping - Survivor falls down, but can get up. Injury or not can be directly tailored to the killer skill/perk/addon related to it. Similar to hindered with a slightly different approach.
- I was going to put Headaches here, but it ended up being so much like Doc's Madness that I think that ability could just be divided up and expanded upon. Let Herman be the best at it, but this is a rich effect and I wouldn't be mad if it was spread out more.
- Hamstring - Survivors can't crouch for the duration. Doesn't have to be the core mechanic of a killer, but just an addition to throw around for fun wherever it works.
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There is no valid MMR system, it seems completely random. The other day I tried 3 new killers and got absolutely dumpstered, then I moved to my main and got a brand new team who I slaughtered. This was all before the change ofc, and I could see their prestiges. All this just to say, there is no real matchmaking so there are no stakes at risk when playing, so why disallow lobby dodging?
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@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3788848#Comment_3788848
Thats not what happened though. Do I have to stream more proof of this bs of an excuse you are attempting to create for them?
I run the perk kindred. Guess what this player was doing all game everytime someone was hooked? Waiting in basement walking around, or in a locker.Not progressing generators
Not saving anyone
Not healing anyone.
I wont say specifically how they did not escape, but lets just say someone made sure they didnt get to do what they attempting to do. Everyone in end game chat knew what this person was trying to do.
And if the persons name was there I would have blacked the thing out, stop making excuses for this.I have no issue believing you. I've seen this twice, just today. It's not rare, and the worst part is it makes me want to play the SAME WAY. If you're going to be useless, then I acknowledge I have no chance to win, so I'm going to also either give up and let the killer kill me, or hide. Trying my best produces the same results anyway - killer will find me on a gen and I die, then the leech gets to look for hatch. Have enough of this in one night and I end up just running my own hatch builds, and the problem proliferates.
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I was gonna make a new post (and may still do so) but I agree with you entirely. Prestige level means nothing now.
I've also noticed there is much less parity in games now. As we all know, DBD's matchmaking system is absolutely dogwater tier garbage. The issue that now arises, is I don't know if I'm going against a team of sweats or a newb team. I just went against 3 disgustingly sweaty tryhard teams (which is fine) while I was trying out new killers. Then I somehow get on my main killer who I'm experienced with and go SUPER hard because now I expect everyone to be just godlike survivors, and end up slaughtering helpless newbs who probably aren't even SWF. So BHVR needs desperately to either a) make their matchmaking system work b) create a normal/quick play and a ranked queue or c) Bring back prestige levels so I know how to play against the team I'm looking at in lobby.
"But if you see lots of P100s you'll dodge." So? Some killers want the challenge and want to tryhard to beat experienced teams. Sometimes I'm trying a brand new killer and get matched against methuzelah who's been playing this game for 1400 years. Since the matchmaking is so loose and everyone gets queues in seconds to minutes anyway, who cares about dodging? It's not even ranked.