Violator
Violator
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- Violator
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Comments
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@street_healer said:
I'm sure there is a thread somewhere, but I don't know where it is. So I'm just going to put my two cents here.My concern with the exhaustion changes is that sure the chase is probably going on too long if the survivor has gotten their exhaustion perk back twice in a chase. However, ultimately it's the killer who's initiating the chase 9/10 times. If the survivor can run them around that long, shouldn't it be on the killer to stop chasing that person until they're in a less desirable location and/or go protect gens?
If killers want to respect pallets and not break them, that can eat a lot of valuable time as good survivors will run around that pallet until Bloodlust 9000 eventually gets them or they get their exhaustion perk back or the killer decides to cave and break the pallet. Like you want us to break the chase and hide, but we can't really do that unless they get stunned/break the pallet as there's usually not enough time to put enough distance between you and the killer.
I also don't necessarily think it's fair to punish every exhaustion perk for one perk being a huge problem. If you ride someone's butt who has dead hard they will use it eventually and then you can hit them (if it doesn't already hit them because Dead Hard isn't the most consistent perk). Balanced Landing is 90% map dependent and can easily be avoid by forcing survivors to go to an area that doesn't have a drop down. Lithe can be awkward with what is considered a chase and again if there are not any immediately accessible vaults survivors won't get it. And then adrenaline needs to have all the gens be done. All of these other exhaustion perks have lots of counter play options to them. Sprint Burst does not. But because of the one bad perk, all others are being punished. That does not seem fair.
Ultimately I just do not think it's a wise choice to nerf survivors because of the complaints of killers who make poor choices during a chase. I also think survivors should be rewarded for being able to run the killer around for a long time as it's not that easy.
Sprint burst needed this nerf. I will agree that maybe lithe and others dont need such a hard nerf but SB definitely did. pallet loop and gen rush are a serious problem. The fact that you suggest killers give up a chase tells me ur a survivor main. BNP, gen rush with pallet lopping and SB or Lithe prolong the game to obsurd lengths in the meta. Once they devs prolong the games and prevent such hard camping on the killer side then this game will be a much less frustrating game to play
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welcome to DBD One of the most toxic communities in the gaming community
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This perk promotes hard tunneling and camping. I would rather see it removed and myers given a new perk vs a rework.
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they should make it so failing skill checks has a CHANCE to wake you up. its not a garuntee. then it makes his add ons that reduce skill checks more viable
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@Onehouse said:
I thought this game was supposed to have freedom of choice in character builds, even killer builds. I hate hex perks and yet the only way to prevent 3 generators getting finished in under 60 seconds is to use Hex:Ruin which survivors can negate almost as soon as it spawns on the map. Where is my non-hex alternative?Rework Thanatophobia's action slowing values so that keeping a mere one survivor injured at all times is far more crucial to slowing the survivors than getting the highly improbable 4 simultaneous injuries. For example:
# of Survivors Injured or Hooked
1 = -40% survivor skill speed
2 = -48% skill speed
3 = -52% skill speed
4 = -54% skill speedAn option to take this further is to give Thanatophobia's tier 3 a bonus power to add a persistent stacked penalty of -4% slowing per each survivor that dies.
Any thoughts, folks?
I am so pro killer is not even funny..but even this is waaaay too much. thanataphobia needs a buff but not that much.
10
15
20
25or
12
15
17
20or something like that
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50% for 2 swf
75% for 3
100% for 4tbh tho. the devs are too busy with wanting you to buy new killers instead of focusing on real issues
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make it so you need to struggle 75% (or more than 35% at least) if you are not the obsession.
make it so the stun time is reduced. -
@Doomsaki said:
Right now in DBD there are two common complaints. On the killer side, there are complaints that games end too quickly at high levels. On the survivor side, there are complaints that tunneling is too common leading to a frustrating experience.Currently generators complete in 80 seconds assuming no toolboxes. In optimal play, it can be expected that 3 survivors will be working in parallel. It becomes easy to see that generators can be rushed within 3 minutes especially with SWF comms and toolboxes. It thus becomes very urgent for the killer to make that sacrifice right away so it can be reduced to 2 people working in parallel. Camping isn't always favored, but tunneling is.
Assuming very optimal conditions, let me introduce the concept of generators per minute which is given by (60/gen_completion_time) * (num_of_survivors)
With the current static 80 second base completion time, it looks like:
60/80 * 4 = 3 generators per minute
60/80 * 3 = 2.25 generators per minute
60/80 * 2 = 1.5 generators per minute
60/80 * 1 = 0.75 generators per minuteOne can see how appealing and even necessary tunneling becomes but also how stacked the odds are once the number of survivors can be cut down as fast as possible.
But what if generator times scaled with the number of survivors sacrificed? i.e.
4 alive = base time 110s per generator
3 alive = base time 80s per generator
2 alive = base time 50s per generator
1 alive = base time 20s per generatorWe can see that the generators per minute becomes:
60/110 * 4 = 2.18 generators per minute
60/80 * 3 = 2.25 generators per minute
60/50 * 2 = 2.4 generators per minute
60/20 * 1 = 3 generators per minuteWe can see that tunneling a survivor becomes mathematically unfavorable. Killers would no longer feel the pressure to kill 1 person right away and have more freedom to toy with different survivors. Furthermore, since the initial generator completion time is longer, its less likely that the game is going to end in 3 or 4 minutes.
The benefit of this change can further be seen if we consider the fact that survivors can't teleport to generators; they have to spend some time walking to them. Let's use 10 seconds moving between generators:
60/(110+10) * 4 = 2 generators per minute
60/(80+10) * 3 = 2 generators per minute
60/(50+10) * 2 = 2 generators per minute
60/(20+10) * 1 = 2 generators per minuteWhat this leads to is a more even game throughout the match. If you have a bad teammate who dies instantly, a survivor team isn't instantly screwed over. If a killer loses track of 1 survivor, its not so much a big deal; he can chase someone else and still have similar results.
Using a system described above (numbers can always be found through testing) would lead to more even games and less frustrating systems. Discouraging tunneling and avoiding super short games at the same time sounds like a win to me.
Thoughts?
Ive said it before and Ill say it again. WE NEED TO MAKE THE MATCHES LONGER!!!!!!!!!
WE NEED AN ENTITY FIELD TO STOP CAMPING.
Pallet loops would be easier to deal with if the game was LONGER!!!!. More points!, More hooks, More jukes, More FEAR, MORE BLOOD. Devs have every reason to incease game times BUUUTTT NOOOOOO.
at this point devs are either:
- incompetent
- stupid
- dont care
- or are completely swamped by ideas and dont know where to start....
IM REALLY HOPING ITS THE 4th...
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@MaxiferPriest said:
Make Freddy's dream transaction last 3-4s at base. 2,5s with right add ons. 7s is too much! Make it so the first 30s of repairing a gen or healing u cannot get a skillcheck then it's random when u get it so ppl don't just wake up in 3s after they start repairing the gen. Survivor that is picked up from the floor should NOT get out of the dream world, or with that dream transaction that would be such problem that it is now.
I think with these changes Freddy would be way more balanced and actually not suck. He would be as good as he is supposed to be. I know survivor mains will cry about these changes but you should not have ez games against mid and low tier killers.Freddy nerf is why I stopped playing the game for a good while. Then I decided to come back after having a firm stance on not giving any more money to the devs. I suggest other killers do the same. They need to fix their game before they introduce new content
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LIKE IVE BEEN SAYING!!! this game is BLACK AND WHITE. its either completely survivor favored or completely killer favored. THere is VERY little middle ground. SWF destroy doctors(depends on map) but DS, pallet loop, genrush stomps most killers because most cant one shot. So stop ur whining and get good
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@Spectre_UK said:
I love the game and I play both sides and it makes me sad when some killers have to camp to try and do well and I don't mean when the gens are all done because as killers we can't do much else at that point but while there is even 1 gen still to do Killers should be hunting for Survivors that's what I do and it works well both I and the Survivors both have a good match.I have an idea for a killer to get a de-buff while they stand within a 32 metre range of a survivor on the Hook to force killers to move away from the hook and play with at least some degree of skill.
After Hooking a Survivor a Killer gains a De-buff giving him 15 seconds to leave the 32 metre range or they start to lose point's in the Devout Emblem where if the Killer stayed there for the full 2mins it would cost the killer more points than he would get even if he killed another survivor and didn't camp at all.
Exception 1 - If the killer is in a chase the de-buff won't be applied it is then the Survivor in questions fault and they need to leave the area or they kill their team mate and idiot's do this on a regular basis already.
Exception 2 - The killer won't have the de-buff applied if all the Generators are done because this is the only time camping actually makes sense since the Killer can't do anything else.
The game is too extreme on almost every scenario. there are scenarios where its too survivor sided. And there are scenarios where its too killer sided. There needs to be a middle ground and the devs wouldnt know what that looked like if it slapped em in the face.
MY SOLUTION:
1.AN ENTITY FIELD
a field that gets summoned when you hook a surivivor. the entity is literally trying to consume you. adds debuffs to surivivors the longer they remain on the hook(OR OTHER MECHANICS. IT OPENS UP SO MUCH POSSIBILITIES FOR META GAME)
Killers get forced out while the entity field is active. {maybe the field grows over time} (you can make exceptions to this as needed.) Survivors can enter entity field but may or may not receive debuffs or some sort of damage (modify as needed)
- Make the game LONGER. Slow Generator progression! Gen rush is INSANE. if the game is longer and the killer cant camp then they will WANT TO HUNT SURVIVORS. might as well try to pip and get BP.
thats the problem with this game. its that there is no middle ground. This game shouldnt be OP or under powered. It should be more comprehensive. STOP BEING LAZY DEVS. We have PTB capabilities. There should be different iterations of ideas every month! but NOO!!!! they are too busy making new content. balance your game people might actually want to invest in your game. I know I am not spending a single dime anymore until stuff gets fixed
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devs are clueless on how to balance their game. too afraid to upset the survivor fan base or dont know what to prioritize. they make new killers instead of fixing balancing issues. Im not spending any more money on this game until I feel like the devs fix it instead of create new killers and survivors.
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This game isnt balanced. SWF is way to hard to play against. The problem is not just one thing. its multiple things that compound on each other.
1. devs cater to survivors too much
2. pallet vaccum (FINALL FIXED ON NEXT UPDATE)
3. freddys map still has too much pallets.
4. pallet looping is a serious problem and devs are clueless on how to fix it
5. Gen rush is a problem and there is very little a killer can do to stop it. (survivors control the flow of the game)
6. DS needs a nerf (but again, devs are clueless on how to balance this {they prolly just dont care} )
7. hatch standoff is a problemIn a nutshell: I would rather see fixes than new content. thats why I am not spending another dime on this game
FIXES
- change the requirements to pip up
- give survivors other means to avoid killers other than pallets
- DS should have a lower stun time and make it so it takes 75% (or something) of struggle instead of 35% to escape or something along those lines
- Make generator fix progression slower and certain generator parts as objectives that surivvors need to collect to repair the gen
- Make it so there is an "entity field" that forces the killer away from hook so they cant camp while the entity begins to devour the survivor. (the field will get bigger the long the killer stays in the area).
In a nutshell. The game goes by too fast. make the game longer and fun factor will increase. More pallet breaks. more survivor tension. more jukes. More "oh #########" moments. Less camping with entity field and more terror and fun all around.
Its like the devs dont even play their own game. I got so many ways to easily balance this game but all they care about is more money and pallets.
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cocaine must be one hell of a drug because the doctor isnt OP
Most of your comments are correct tho. People dont use the wraith because hes still a weak killer. Devs just cater to the survivors more -
@Lowbei said:
SadonicShadow said:@Lowbei said:
Up to perhaps 50% bonus xp if its 4 SWF.
This doesnt hurt the survivors, gives the killer an incentive to not dodge the lobby, and solves the entire problem. Why hasnt this simple solution been applied?
This is not an a good incentive to not dodge the lobby and it most certainly does not solve the problem in any way, shape or form. Blood point incentives will not make up for bad game play and busted balance. My number one reason i play this game is to have fun and playing against SWF is not fun. Bonus bloodpoints doesn't make it any less frustrating. You could not give me enough bloodpoints to make it worth it.
... this game is about scoring points. escaping or killing people is simply a scoring event. Your logic that this doesnt do enough to solve the problem, and thus shouldnt be considered, is very ignorant.
you dont determine what this game is about. The devs do. your definition is completely opinion based and has very little to no merit on what this game actually is.