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WitchQueenTrina

WitchQueenTrina

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WitchQueenTrina
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  • I spent some more time thinking about my ideas and I've made a couple changes.

    1. Wiggle

    The point is to discourage killers from singling out a survivor and tunneling them out of the game, not to remove options in the case of a game going badly for the killer.

    With that in mind I would change it so that the number of generators that have been repaired also counters the wingle bar reduction by 10%, or maybe even 15%, and of course the system deactivates completely during the end game.

    So if you have one survivor on their death hook, with no on else hooked, but there is only one generator left, then that survivor only has a 20% reduction, needing to reach 80% wiggle progress to struggle free, and if the last gen pops then that reverts to the standard wiggle bar.

    2. Blendy

    The idea is to discourage overly stealthy gameplay, where it negatively impacts the other survivors or is used to take the game hostage, therefore when a survivor is performing an action, such as healing or repairing, rather than pausing the timer it could refill the timer, so a survivor repairing a generator would gain an additional 90 seconds on their timer.

    Additionally the survivor being in chase with the killer, or on the hook, would pause the timer, and getting hit would add thirty seconds.

    3. Standing up

    4% chance of recovery on a 5 second animation, following recovering to full, means that on average it's going to take a survivor somewhere between 1 1/2 minutes to over 3 minutes to successfully stand up. The average number of attempts being 25, most successful attempts falling between 15 and 35 attempts. If a survivor even succeeds at getting up they will only do so once, or maybe twice if they're really lucky, before their bleed out timer kills them.

    This mechanic is less about actually getting the survivor up and more about making their situation feel less hopeless, while giving the killer an additional risk for attempting a four man slug.

    The game is still heavily survivor sided, and it has to be in order to function as an asymmetric multiplayer game, the larger number of players has to have the balance in their favor because in order to utilize that advantage they need to be coordinated and working in sync, if the advantage was on the side of the smaller side that side would win every game because they only need to play well, they don't need to rely on their team also playing well.

    I believe there are a lot of killer related things that need to be addressed, but in order to improve the gameplay for the average killer they need at address the problematic behaviors, of the ones who are abusing gameplay mechanics for an advantage, first in order to even get an accurate idea of the overall balance.

    Fix what's broken first, then balance the rest afterwards.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/411123/three-new-base-kit-mechanics-for-game-health

    1. Only if this applies to Survivors already at 100% also. That way if I got 6 hooks on 3 Survs, the Distortion Rat has 160% wiggle bar size, so they get out in 25.6s on their first pickup.
    2. This seems good. I originally had a suggestion that if you are tied for the least hooks, then Distortion/OTR/Shadow-Step stealth perks don't work on you. That way you still needed to balance your build as Killer and bring Intel perks (to prevent 4 slowdowns). This could work though, I just don't like the idea of hiding for a hook save being cut short by a KI giving the Killer 2 hooks in basement for free. Maybe if the bar was visible for Survivors, and you could do a 'hold-breath' type action to delay it by 30s once per match/hook it would be fine.
    3. The problem with the basekit UB was the Mori system duct-taped to it, and healing slugs taking longer (poorly coded so it took 22.5s to heal instead of 16s as normal). Without the Mori system (and the heal bug), the basekit UB was fine. I think this attempt to stand should also come with a quicker bleedout/15-30s instantly, to make it a parallel to Kobes in allowing a surrender when being bledout like surrendering on hook to spawn hatch. Maybe to prevent abuse, enable Survivors to heal you for 5s after an attempt, that holding Run doesn't even prevent. That way it can't be used to tantrum without getting picked up.

    Having the wiggle bar extended starts to get into more complicated territory, however it would incentive killers to go for fresh hooks because those survivors would be easier to hook, so it could work. The numbers would probably need to be adjusted though.

    I agree with your points about the Stand Up attempts having a penalty to the survivors bleed out counter, and the cooldown afterwards where their team can pick them up so they can't rage quit.

    5 second animation, 5 second cooldown and 15 second penalty would be 25 seconds of bleed out in 10 seconds, so a survivor could leave a hopeless game 2.5X faster.

    Even with a 15 second penalty a survivor would bleed out most games before they actually managed to stand up, but I'm sure that a lot of survivors would prefer that to being slugged for the whole timer, and the fact that they have a chance to get up would still add incentive for the killer to think twice before leaving someone slugged for long periods.

  • You make it sound like they're taking up half the screen, that's a completely reasonable size for them.

    Before the change me and my girlfriend had to get closer to the screen if we wanted to try to squint and read a name.

    Seriously not everyone is playing on an 80 inch tv, text should be appropriately sized so that someone playing on a 30 inch tv, or even 25 or 20 inch tv, should be able to read them, good job devs, keep up the good work 👍

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2316511#Comment_2316511

    That one I did in a couple of games without even farming. It wasn't that big of a deal tbh.

    That challenge sounds terrible but I actually got it in one try twice (ps4 and switch). Both times without farming. I wouldn't normally say to do this and it makes me feel dirty but hook someone in the basement, go get corrupt purge and go back to the basement, you can usually get two hits either when they unhook or when they are running up the stairs. Also the add on that gives you corrupt purge everytime someone finishes a gen can help.

  • I'm sorry but almost every single challenge from level 4 of the first archive was worse.

    Finish repairing 4 generators, do this in one trial.

  • If the killer is there, let them hit you out.

    I would wait at the exit gate to make sure you don't have to run back in to save someone, but if no one needs saving and the killer isn't nearby (or if the killer is the guntress) just leave. People mostly get upset with survivors who bm at the gate or leave in front of the killer without letting them get a hit, not someone who left when you were on the other side of the map. Though if you're the last person maybe give them 20 seconds to close the hatch for that challenge lol

  • @agonizing said:

    this rarely happens to me unless the last survivor lucks out with the exit gate spawns. However, when it does, I would rather them leave as you lose emblem points as killer for the survivor quickly escaping the chase.

    If it weren’t for that, yeah give me the extra 500 bp’s I guess.

    If the survivors actually let you hit them you gain emblem points not lose them. As a survivor I will always let the killer hit me twice so that I fall out the gate. That's 1 or 2 hits and a successful chase. The survivor is the one losing emblem points in this exchange.

    I think it is only polite to let the killer get hits, especially if you're someone like hillbilly and you're just going for a daily, a survivor letting you get a chainsaw in can save you from having to play a second match to get the daily.

    It's just another example of toxic survivors ruining good things though, because 3/4 times the survivors won't let you get hits, they'll t-bag or try to flashlight blind you. And if you don't show up they'll start spamming fast vaults to harass you even more.

    I appreciate people being respectful at the exit gates, a survivor crouching and looking up, dropping their item for you, letting you get a hit, booping the snoot, or any other similar action can completely dissolve the frustration or anger you might have had from the game. I've had times where someone being nice at the gate changed the feel of the match from being toxic and ######### to being a good game just from seeing they didn't have ill will.

  • Add ons:

    Common/Brown:

    Fools silver: The Illusions no longer grant the exposed status to survivors within their range. Gain 100% bonus bloodpoints in the deviousness category on hits.

    Lamp pole: Increase the range of Reap by 20%.

    Dirty glass: Slightly decreases the range The Ferryman is visible while using Douse the flames. Slightly decreases the range survivors can see in the fog (1m, 2m for survivors holding coins).

    Long pole: Widens Reaps cone of attack by 30 degrees.

    Short wick: Reduces cooldown on Douse the flames by 4 seconds.

    Tattered cloak: Douse the flames lasts for an additional 2 seconds.

    Uncommon/Yellow:

    Ferry oar: Increase the range of Reap by 30%.

    Tinted glass: Moderately decreases the range The Ferryman is visible while using Douse the flames. Moderately decreases the range survivors can see in the fog (2m, 3m for survivors holding coins).

    Lantern oil: Reduces cooldown on Douse the flames by 8 seconds.

    Grimy cape : Douse the flames lasts for an additional 3 seconds.

    Rusty scythe: A successful Reap attack causes the hemorrhage status on survivors until fully healed.

    Rare/Green:

    Long blade: Widens Reaps cone of attack by 60 degrees.

    Wind guard: Reduces cooldown on Douse the flames by 12 seconds.

    Jagged scythe: A successful Reap attack causes the mangled status on survivors until fully healed.

    Silver coin: Begin the match with one coin already in your possession.

    Dirty water: Increases the range of The Illusions light by 4m.

    Very Rare/Purple:

    Oily glass: Considerably decrease the range The Ferryman is visible while using Douse the flames. Considerably decreases the range survivors can see in the fog (4m, 5m for survivors holding a coin).

    Grim Shroud: Douse the flames lasts for an addition 5 seconds.

    Bag of Silver: Survivors begin the trial holding the coins, The Ferryman can collect the coins with a successful attack instead of a down.

    Dark shapes: Generate a third Illusion.

    Ultra Rare/Pink:

    Deaths touch: After a survivor has had two hook states a successful Reap attack that would otherwise put them in the dying state triggers a secondary mori. The Reap attack can now hit multiple survivors.

    Swirling cloaks: Survivors in The Illusions light are no longer revealed with killer instinct, The Illusions now detect and chase survivors.

  • Perks:

    Balance: All things should be balanced, a survivor who has more hook states than other survivors gains a 1/1.5/2% haste status for each survivor with less hook states, a survivor with less hook states than other survivors receives a 1/1.5/2% hindered status for each survivor with more hook states.

    Desperation: Gain a 3/4/5% movement speed increase while not in a chase, Desperation is deactivated after a successful hit and has a cooldown of 40/35/30 seconds.

    Inevitable: Grants the ability to kill a survivor by your own hand after landing 12/11/10 successful hits on them.

  • Power:

    Reap: The Ferryman makes a wide (180 degree) swing from right to left with his weapon. *This attack ignores objects and walls, it only hits survivors. This attack only hits one survivor, the first one it hits from right to left. Attack range is approximately the same as a basic attack.

    While The Ferryman has become the reaper the range of Reap is increased by 50%

  • @TragicSolitude said:

    I don't want them to get rid of tier 1. I love tier 1. Maybe the devs could decrease the amount of stalking it takes to get out of tier 1?

    Also, he should be immune to Spine Chill while in tier 1 like he was back in the old days. He's slow, he has no lunge, he doesn't get bloodlust; he shouldn't set off Spine Chill.

    Exactly! Michael, the wraith, ghostface and the pig are all already struggling compared to the more mobile characters and their entire power can be countered with one perk that requires zero survivor input. It's especially true of ghostface and the pig since michael at least can stalk survivors who know he's there and the wraith got some extra help with his buff last year giving him extra movement speed while cloaked.

  • Also spine chill should not work on undetectable killers. If a killer goes undetectable the survivors spine chill should be lit up the entire time, that way they still get a benefit out of their perk but they still don't know where the killer is.

  • Increase Ew1 movement speed up to 110% (4.4 m/s)

    Give Ew1 a lunge but have it set to either 4.4 or 4.6 m/s

    Allow Ew1 to gain bloodlust

    Switch between Ew1 and Ew2 with a toggle on an alternate power button, disable stalking in Ew1

    Survivors gain back evil passively at a rate of 1% every 6 seconds

    Increase the vault speed increases for both Ew2 and Ew3 by 10-15%

    Increase Ew3 movement speed to 120% (4.8 m/s)

    Increase Ew3 lunge by 5%