Best Of
Re: Oni is too strong and too common in 2v8.
We aren't trying to get him kill switched he's just needs some balancing. legion is a special case where his design just isn't good for a 2 killer setting.
Re: Blatant cheaters?
Honest to god it's like every second match I'm getting lag switched or these people are speeding gens faster than my finish game oh well I guess I'll just join the club then seeing how nobody cares at all like it's absolutely rampant
Re: Blatant cheaters?
I'm now going up against people, they were 1 person per gen so they were working on 4 gens, I just loaded into the game, blink to the other side of the map, they have 25% done on the first gen, I get them off, blink to the next gen 35% done, get my first hook, look around the map and 4 gens are almost done, we're like a minute into the game, maybe two, only one person had a toolbox and it's extremely sus because without a toolbox, it's getting really annoying to have to play against these type of players because you know for sure something is off but you're forced to stay to avoid dc penalty….
Re: Still haven't fixed the AFK Killer problem in 1v8
Or just allow the other killer to 'ping' their duo (and make the ping only a one time thing too so there's no spam), with a pop up that disappears if the pinged killer LITERALLY does any action, including moving around, so that it doesn't interrupt them if they're in a chase by some troll duo. If they just remain completely still for, say, 30 seconds, then they're kicked.
I came up with that in a minute, I am sure BHVR could do something much better if they just sat down and planned it right.
Re: Still haven't fixed the AFK Killer problem in 1v8
15 minutes? Where I want it too. For me its 20-33 minutes to get killer game depending on day and time I play but this current 2v8 the lowest time I had on killer was 25 minutes.
For afk killer I for if the player (the afk killer) doesnt react for like 1-2 minutes by not moving their character than they will be disconected and bot with strong preformance will take their place (good bot because the killer side needs mostly catch up).
Only thing I get why something like this isnt in the game are bugs because imagine if the game kicked you off after few minutes when you played and were active as bug, it would be very bad.
Mirrored Illusion - Advanced Buff Idea
Imagine if the illusion could actually make progress on the objects it spawns on. For example, it could progress generators, totems, chests, and exit gates. However, the progress made should be slow compared to a real survivor; maybe 20% slower. Additionally, the generator progress that is required to activate the perk should be increased up to 60% of a generator. Finally, the illusion object would virtually be considered a "real" survivor for all intents and purposes. This way, the illusion's progress speed would be affected by perks which increase other survivor speeds such as prove thyself or leader. Similarly, working on the same generator as the illusion would activate perks like Teamwork: Softspoken / Full Circuit.
Please note: I'm not saying the illusion should spawn with a functional copy of its creator's loadout; only "real" survivor perks which affect "other survivors" should affect the illusion's progress speeds. Of course, killer perks which affect progress speeds would still apply to the illusion on top of its base 20% slowdown, not to mention the killer could still interrupt the illusion with special / basic attacks or by making it scream like a "real" survivor. It should go without saying that the illusion would still trigger killer perks like discordance, surveillance, tinkerer, etc.
I realize that this rework is kind of advanced and might take a while to implement correctly. Still, I think it's a worthy time investment. I'm not sure if the illusion should still last 60 seconds or maybe that needs a nerf as well? I would love to hear some constructive criticism on this idea.
Edit:
I have thought of an alternative buff idea. Let survivors create an illusion on one side of a window or pallet. I feel like this would pair nicely with other trap perks like bada bada boom or chemical trap.
Re: Why isn't "Shoulder the Burden" announced in any way?
You might be less frustrated if you didn't boil down everyone who disagrees with you as being a hive mind that is perpetually illogical while everyone who agrees with you is a bastion of Vulcan virtuosity.
There is literally a statement in this thread that giving survivors information would cause them to "win more games and create frustration". While the reality is that it would generally give a minor quality of life improvement that only changes gameplay if the survivor uses that information correctly.
It wouldn't be a huge massive swing in balance. It would, at best, be barely noticeable and likely not even impact perk pick rates, let alone kill rates.
As to the last part, there is a massive difference between being psychic to get value and having the game sense to allow someone to use their perk in a situational way, and I'm sorry your faith in your teammates is that low that you feel that way,
There's no game sense here, there's just a lack of information. I don't know if Meg has the perk, or not, or just a challenge to unhook people.
In most multiplayer PVP games I could communicate that. Playing with StB on one survivor, we'll make it or even deliverance on another, for example, there would be different situations where those would each be the better option. But I can't strategize that or coordinate, certainly not in the moment. And if they're on console I have literally no way to know even if I ask in the lobby.
And I don't think it's reasonable to expect other people to know why I'm pushing for an unhook, if there's zero way to know that these perks are even in play. It's actually just expecting that either I am, or my teammates are able to divine the correct play based on information that isn't available in game and can't be communicated through game.
That seems like an easy fix. Yet here we are, with people claiming the sky will fall if you do so. It's not "fighting a hive mind", it's simply fighting this mindset that only a few people seem to have that if you give survivors even one inch of space it will destroy the game with catastrophic consequences. And that's not just me being hyperbolic, it's some of the responses in this thread.
Re: Matchmaking lock
Why do people keep trying to come up with terrible excuses to get rid of the DC penalty?
Re: Should Nemesis get more Zombies in 1v4?
Personally, I believe base kit Nemesis is decently balanced. However, I also think Nemesis needs an add-on pass, as he only has about 4 useful ones. If they did redo some of his add-ons, I could see them making one that adds 1 more zombie to trials.
Re: Why isn't "Shoulder the Burden" announced in any way?
Game sense isn't about what you know, its about what you can figure out. So yes, if someone is exhibiting behavior that would be consistent with them running a situational perk, you use game sense to decide whether to accommodate th
I agree. Though "what you can figure out" should be based on things you've seen, heard, or experienced in the game. So if I've been unhooked and see the "we'll make it" symbol pop up from one of my teammates, I should be able to see that and hopefully remember that's in play later.
If I hear someone scream, and I've already unhooked to know it wasn't make your choice, I can reasonably be expected to know that survivor had StB.
Those are examples of deductive reasoning, since you have the information available and can use game knowledge to fill in the gaps.
You can even use game sense in predictive ways, such as "wraith has glowing eyes and isn't kicking gens, probably has noed" because you've seen that trend before.
But survivors are skins. I can't guess which of the combinations of perks Meg is running ahead of time, but I can piece together with information that's given during the match to some degree. If that information is not available in any way, it's not really reasonable to expect players to guess. This is also a game where, 10 years later, something as simple as "waving your arms on hook" is still ambiguous to mean either "safe to unhook" or "not safe to unhook". So even clear and obvious attempts at communication are not clear between players.
Again, DBD was designed specifically to avoid facilitating communication, as well as remove as many concepts of precognition as possible. Its purposely intended to provide a level of disorientation at its foundation
The game has also evolved. The gameplay used to also be hide and seek and they even marketed the game as "horror hide and seek" at one point, yet they put out an "anti hiding" patch last year.
What's funny, is that I said similar things about showing killers the hook markings. Those are absolutely game sense, and more so even just memory since the killer not only can see the hooks as they occur (existing game information) but was also personally present for each hook and actively, personally took action each time. And yet they added this as a qol feature regardless.
Did it destroy the game? No. Was it strictly necessary? Also no. Can it be used for malicious reasons also? Sure. Was it a welcome qol chance none the less? Absolutely.
I can admit I was wrong, or at least in the minority about that issue, but since the devs have already taken that step, then this is really a no brainer change that is consistent with that also.
So if we can give this kind of information out, then I'm that light your "you should just have game sense" doesn't hold water whatsoever. Even on top of the fact that you have vastly less information about your teammates perks and motivations than killers did regarding hook stages.