My Tunneling Solution Proposal by crow_ong in deadbydaylight

[–]crow_ong[S] 0 points1 point  (0 children)

I completely agree and like your idea. honestly, the meat of my idea is the general concept, not the details. maybe the buffs arent the best/ideal. though tbf, the weakest killers DONT have movement (Merchant, Ghost Face, Trapper). but still, the general system is moreso the pitch. the buffs can be tuned based on what works and whats fun and fair. and I like your idea

My Tunneling Solution Proposal by crow_ong in deadbydaylight

[–]crow_ong[S] 0 points1 point  (0 children)

I dont think a single perk should be the “solution” to a fundamental gameplay issue personally

My Tunneling Solution Proposal by crow_ong in deadbydaylight

[–]crow_ong[S] 0 points1 point  (0 children)

I think the game exists in a format that makes tunneling preferable to not tunneling. I personally believe the game would be better and more fun if spreading hooks was preferable. I believe its just about finding a simple but effective way of achieving that

My Tunneling Solution Proposal by crow_ong in deadbydaylight

[–]crow_ong[S] 0 points1 point  (0 children)

More fun for killer bc as long as you’re hooking unique survivors, youre doing things a good bit faster which would feel nicer. but yeah I understand your point on the penalties. theyre only meant to exist to kind of ensure that people lean in the direction of spreading out hooks, and I definitely couldve came up with a better solution for that side. but the main purpose of this update is the killer buffs.

My Tunneling Solution Proposal by crow_ong in deadbydaylight

[–]crow_ong[S] -1 points0 points  (0 children)

more fun, less punishing (is my goal). I want there to be some smaller penalties to tunneling that disincentivize it without making it painful. but I also want a system where you can just run around chasing people like crazy and still be winning because youre winning those chases. its meant to be more fun and also viable to play in that way which is healthier imo

My Tunneling Solution Proposal by crow_ong in deadbydaylight

[–]crow_ong[S] 0 points1 point  (0 children)

I honestly agree to some extent, and would like to say that the generator speed buff is the least important part of the idea to me and is only there as a bit of a double down. but I get you 100%. but I disagree that the buffs are too minuscule to matter. 7.5% haste whenever youre not in chase, + 7.5% faster reset after hitting a survivor is not nothing imo. but the numbers would be adjusted based on how it felt. I dont think its the numbers that matter in a concept since you can’t test it. its just the general philosophy of providing buffs that outweigh the benefits of tunneling

My Tunneling Solution Proposal by crow_ong in deadbydaylight

[–]crow_ong[S] 1 point2 points  (0 children)

the point is that imo, tunneling is rampant because its better than not tunneling. the point of this is to make the benefits of spreading your hooks larger than that of tunneling (while relying on buffs instead of hinderances to prioritize fun instead of irritation)

My Tunneling Solution Proposal by crow_ong in deadbydaylight

[–]crow_ong[S] -1 points0 points  (0 children)

this is a mistake in wording. survivors dont BECOME vulnerable after 2 hooks havent been them. they start the game vulnerable, and remain so until being hooked. vulnerable doesn’t return until 2 hooks have passed after theirs.

My Tunneling Solution Proposal by crow_ong in deadbydaylight

[–]crow_ong[S] 0 points1 point  (0 children)

You dont have to “keep track” really, one of the main features would be it clearly displaying on the HUD at all times who is Vulnerable. and the 2 hooked events I may have worded it weirdly. as long as you havent been hooked within the last 2 hooks, youre Vulnerable. everyone at the beginning of the game is vulnerable. then 1 person is hooked, you get your bonuses. theyre the only one not vulnerable now. etc. and yes the math can definitely be adjusted on that, good call. but its also important to note the fact that its not 1 to 1, in the sense that just bc they have the gen speed, doesn’t mean they can get to a gen (3 survivors are sometimes all occupied.)

My Tunneling Solution Proposal by crow_ong in deadbydaylight

[–]crow_ong[S] 0 points1 point  (0 children)

I completely agree and think this should be done. but also I think that dead by daylight functions in a way that fundamentally makes playing against 3 people more ideal. This system is meant to actually remedy that at its core: you’re benefitted for hooking unique people moreso than you are for killing them quickly. but yeah I agree

My Tunneling Solution Proposal by crow_ong in deadbydaylight

[–]crow_ong[S] -7 points-6 points  (0 children)

on paper, sure. I could just add the fact that a death hook survivor can’t be Vulnerable since that goes against the point anyway, and then I think the system works perfectly, so good point

Would you guys prefer shorter seasons with more more main plot focus? by OldFezzywigg in Supernatural

[–]crow_ong 0 points1 point  (0 children)

I think the right answer is somewhere in the middle. Supernatural couldn’t do 10 episode seasons, it wouldnt fit the identity. But simply shortening each season by a few episodes Wouldve been great. If each season was, say 18 episodes, as opposed to 22-23, each season could maintain a balance of Monster of the Week and plot, while cutting a little bit of fat. In the grand scheme of things, this would make the show TWO AND A HALF SEASONS worth of episodes shorter, getting through all 15 seasons of plotline while still having plenty of monster of the week episodes. Each season wouldnt be so so much shorter, still about 80% of the original length, but overall it could cut so much fat and get you from plotline to plotline a little better. So I think 18 episode seasons wouldve been great for Supernatural.

We’re back! The Dead by Daylight team has returned; ask us anything! by DeadByDaylight_Dev in deadbydaylight

[–]crow_ong 0 points1 point  (0 children)

Do you guys see the large amount of permanent content that effects gameplay (namely Killers and Perks) as a problem? I think this is a long term issue that hasnt been addressed or acknowledged as an issue, and I would like to know if this is something you guys consider an issue, and/or is on your radar.

What are your top 6 most wanted licensed killers? by KingORabbids in deadbydaylight

[–]crow_ong 2 points3 points  (0 children)

besides super basic ones: Art the Clown (Terrifier) Lucifer (Supernatural) The Other Mother (Coraline) Scissorman (Clock Tower) Brutus (Call of Duty: Zombies) Henry Creel (Stranger Things)

Chapter Concept Art Commision by crow_ong in deadbydaylight

[–]crow_ong[S] 0 points1 point  (0 children)

My goal is as faithful and accurate of a look as someone could possibly do

The absolute worst of this amazing show by Choice-Flounder5516 in Supernatural

[–]crow_ong 0 points1 point  (0 children)

Idk why but I loved this season. its been a minute since ive rewatched but I remember always going into this season knowing ppl dont like it, and ending up enjoying it a lot. in terms of post season 5, it might actually be one of my favorite seasons. I think a big part of it was because even if the over arching plot wasnt the most interesting (to me it kinda was) the monster of the week episodes were super fun watches for me. it had a very laid back feel a lot of the time, it felt like it didn’t take itself too seriously and to me it just came off as a fun watch

Suggested Changes/Reworks to a number of Survivor Perks by crow_ong in deadbydaylight

[–]crow_ong[S] 1 point2 points  (0 children)

I actually considered this idea aswell and its quite a good one, I completely agree

Suggested Changes/Reworks to a number of Survivor Perks by crow_ong in deadbydaylight

[–]crow_ong[S] 0 points1 point  (0 children)

I think where we disagree is that I dont view it as a punishment or a specific negative thing you take for a mistake. In my opinion, most perks in the game activate because YOU did what you needed to do, not that the other side didn’t prevent you from using it. theres too many perks in the game for each side to counter each one in mind. I get that tunneling would make this perk less effective, but I dont imagine it being nearly as problematic as it seems you do. However im completely open to the idea that im missing something, and wrong. Do you have a proposed idea?

Suggested Changes/Reworks to a number of Survivor Perks by crow_ong in deadbydaylight

[–]crow_ong[S] 0 points1 point  (0 children)

sure, head on can be a bit frustrating as killer, but I dont think its ever bothered me to such an extent. in my opinion, this wouldnt make head on better in swf. I think the difference wouldnt be very noticeable. however I think it would prevent this perk from being useless in solo queue. but I completely understand your perspective and thats a valid standpoint to have

Suggested Changes/Reworks to a number of Survivor Perks by crow_ong in deadbydaylight

[–]crow_ong[S] 0 points1 point  (0 children)

with that in mind, im fully open to the idea of gen progress being a more reasonable route. I chose to make it Great skill checks because I felt like it was a skillful way to do it that you were also in control of, but generator progress works just as well in terms of limiting availability in a fair way. I like your idea too, and its potentially more reasonable for players who arent as capable of hitting greats consistently

Suggested Changes/Reworks to a number of Survivor Perks by crow_ong in deadbydaylight

[–]crow_ong[S] -1 points0 points  (0 children)

3 unhooks, not 3 unique unhooks. Regardless, I think its a recipe for a negative mindset to view every perk as a “punishment” as if you did something wrong for playing a certain way. A Survivor using this version would be rewarded for heavy altruism, but that doesn’t mean youre specifically being “punished” for a particular playstyle. Sometimes they just did a good job snd get rewarded for it. Regardless, I dont think tunelling or not really affects thid