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Informar de un error de traducción
The idea is that the entity feeds off the hope of the survivors, meaning that if they are put in a hopeless situation where they have no hope or less hope than ideal, the entity would essentially starve. Because every single trial the survivors would make it that far, only to have all their hopes dashed away because they don't have any chance of escape after being downed.
Not to mention the whole idea of the mori is that the entity doesn't get to feed off the hope of a mori'd survivor. This is why you earn less bloodpoints in total off a survivor you mori than a survivor that you hook three times and allow the entity to feed upon. It is a way of satisfying the bloodlust of the killers that it puts into the trials.
This is backed up by the description of the Cypress Memento Mori, (which allows you to kill the last survivor of the trial) which says: "You worked well, the last one is yours."
So please, next time you're going to try and use lore to back up your arguments for balance or otherwise, actually understand the lore before you even try.
Maker of the thread needs to unmark that as the answer to his post.
So basically your answer is "Your lore is wrong and because of this your idea is bad".
I can simply remove the lore part of it and it still is a good suggestion.
The lore part was NOT my arguement if you think that part was to back up the suggestion you are WRONG. It was to add some flavour to it. Nothing more.
i removed that part simply because you got butthurt about it.
Even if we disregard the lore completely your idea is still complete garbage, it is completely biased and does nothing to solve the issue of balance, it simply teeters balance to the opposite side.
The reason your idea is garbage is because it banks off the mechanics of DeathGarden, which is a completely separate game that does not correlate with Dead by Daylight well. Meaning while inspiration can be taken because they are similar games in concept, when it comes to nuanced details and more complex issues such as balance they cannot be compared. The only reason that runners being revealed at the end game works at all is because it is completely different. Runners are much more mobile and are given many more options when it comes to losing LOS from the hunter. They can climb walls, they can climb trees, they are given parkour mechanics that basically allow them high mobility and agility that enables them to juke out the hunter if you're smart and skillful enough to do it.
Dead by Daylight on the other hand is on the other side of the spectrum, and while it is a fast paced game in its own right, it is nowhere near as fast paced as the gunplay and parkour of DeathGarden. It is an intense game that relies much more heavily on stealth, and outwitting the killer than anything else, DeathGarden allows runners a chance to fight back, Runners are equipped with crossbow bolts that stun, slow, and blind the killer this is what keeps runners alive.
Survivors do not have this luxury, survivors have nothing except pallets and windows, and I suppose you could also say the blind status effect from using flashlights, but when killers also have perks that specifically counter a mechanic like that, such as lightborn or even better Franklins demise, they aren't always as useful or as reliable.
All this especially comes to a head when we consider that your suggestion only takes effect in the end game when lots of pallets have already been used up, and windows are no longer as useful as a result because of that.
Not to mention Dead by Daylight is a game that relies much more heavily on the idea and concept of stealth than a game like Deathgarden does. While Dead By Daylight invests and emphasizes stealth, Deathgarden, invests and emphasizes its gameplay around Teamwork. While survivors can survive on their own (needing their teammates on occasion when in a pinch for a hook save, or a bodyblock, or what have you) Deathgarden is MUCH harder for the casual solo player, and because Deathgarden doesn't have a last minute resort mechanic like the hatch in Dead by Daylight, if the runners do not work together they will ultimately and more often than not, lose. Dead by Daylight does not have this teamwork aspect, you can't help each other out aside from taking the aggro and cycling out who can take the hits and who can't. That only lasts so long when you're going up against a killer who is able to get the downs, get the hooks, and use the ability they have access to efficiently and effectively. At some point, everybody is in danger, no one can afford to take another hit, and somebody is going to die.
This is why it works in Deathgarden, and not in dead by daylight, because in Deathgarden, you can help each other out, medics can literally heal you while you're in a chase, and classes like control and torment can apply negative effects to the hunter that makes it harder for them to catch a runner. So the idea of revealing all runners is not as unbalanced or as bad of an idea in deathgarden as it is in Dead by daylight. Because you can't always cycle out aggro, a killer can actively choose to not chase somebody, instead opting to tunnel somebody else, and get them out of the game.
Not to mention, every single perk that affects the end game is going to have to be reworked to accomodate your "solution" a lot of killer perks, which are especially helpful in the end game are probably going to have to be nerfed. Perks like remember me, blood warden, and killer abilities like Freddy's dream state (which I realize is an atrocious thought already in the current state that he is in) along with maybe the Pig's reverse bear traps, are likely to recieve nerfs or reworks when they shouldn't have to in the first place to begin with.
Now I know you'll probably be thinking "oh, this guy can't deal with survivors having a tough time, he's biased towards survivors" yatta yatta yatta. Well, I kind of have to be in a sense even though I'm not, to elaborate this further I'm actively forced to play devil's advocate because your idea is so very much blatantly biased toward the killer side. I am entirely aware that dead by daylight has its own balancing issues that need to be sorted out, and I am also entirely aware that killers, both as a side just in general and specific killers as well, Wraith, Freddy, etc. should be buffed.
But at the same time being so hasty, so needy for those buffs to come by without so much as a thought for whether or not they truly balance the game, and coming out with these garbage ideas is not the solution. You only change the audience, who is angry and dissatisfied, and who is the biased main who is trying to hoard his or her power or unfair and unbalanced advantages. That is simply not how we make Dead by Daylight a better game, and it is in fact only going to prove all the negative reviews out there right about the game being "unbalanced, becaus idit devs make p00r decisions".