Amazinggoose
Amazinggoose
About
- Username
- Amazinggoose
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Comments
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/1901285#Comment_1901285
Erm, YouTube is monetised btw. People don't create YouTube videos out of charity either. He could just stream but that would not be smart, the YouTube allows him to have a presence on multiple online platforms.
Don't get me wrong, he's an excellent content creator, people make out as if he is the second coming of Jesus though.
i know im just want to respect him because he taught me everything about dbd
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/1835228#Comment_1835228
My solution: I wish they would uncouple perks from the bloodweb. Give a character some sort of "perk token" currency every time they clear a web, allow them to spend a token on any perk of their choice that they have unlocked, and compress all perks into a single rank. This still makes perks incumbent on bloodweb progression, and it's not like the bloodweb is devalued anyway since it's still crucial for items and add-ons.
i love that idea too
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/215341/a-change-that-would-help-the-grind
They'll never do this. They want this to function like a mobile game, with interminable grind for a player to achieve even the most basic playing field. Every time someone suggests something along these lines (give all characters all unlocked perks at rank 1, condense all perks into a single rank, etc.), @Peanits will come in with some "Oh, but characters will run out of perks to get on their bloodweb too fast" logic, as though that would be a bad thing and not a vast improvement.
i hate that it has to be like that the game is so grindy sometimes i just dont want to play it anymore the bloodwebs are giant , everything costs to much bp, and you get barely any bp for playing survivor
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@Klakky said:
I play both and I love the new maps, I dunno why u complaining, killer sees u? Loop him lol... There's more than enough windows and pallets to loop for a secure few minutes which is enough for 3-4 gens to be done... Map is beautiful and it's awesome to have a map that u actually don't have to increase gamma...
yes it does have loops but the middle is where a killer can see you and you have no defenses
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@Exellen said:
Well on a lot new autohaven maps render gens which are in complete dead zones making unable to reach any pallet or window without getting hit by killer. I guess this game turning into easy mode for killers
i mean killers still have it hard but on those maps they have it easy this is coming from a killer main
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@SkeletalElite said:
Better change for second wind would be to remove or vastly reduce the difficulty of the prerequisite
Camaraderie, this perk should stay the same, but automatically trigger when you are about to either stage on hook or die. Then also make it useable twice. Has a small amount of value in occasionally preventing death or hook staging but the main appeal here is it absolutely destroys campers, and no one likes campers so why not.
Babysitter: I think a cool idea would be for this perk to somehow instead make you take hits for other survivors when they get hit. ie. If a nearby survivor is hit with an attack that would put them into the dying state and you are healthy, they will instead be inflicted with deep wound, but so will you.
i love it the second wind change would be good it would allow you to do dens off of hook
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@dspaceman20 said:
Make it activate when the killer is in a certain range of a hook or make it work for other survivors on the hook.
yes and make it work for both phases
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@Milo said:
Second Wind would have to get a cooldown of sorts. If you're any competent you can gain a token between those 30 seconds.
Camaraderie just makes bond, empathy, aftercare useless!
Babysitter is interesting tho.
another buff to second wind would just remove having to heal someone
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they need to do what r6 seige did they made a whole operation called operation : health where they fixed the game and only that nothing new just fixes