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PoppaSquat

PoppaSquat

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PoppaSquat
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  • @AetherBytes said:

    What I mean by that is basically a perk that is borrowed time, but if im hooked and i have the perk, when i get unhooked I get the BT effect?

    Maybe add it as a secondary effect for deliverance with a 6 second timer?

    Honestly deliverance comes into play so rarely I wouldn't mind the buff, and it would prevent the issue of getting first hooked, using deliverance and getting downed again instantly by a sweaty killer, giving it a little more assurance that you're not just throwing away a perk slot

  • Ok so based on some of the comments here I wanted to offer up a way this idea might not end up god awful and completely deter survivors from playing the game:

    Hex: Enfeeblement

    You become obsessed with one surivior

    Whenever you hook a survivor who isn't the obsession gain a token up to 4 tokens.

    For each token seal one of the obsessions perks.

    When the obsession dies a new survivor becomes the obsession and receives the effect of the hex.


    Its a hex perk, so its not just blanket removing all perks from the survivor side.

    It effects the obsession, greatly increasing the chance you stop at least one person with DS from getting to use it.

    Since you have to hook someone it slowly builds in power overtime, and once you have 4 tokens you can kill off the obsession and transfer the effect to one of the remaining survivors allowing mid to late game snowballing.

    Also I guess you could raise the max tokens to 5, and at 5 tokens the survivor also loses the ability to use items and now you don't have to worry about the last survivor escaping via hatch unless they find and destroy the totem, which during end game adds a lot of pressure due to the ticking clock.

    Also since it only effects the current obsession the other survivors may not realize the perk is in effect until it transfers to them, meaning they're far less likely to work as a team to find and destroy right away.

  • tbh as a survivor this event is torture, since collecting the objective actively works against you leaving with the crown, and so many killers are just straight up denying people who specifically would unlock a crown out of spite.


    I feel like maybe you should only have to unlock 5 or 6 crowns on each side then it unlocks the rest for the respective side. Asking almost 30 games isn't too bad, but about half of those are turning into 20-30 matches each.


    Idk, just not vibing with this event

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1128421#Comment_1128421

    Thanks. Sounds hard to do. How would they determine similar skills in this kind of game?

    Whilst I obviously don't have an exact answer, it's likely a combination of two factors:

    Increasing specificity of "ranks" and "kit measuring"

    The former could be as simple as having a basic elo system on the backend much like you see for the front end of overwatch, so instead of ever player being a 1 of 20 possible rankings, each additional player adds an additional rank and you climb up or down these ranks by winning or performing well in matches (beat a stronger foe you climb higher, lose against a weaker foe and you lose less rank progression). The reason they want to remove the rank displays is due to the fact that it could lead to confusion, as rank is and always has been more of a measure of time spent during a season and measures how well you did in the match, regardless of the opponent you're matched against, so for a while you would see many rank 18's matched with rank 1's, not because the system messed up, but because on the back end the 5 of you are very similar in relative elo score (this would also encourage players to not bring intentionally weaker teammates along with higher skill players or accept the fact that the killer will be matched with the assumption the total elo is split 4 ways).


    For kit comparison, it's unlikely to be a factor, but essentially it would measure how much each player enjoyed a game, factor in all the variables (maps, perks, teammate perks, the killer, the killers addons, the killers perks etc) and over time used that data to find players who have reported having the most fun with similar preferences (this is the best arguement for picking any value in the "did you have fun" area on the results screen, as that would be the closest the devs can get to knowing if you had fun or not).


    Anyway, just my two cents

  • Well what if we kept the reward for frequently switching targets, but eliminated the penalty for hitting/hooking the same survivor over and over again.

    In this way the killer won't feel punished if they decide to tunnel down a player, but in a scenario where they can easily choose between two targets, they might be incentivized to switch targets.

    Thoughts?

  • Named after my cat 😺
  • Aw man, I didn't know we were taking rename requests.
    My suggestion is "Michael Myer's big throbbing feet thread"

  • Drunk and high on 420 almost every time I play, sometimes I swear I genuinely play better that way lol

  • I play the huntress in defense mode

  • Well you certainly can't see it from where you should. Seriously did she like, tug the panties down from where it could be seen on the slashed area or something?

    I'm not sure what you mean but you can see it for yourself it you rotate the outfit in the store.

    I think they were talking about this

  • Watch out Feng Minn the Hillbilly is heading right tword you oh no she has her Air Pods in she can't hear us oh st oh fk get out of the way Feng

  • @Rebel_Raven said:
    At least she isn't on a motorcycle. 

  • No More Heroes: Travis Strikes back, I'm a huge Suda51 fan.
    Also Smash every now and then, as well as La-Mulana

  • @AlwaysInAGoodShape said:
    @PoppaSquad

    Step 1: *Flow chart doesn't show any directions *

    Step 2: *Are they playing killer? > Yes > Are they playing Dead by Daylight? > No *

    Step 3:

    Here I made a revised version with your suggested changes :smile:

    Hands that aren't used to play DbD stay away from me

  • Hey made this flow chart real quick to help out new players who want to figure out if they should worry about N.O.E.D

  • @Shraar said:
    Good job compiling all of this but I didn't read the whole thing, I stopped halfway through. I get the sense they're going for the "mystery box" approach, as in, they have no clue ######### they're doing they're just adding crazy stuff in to generate discussion and personal interpretation until they hear something they think is cool. Way too many "Who knows?" and "Sounds cool! Interesting theory" and "The answer is mysterious and confusing, that's all we can say..." responses in there for me to take anything seriously. I hope they get a more focused idea, like they said they have a skeleton or "core" idea, it just needs to be fleshed out more. I honestly laughed hearing the Wailing Bell was just a random gift given to the "Wraith".

    I mean can you blame them though?
    perpetual life-cycle games are extremely hard to plan around as you always need to be checking every piece of lore against any previous lore, and the more lore you have the harder it is to keep track of it all.
    Add in the fact that Horror as a genre leans heavily on the unknown, and it only makes sense to keep lore and story on a shoe string, since everything they reveal locks them into a story bit, reduces the overall mystique of the story world, and adds an extra level of double checking that needs to be done for each new story bit or lore clue that want to release.

    Since they plan to keep growing DbD and want to remain flexible with what they do down the road they need to be non-specific in most cases, so they don't shoot themselves in the foot later.
    An example would be: is there magic in the entities realm?
    If they say "no" then they'll be kind of stuck if they ever wanted to add a character like Chucky or Leprechaun as their lore is heavily rooted in the arcane, but if they say "yes" then it comes off as a cop-out answer that can be called upon anytime they can't come up with a good reason why a story event took place ("we don't know how meg got a gun, maybe a wizard gave it to her"?).

    yes it would be great to have a clear picture and get some concrete answers on some stuff, but I feel like we may have to wait until the tail end of DbD's life cycle to see that.

  • @Lyxfex said:
    Sadly the devs just confirm that the entity does not watch the rial therefore the player can't be the entity.

    Right but haven't they hinted at the Entity being a mysterious being, and things in the Entities realm aren't always super straight forward?
    Sure the Entity might not watch the ritual, but only because its controlling every actor in that ritual.

    So if we took this threads theory and ran with it, we (the players) act as the entities nervous system determining movements and actions/reactions, the devs (or designers) act as the architects of the realm taking these settings and characters and giving them a tangible representation and rules on which to function, and the server (currently killers machine, soon to be centralized server with any luck) is the manifestation of that realm.

    In that way the entity is a being comprised of everyone who directly interacts with the realm, and as such with each new person that plays the game the entities power grows as though it were to manifest a new tendril granting it even further power and influence (the literal example here is the more people that buy the game the more money the game makes therefore more content can be added to the game).

    Unfortunately I don't really think this is the direction they're heading in, but its fun to think about none the less

  • I guess it's finally time for me to set up a github lol
    Right now it's in alpha since you can't even save your progress, but once I add that I'll upload it and share a link
  • I play solo as survivor a lot and can't always count on a teammate for a save, so deliverance is a personal favorite of mine (especially since it can so easily counter camping, and pairs super well with We're Gonna Live Forever, Empathy and either Borrowed Time or We'll make it).
    Basically wait for the first person to get hit, go on over to them and either heal them if they escape, or rescue them from the hook and get a free get out of being hook card (plus BT if the killer comes right back, and we'll make it if they don't).

    As killer I really enjoy running Haunted grounds, because even if you don't run any other hex perks survivors just can't help themselves, and can grant you a quick 4k if they aren't careful

  • I started playing a little over a year ago, and in my experience the game kind of goes like the following as you play more:
    Hard>Easy>Hard>Medium>Easy>(killer)Easy/(Survivor)Hard>(Killer)Hard/(Survivor)Easy
    Hard:
    at first you'll loose match after match simply because you just don't know what to do and how to do it, so you'll find yourself dying quickly as survivor since you can't outrun killers very well, and hiding seems impossible
    Easy:
    You finally understand the controls, and even when you team doesn't do much of anything you can survive for most of the match now that you understand maps a little better and know what constitutes a safe hiding spot, and as killer you get good enough at tracking/guarding that you can secure at least one or two kills per match...until you hit rank 15
    Hard:
    you die a lot, and get flashlight and pallet stunned a lot. to put it simply you are now playing with such a wild range of skill levels that some matches will fly by super fast where you don't even break a sweat, and other matches keep you on the edge of your seat the entire time and despite all your best efforts you just get stomped every match. If you want to get out of this phase fast don't do what I did and try to unlock every perk for killer and survivor right away, instead pick out a few good perks, unlock those and just focus on making a powerhouse survivor or 2-3 really powerful killers...those add-ons and rank 3 perks really make a difference
    Medium:
    You finally made it to green ranks, and while you lose a good number of matches, players start to be more predictable in their skill, allowing you to lean more heavily on your teammates as a survivor, and as a killer it allows you to pretty easily mind game survivors
    (Killer)Easy(Survivor)Hard:
    Purple ranks tend to be about the point where things start to diverge on the two sides in terms of match difficulty. As a survivor you start to run into more and more killers that have good rank 3 perks, and have a lot of powerful addons that make surviving much harder than in was for a while, and the over confidence of making it to a higher rank tends to make survivors more reckless meaning you can't always count on a team of randoms at this rank. As a killer this makes things easy, as all too often a survivor will get way too cocky and end up overextending themselves, giving you a pretty easy kill...too bad it doesn't stay that way forever
    (Killer)Hard(Survivor)Easy:
    Finally in the red ranks, now survivors are also fully spec'd out and have been persistent long enough to make it to the top...or they run with a really good team to quickly climb the ranks. As survivor you can typically count on the people your playing with to have A LOT of experience as survivor, so you can almost gaurentee they know how to keep the killer busy, pound out those generators, and sneak in at the last moment for that hook save, which makes the killers life tougher than any other point in the game

    I guess all that is to say, its tough at first, but if you don't like the current difficulty you might just have to play for a bit longer to get to a respite

  • I could go either way on giving BP or shard bonus increases for each devotion rank, though I would like to issue a strong word of warning that having too much of an influx in an economy can be worse than doing nothing at all.
    We can easily look to countries in the real world where increasing money in circulation seemed like a no brainier fix, but ultimately created a system where the money was worth less than the paper it was printed on, facilitating the need to either move to a new currency, or just start adding more zeros to the existing currency, essentially making a single unit of the currency completely worthless.
    Already we have 3 currencies (not counting event currencies like Vials), one earned in match that can be spent on leveling up characters, one earned post match/via devotion level up that can be spent on skins or teachable perks, and a third that acts as a premium currency that can be used to purchase skins and DLC.

    If we increase the flow of shards, the value of the premium currency will drop, meaning that they now have to lower the cost of items purchase with premium currency, and will very like in an attempt to recoup lost costs, increase the price of premium currency...with the other option being adding a whole new premium currency, which quickly begins to resemble a bad MMO/freemium game with dozens of currency systems, where none are kept in check.

    Obviously this is all a snowball effect, but since this exact same situation has played out over and over again both in the real world and the world of gaming, it is a very realistic possibility.

  • I agree it would be nice, but there is actually some game play elements at play here that may stop working if this change were implemented (and like @wisdom pointed out, @TheSavageLycan is saying Killers should be able to see the difference, for survivors they would still all look the same).
    Basically characters like Trapper and Hag would know which totem to trap and protect, meaning they are unlikely to bother with the other totems, and in turn act as a dead give away to a more skilled survivor that this is the totem they want to destroy, and once they've got that one they'll just leave the other ones alone

    Not to say this doesn't lend to some new dynamic play where you over trap one of you Haunted grounds totems to trick the survivors into thinking it's ruin/devour hope/huntress lullaby...

  • @Vietfox said:
    Totally agree with this.
    They should also promote smart gameplay instead of simple actions. Unhooking, for instance, should give 250 bps and safe unhook 1250.

    I completely agree that the Safe unhook should be the higher reward to avoid farming, but I can already taste the incoming salt from that change, because a lot of local farmers will have to stop running We're Gonna Live Forever, and instead will need to go to FarmersOnly,com in order to find people they can F***

  • Yeah I'm going to go ahead a third on this one, I'm always a little disappointed in the rare cases I play with other people that I have to set up a new lobby every time, just make it so the first person to leave the match starts the new lobby automatically and have everyone auto join it when they die (or just give a "Play with same team"/"go Solo" button on the results screen).

  • While I can't personally say for certain how Behavior has their tech set up, I am skeptical if the switch would be able to handle match hosting with its lack luster wireless card, so unless they finally set up non-private servers for DbD, its unlikely to happen anytime soon.

    But with that said I would 100% love to play some DbD on the switch, too bad I still wouldn't be able to play it while on a plane

  • I thought in one of the streams they talked about adding the ability to kick another survivor away while on the hook for this very reason, but said they had no plans to implement it yet or in the near future.

    So maybe its already being looked at internally?

  • I've actually had the same thought about the variety of maps, and it always feels like the indoor maps like "The Game" almost never come up, and yet in every play session I'm on coldwind farm

    An idea I've had to help with this issue would be to track backward each of the 5 players most recent maps, and weigh the "common missing" maps more heavily, so an example would be

    Meg last 5 maps: Map 1, Map 7, Map 9, Map 4, Map 1
    Dwight last 5 maps: Map 7, Map 7, Map 1, Map 4, Map 9
    Claudette last 5 maps: Map 2, Map 7, Map 1, Map 9, Map 5
    Jake's last 5 maps: Map 9, Map 7, Map 1, Map 4, Map 5

    Trappers last 5 maps: Map 9, Map 8, Map 1, Map 9, Map 6

    Since no player has recent been on map 3,4, or any map number above 10, it will weigh those maps more heavily, and since every player has been to Map 1 recently, it will have almost no weight.

    Since Map 7 for one player has been played twice or more in the last 5 matches, it should also be weighed less heavily, as 3/5 times of playing on the same map would be boring, but this system would allow the best variety for each player in the match, and help avoid long streaks for any individual player (not counting
    map offerings of course).

  • Yeah as @Orion kind of explained, I think its running off of UTC or MT, so whenever that hit midnight that's when the event ends.
    If I had to take a wild guess as to why its set to UTC/MT instead of regional time zones the two major reasons are
    1) its much easier to flip an event on or off across the board in one go, instead of having to turn on and off the event for each time zone
    2) If the event persisted in some time zones and not others then players would just keep switching their time-zones to keep themselves in a region where the event is still active

    But yes, @TheLegendDyl4n1, I think the underlying idea of making it clear how much time is remaining for the event could be communicated better, especially in the last day (just add a countdown timer).

  • So obviously there's a lot of good arguments on both sides of this, in that it does really suck playing against a well coordinated SWF group, but any sort of filtering would just result in no one playing in swf teams, and generally ruining the experience for everyone when the player base plummets...but what if we took a different approach.
    What I'm hearing from @Rebel_Raven is that unlike a lot of more vocal DbD players, they just want to have fun, not get good or have to dedicate a ton of energy to leveling up and unlocking a ######### ton of perks just to not get completely stomped which is a really fair argument since no one would play Mario Party if they lost every-time and were just told by everyone else that they'll just have to play a bunch more to get good enough to even enjoy the game.

    What if we left Play as Survivor and Play as Killer just as they are now, BUT, we add a new slightly different mode called Clear Night (since the "fog" of mystery would be lesser) where you only receive a portion of the blood point you normally would, and you can't rank up or rank down, but you can do things like filter for no swf groups or only survive with friends, or only play with matching rank players, or even lock out specific add-on ranks (I think filtering specific add-ons would pretty much put you in a corner where you'll never find players meeting your very specific criteria).

    This way we can keep the ranked mode for the super hardcore serious players that care about rank and proving they're the best at the game or whatever motivation they have; have a mode for more casual play that still allows you to play against randoms and earn blood points, but have a little more control over what kind of stuff you encounter; and the Kill Your Friends mode for true casual play with a few friends.

    Just an idea

  • Honestly I'd rather have the icon stay, because especially for console players if I'm playing as killer and just start weaving wildly to one side or the other and there's no icon, I'm likely to assume my controller is breaking/broken.
    Also you're correct in that rank 1 killers know the maps really well, but what actual percentage of players are rank 1?
    It's not going to help rank 1 survivors, since they're wiggle effects will be the same whether or not the killer can see the icon, and its not helping rank 1 killers...and since it would actively hurt lower rank killers who may not realize the perk is in play, there's really no advantage to this that I can see, but maybe you some a better reason for this change, in which case I'm opening to hearing it.

  • I'd say at least 5 people got banned :P

  • Ayyyyooooo fam let me just hop in here and BUMP this baby.
    also this made me think a bit on the other kinds of physical impairments that might impact one's enjoyment of DbD, so I'm going to go scour the forums to see if someone's already created a thread, otherwise I'm about to pop this metaphorical generator

  • @CoolAKn fair point, do you think the trolling potential could be remedied by changing its activation conditions to a once a match usage?
    They could always add a killer counter perk like Magnetism that pulls the survivor closer to you (could actually be useful counter to stuff like SB and DH).
    I still think the idea has merit, but my initial proposal did not account for survivors who would abuse the perk to just stall out games

  • oh are doing general memes now?





  • @Malakir I do see what you are going for with this approach and agree in some situations it can really help to push an individual to perform at their best (I was raised in a family of four, so I'm quite familiar with the competitive spirit and how effective it can be), but in a brainstorming session such as a suggestion thread, there really isn't a "best" or "worst" idea but rather varying levels of effective ideas.
    I've worked in a leadership role for a good number of years working on technical projects, and do believe striving for excellence is required when working on something with a concrete goal that has a best possible outcome, but when ideas are what is needed, chastising only serves to hurt the creativity of the group or individual, and tends to shut down all future discussion.

    My argument isn't to tell them they're right or wrong, or even that their idea is good or bad, but rather to use the idea, regardless of its merit, as a jumping off point for new ideas.

    Ultimately while I don't personally agree with your methods, it would be unfair and hypocritical of me to say you shouldn't take the approach you feel is best, so if you've found your methodology to be conducive then I fully encourage you to carry on. But I do ask you take at least a moment to think on what I've said, and maybe even see if incorporating some of the ideas into your current outlook can be used to enhance your effectiveness overall

  • @Malakir Hey just popped into this thread because I thought maybe someone had an interesting idea to share, but I have to say I'm a little disappointed with the way you're treating a fellow community member.
    Yes they could of looked to see if the idea had already been presented or tried, but your decision to belittle and berate him because of it is not constructive criticism, its just bullying.

    It would be more productive for everyone if you said something like the following instead:
    @Entità This is a good idea in theory, but has actually been tested both in the beta and after launch and has proved to not work out as it always resulted in slowing down the game overall. I got this information off of the DbD wiki, which is a great source for information pertaining to previous mechanics or ideas that were scrapped, so I recommend checking it out when you have some free time.

    See? its a nicer way to say exactly the same thing, except it encourages @Entità to come back in the future with new ideas that are better thought out and prepared, instead of making them feel dumb and like they are unwelcome.

    With that said I want to avoid derailing this thread any further, so I would like to say that there is some merit to the idea of maybe not letting the survivor have a full attempt, but at least letting them attempt any "last chance" perks like Deliverance. Something like that could easily be implemented by changing the sacrifice from instant to a 5 second delay, giving the survivor enough time to at least attempt an escape before dying.
    Sure 99% of the time it wouldn't really make a difference since the killer is very likely to have just stuck around...but that 1%, that glorious 1% chance that you not only free yourself from certain doom but even manage to make it to the hatch in time and escape would possibly be the greatest feeling of excitement and accomplishment this game has to offer. Sure it would suck for a killer to lose a secured kill, but at the same time I'd like to think a killer would be more impressed with the absolute luck and skill required to pull off such a feat that it would greatly lessen the overall frustration and instead fill it with amazement that they got to witness such a rare event first hand.

    Of course that's romanticizing the outcome, when the more likely reaction would just be truckfulls of salt, but its still a fun idea :)

  • @Blueberry said:
    This is WAY more than the devs want to do. I don't think you realize how little resources they have for this. They are wanting easy changes that require little work, not completely remaking a killer from the bottom up. All he needs is SC not to wake you up, no actions but saves/windows/pallets during dream transition and slightly faster transitions. That's it.

    @Blueberry is correct, they do likely have a very limited number of resources they can allocate to these changes, and even beyond that the are beholden to the licenses holders wishes, which acts to further hinder what can and cannot be done with a character in the game, and if they go too far with making a particular killer too "special" it could cause an uproar from other title holders as it comes off as a form of favoritism.
    But even with that said, I think we should welcome all ideas regardless of the actual complexity to implement, since you never know what might be the inspiration for the perfect idea (basically blue sky meetings).

    So while @Blueberry is correct that @Bravo0413 's solution might not be the most practical, I feel it is ineffective to our overall goal to shoot down his suggestion completely, or to assert your idea as the one truth. We all have the same goal here, all ideas should be welcome and supported, since at the end of the day no one in this forum is going to make the final decision on Freddy's rework, instead we're just helping the designers brainstorm some ideas :)

  • @MyNamePete said:

    @TigerKirby215 said:
    I didn't know if I should put this in Off Topic or General, but it felt appropriate to Off Topic.

    Anyways I just had a fairly toxic Dwight in a game on a map that my killer was ######### on who teabagged me at every pallet I dropped and called me garbage in the end game and told me to uninstall. The next game I got into another lobby with him and I gave it my best shot with a killer who I had actually good perks and addons on. I got a 4k that game.
    In the post game chat Dwight (who was the first person sacrificed because he sprinted into the basement when I had someone hooked there like a dummy) wrote "if it isn't the ######### killer again lol came back to be trash?" (As if I join his lobbies and not the other way around.)
    I asked him why he had to be so toxic and he told me "I like how you call me toxic even though I've done nothing to you."

    Teabagging constantly
    "if it isn't the ######### killer again"
    "done nothing to you"

    I had this 20 minutes text arguement with this guy and he gave me his address and told me to pull up. He lives in Texas lmao who wants the address?

    He just wants to play DbD IRL lol

  • As many others have said, its extremely situational and there's no best overall course of action, but it does help to learn of new options that can help you read a situation better, and make a more informed decision to chase or stay.
    Typically I'd kick the gen, but then go chase someone and consider that gen a loss, since continuing to hover around it at best forces all of the survivors to move to a different gen to work on and at worst 3 of the survivors will move on to a different gen and one will hover around and wait until you eventually leave the area and just pick back up on the gen with whatever percentage of the gen is left.
    Add in the fact that survivors don't even have to touch the generator for a full second to stop regression, and you've pretty much set yourself up to lose (as a survivor main, I tend to do a lot of "quick touches" on kicked generators mid chase if I know the killer is obsessed with keeping it regressing, since it will take the killer way way longer to kick a gen to start it regressing than it does for me to tap it and stop the regression, making it a viable escape tactic in many cases).

    With that said, it always helps to learn new options on how to deal with these situations, so the next time you run into them you can more easily assess the situation and make the best choice with the information you have, and a good way to gather that data even before reaching that first generator is to pay attention to the loading screen, if most or all of the survivors are running tool boxes, you can almost gaurentee they'll stick nearby after you kick it, since pretty much an regression you create by kicking the generator can be undone pretty quickly with a good toolbox.
    You can also pay attention to how the survivors flee the area once you approach.
    Are they all using SB? well then they probably are heading for a different gen since they have the momentum anyway, so get you kick in on the generator and get back to chasing them in the direction they went.
    Are one or more of them sneaking around with urban evasion? odds are someone is hovering in the area, so better to lose one gen but secure one kill rather than lose both.
    Of course if you can easily see them all hovering around the area, you can either bait them by leaving the area and coming right back, or once again, chalk that generator up as a loss and just secure what you can, or just keep smacking them as they try to dive for the generator, but unless you know the survivors you are facing aren't very good, its just as likely you'll get played by one survivor while another one pops in to stop the regression.

    Hopefully some of that info helps :)

  • Those are some pretty good points, and you are correct I forgot to address the fact that while dealing with all of these sub-objectives, Freddy can still see where you are, and unless other survivors are keeping him busy you'll just end up waking up only to be put back to sleep right away.
    The easiest way we could still incorporate the changes I suggested would be to either remove Freddy's aura reading entirely while in the sleep world (which isn't a realistic option) or to change it so Freddy reads auras in a "belt" around his position.
    While not exact numbers, it would look something like: if you are within 24 meters of Freddy or more than 48 meters from Freddy he can't see your aura, but if you are within 24-48 meters of Freddy he can see your aura (again, not exact numbers but it would basically be a situation where if you can't hear Freddy's lullaby, Freddy can't aura read you).
    Doing this you would still be able to have sub-objectives that only affect sleeping survivors, but aren't completely ignored because "its pointless when he'll just come right over and put you to sleep again".

    While I agree from a gameplay perspective the whole putting survivors to sleep thing isn't that fun, its really Freddy's theme in all of the movies, in that he can only harm people in their dreams, so to remove the sleep aspect would be similar to removing Michael's ability to stalk, so for better or worse sleep has to be a thing...buuuuuut that gives me a different idea.

    What if survivors start the match in a "sleep" state (which could either be something like a persistent -5% to all survivor actions or just affect the general visibility as it does currently), but make adrenaline pill bottles cabinets available like the pigs trap removal stations, and by "consuming pills" (a moderately long basic channel) you "wake up" and regain full efficiency and Freddy loses all aura reading abilities on you and is unable to put you to sleep for a set amount of time until the pills "wear off".
    If we then limit the number of pills available on the map to either a total limited number, or give them a super long regen time.
    If they went this route they would still have to modify freddy's aura reading ability or at least slow his movement speed, but it would add tension to the match by forcing survivors to locate a pill bottle so one of them can wake up, then wake up other survivors (survivors woken by an "awake" survivor instead of pills can be put back to sleep by freddy normally, but maybe still give them a small cool down from wake up to sleep), and we would just need to remove the ability to wake up from failed skill checks.

    Obviously its not a perfect idea, but I think given Freddy's character we should actually be doing more with the dream world and not less, but lets really play on Freddy's dream abilities

  • @alivebydeadight said:

    @RuneStarr said:
    Personally I still think it's the Doctor. Under Oct 24ths it has "My assailant, now chained in the cellar, must be getting restless. This is just the beginning.'' 
    If you look at the Doctors cosmetic it looks like he had been shackled at the ankles. Seems like a weird detail to add to the cosmetic otherwise.

    but no metal mouth, his mouth is held open with metal but his mouth isnt made out of metal

    Yeah but this outfit kind of looks like there's metal in his mouth

    link to source vid: https://www.youtube.com/watch?v=JcMNriLiw3Y&t=75s

  • Ay got a couple

    When I find out there's going to be a DbD lorestream today

  • wait I have one I made a while ago

  • I'm actually surprised no one's said The Pig yet, because assuming she can take off the mask in the realm, there's a real cutie under there.
    Too bad she's the living personification of daddy issues...unless that's your thing

  • @No_Mither_No_Problem said:

    @PoppaSquat said:
    Come on Behavior, Hal just announced King K Rool for smash and you guys have yet to announce Ridley as a survivor for DbD.
    You guys really need to step your game up, but maybe you could beat Hal by adding Goku before they do

    Whomst’d’ve the fucc is Ridley

    well the only ridleys i know are the pterodactyl in metroid or the director of alien... but alien has a ripley as the protagonist so i assume they mean sigourney weaver in alien

    Nah dude, I meant the pterodactyl from metroid (side note my phone autocorrected metroid to Detroit while I was writing this, so now I need to commission someone to draw what that would look like)
  • I think this would actually belong in the "wishlist" board, but since its already here...
    I believe the whole point of the killer being able to see what survivors bring is so they can adapt their strategy accordingly, and allows pre-match mind gaming for the survivors (such as last second switching to another survivor with a completely different item to give the killer no time to adapt).
    Also a killer can only see the type of item, and not what exact item it is or its add-ons, so the killer is only given a hint of what to expect.

  • While I too would like to see We're Gonna Live Forever be more viable in play, I think the whole idea of the perk is to encourage reckless play in exchange for extra points.
    If WGLF had added benefits beyond extra point nearly everyone at high ranks would run it since it would help out so much with the grind that it would be dumb not to run it.