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QuentinxJake

QuentinxJake

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QuentinxJake
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  • @Karaage said:

    I see plethora of technical issues this would bring, but it is fun indeed :)

    Also wouldn't it work better as gamemode? Survivors in 1st person, Killer in 3rd.

    That would be like the hardest thing to balance xD maybe both having first person and yeah maybe <3

  • @Guy_without_a_plan said:

    You have a way to find unique solutions

    Run in a straight line for 2.5 seconds to activate this perk

    When you hit a wall, you run up the wall (animation takes 0.4 seconds) and backflip (animation takes 1.5 seconds) 4/5/6 meters backwards, immune to damage during the backflip

    This perk has a 60/50/40 second cooldown

    I think it would be cool but I think it woulf be better if you could vault an unvaultable window or just objects <3

  • @Xandro2345 said:

    https://us.v-cdn.net/6030815/uploads/685/JDKC2OYW1IRW.jpg

    https://us.v-cdn.net/6030815/uploads/358/EGWZDPKHZFBC.jpg

    I know this was late to submit to the contest but I still wanted to share the final result!

    Looks amazing <3

  • @T2K said:

    Finally we get the mid chapter tomorrow. I'm very happy and grateful for the hard work and overtime on weekend the devs put into.

    So i wanted to say: Thank you guys!

    all are welcomed to join in.

    For the devs thanks <3 if they ever read this of course :P

  • @Pulsar said:

    Thought I'd switch things up and make a positive post. Name one thing you love about Dead By Daylight, I'll start!

    I love the feeling of getting a cross map hatchet.

    I guess the characters

  • @FireHazard said:

    Now his face will finally not look like it was in a car crash before The Entity scooped him up...

    But I like Quentin's face ;(

  • @SydMayL said:

    https://us.v-cdn.net/6030815/uploads/213/SERKO9YLVT8I.jpg

    I took a stab at designing a Hallowed Blight skin for Legion, since we haven't gotten one for him or Jules yet. I love all the Hallowed Blight designs from this year, and I'm excited to see what they can come up with if we have another Hallowed Blight in the future. I didn't work on this very long, I mostly wanted to just get the idea out--lemme know what you think lol

    It looks awesome kinda looks a bit like legacy tho. maybe have it so half the mask is the disfigured face of one of them just an idea <3

  • @zodbones said:

    Just a small idea

    Breakdown should activate when unhooking allies

    Mettle of Man: in addition to its current effect, this perk should get 1 stack per safe unhook.

    Would also push these perks more into the "unhook an ally" flavor category, like borrowed time and babysitter, opening up the door for a few more different ally saving builds.

    Breakfown could easily destroy the game if all the survivors took the perk xD

  • @WickedMilk03 said:

    This is a Repost from a while back. I have recently gotten really annoyed that nothing is being done about gen speeds so I have a solution. This change makes the game more fun and balanced for both sides or atleast I believe it would.

    Gen Changes

    Generators now only require 60 charges to complete. For the first 5 seconds of work on a gen, repair speed is 25% slower. This is to deter survivors from finishing a gen right in front of your face after you scare them off of it. Stops toxicity and gen tapping. 60 second gens because they are annoying and lack any interesting gameplay. Like seriously... Hold a button woo hoo. Killers still get a notification when generator repair is complete.

    Completion Phase

    The completion phase lasts for 3 minutes (180 seconds) after a gen is completed. During this time, generators would need to be filled with gas. A generator can not be regressed by the killer during the completion phase. If the generator is not filled with gas during the completion phase then the generator will reset to 0 charges meaning it would need to be repaired the full 60 seconds again. Perks like tinkerer would remain the same and activate as generator repair is completed. Killers get a notification when a gen is fully completed.

    Gas canisters

    Gas canisters are located in 3 White Crates towards the center of the map. White Crates spawn with 16-28 meters between them. The distance between them is dependent on the size of the map. This would ensure that killers are not the only ones suffering from huge maps. Carrying a gas canister does not replace an item, however you cannot use any items whilst holding a gas canister. You cannot sprint or drop a pallet when carrying a gas canister which means you have to walk when carrying gas. If you drop a gas canister, to gain the ability to run, it's aura can be seen by all survivors and the killer. A gas canister can be crushed by the killer and it would be sent back to a White Crate. There is an infinite amount of gas canisters in each crate. Filling a gen with gas takes 5 seconds. This slows the game and forces stealth as well as keeps survivors on edge by making them move around the map in places where the killer may be.

    All reasons for these changes

    1. Survivors are forced to play stealthy after a gen is complete. This is good because stealth is not a very common thing people go for since it isn't very rewarding (but would be now ha)
    2. Survivors are forced to be on the go during the match. This makes it less boring and gives a higher chance of interesting outcomes in the match.
    3. Survivors will NOT run towards the killer for a good chase anymore because they are bored. Survivors will be actively trying to win.
    4. Killers have a more fair advantage versus swf and can win a match based on their individual ability to put pressure on the survivors.
    5. Overall more interesting gameplay
    6. Generator times are decreased (again: less boring) Dead by Daylight remains the classic "repair gens and get the fug out game with all the cool movie killers" that the commons look to it as.
    7. Map pressure-less killers actually stand a chance.
    8. The game is imbalanced and needs this please devs... please

    I am done guys tell me what you think

    Tell me your thoughts. If you disagree with this, actually tell me why please. I try not to be bias and I do play both sides. I have 2300 hours. GG

    I love this idea! Being able to get gas for a gen makes the game more harder and more fun i would say however having to walk because of a gascan is pretty dumb if you ask me I would atleast want to power walk to make it a bit easier however i guess you have nancys perk that can make it faster never mund xD My big problem with this would be too much on the map= more bugs like cans going into a wall unable to take it that's why i think you should make the maps a bit bigger

  • @Kabu said:

    It was never good

    Never good i get that it didn't show that big of a change but when you had vigil while just getting chased you could get an exstra deadhard just by looping for a while giving you a longer time too chase

  • @Psylent said:

    Hex: Ruin does none of what it currently does, as in no penalty for good skill checks. It is no longer a Hex perk either. Instead of all that, it now applies a debuff of -12% repair speed to all survivors. This debuff uses a kind of backwards token system. You start the match with 3 tokens, each worth 4%, making the total debuff -12%. You lose one token when you down someone, meaning each down lessens the debuff. After three survivors have been put into the dying state, you basically lose the perk. I know flat out repair slow down sucks, but surely this is better than the current Hex: Ruin right? It's main use has always been to slow down the start of a match, but is a bit too strong when it stays active for an entire match. I also think its too strong against less experienced survivors who haven't memorized totem locations and tend to run around doing nothing because of Hex: Ruin. It also really sucks when it's found and destroyed immediately. I feel this is the only way to make Ruin more viable and balanced, but also keeping it temporary. Ruin helps weaker and/or less experienced killers, as well as killers that need time to set up. More experienced killers will likely get downs quicker than your average player, so they won't get as much use from this new Ruin.

    EDIT: After further thought, I realized getting just 2 good skillchecks while Hex: Ruin is active ultimately adds 14 seconds to repair time. 4 seconds for the progress lost and 3 more because it pauses generator progress for 3 seconds. That happens for every good skillcheck. So I changed my mind, deciding this new Ruin needs to be stronger than -12% repair speed.

    Just for reference:

    -12% repair speed = 10.9 more seconds to finish a generator solo.

    Let's go with -24% instead, which adds 25.3 seconds. After downing one person, it becomes -16% which brings it down to +15.2 seconds. After downing a second person, it becomes 8% which brings it down to +7 seconds. You lose all tokens after downing a third person.

    To get the seconds, just do 80 ÷ (1 - x) where "x" is the debuff percentage in decimal form. A gen has 80 charges which takes 80 seconds to repair when solo with no assistance from items or perks.

    Is 24% enough to replace the current Hex: Ruin?

    I was thinking this could be intressting but I also have an idea how about giving ruin a timer like old noed like 3-4 minutes this will slow down gen progress a bit just an idea

  • @UlvenDagoth said:

    So me and @LordGlint were talking about DBD and I told him that I was working on an Idea for Legion. I originally wanted something that hearkened back to there gang. Some kind of locker insanity or something but honestly, none of that would work, or at the very least it would be rather hard to put in game. So we started asking, what is Legion's main issue? Well, his power is kinda useless. By the time you slash one person, the rest have gone OR if they are injured they hear your TR and just book it.

    First of all, let's take the removal of the blood trail in FF and the "M1s remove 50% of your power" things away. Those are silly and honestly, neither of us could come up with one good reason the Devs did that.

    Secondly, DO NOT WORRY! We are not making his power lethal or put the chase on a "Timer". That is why people hated old Legion. We don't want that again.

    So back to the main point. What do you do when you see Legion put deep wounds on someone nearby? You BOOK IT! You can't hide, but you can get away till they get hit with the end of power stun. Survivors know about There presence in advance in the general area... in other words the next victims.

    So, you might be asking yourself, what do you do? Well it's simple! You could do one or more of these things!

    1. Remove his TR and red stain in FF. Just straight remove it so that he can run up on survivors and get them with FF and surprise them. Make the KI work on a radius. You could say there Frenzy is so great it cuts the ties the Entity have put on them for a limited time.
    2. (Make his base TR 16 and his FF TR 24. Kinda a new approach to the same idea. This way would also open up Legion to be able to sneak up better on the people he has hit with his FF and need to m1 now to down. Legion is already the shortest Killer (yes, shorter than Hag) so they could FINALLY live up to the trailer and be even a LITTLE sneaky.) HI! This has been voted down by the others in the thread but keeping it up for Reference!
    3. After hitting two survivors with Feral Frenzy the Legions red stain is removed for x amount of seconds which would help with downs. Third hit lowers terror radius by 8 meters for x amount of seconds which could help with hitting that last survivor. With monitor and abuse the terror radius will be 16 meters. Addons could influence this.
    4. First two survivors hit with Feral Frenzy grants 2% increased movement speed each while the third grants a 1% increase bringing their movement speed in Feral Frenzy up to 130%. (numbers might be too low?)
    5. At base, being hit with Feral Frenzy causes mangled that persists until fully healed. Can't be stacked with other mangled status effects like sloppy butcher but works with coulraphobia and the like.
    6. If a survivor stops mending then they are downed. Deep wound timer depletes while doing an action (mending, repairing, sabotaging and so on) even while near the killer. If not doing an action the deep wound timer does not deplete while within 32 meters of the killer.
    7. You hit someone with FF and run off to hit someone else. You hit them and end your frenzy or don't make it ti them and end the power. When out of FF you hear the heartbeat and see the KI mark for a very short amount of time (for balance) every x amount of seconds while that first survivor is mending. (this was more of an Example) After thinking about it, I think @Kabu changed this one to Add-on only. Let me know if i'm wrong Kabu!

    Thank you @Kabu For the 3-7 ideas and the next few add-ons till you get to Mob Mentality! I forgot to credit them before! Sorry!

    "But what about the stun?" Well, if you think about it, it's similar to Nurse. It's there to make sure that you don't just end it and m1. You MIGHT be able to shorten it, but it's not bad because it serves it's purpose.

    Add on suggestions:

    1. Survivors are revealed by killer instinct for a very short amount of time every x amount of seconds while mending When out of FF. See previous post for explanation.
    2. Survivors suffering from deep wound make louder injured noises.
    3. Survivors have their aura revealed for x amount of seconds when they stop mending. Unsure if there should be a noise notification.
    4. Frank's mix tape rework: Hitting a survivor with FF then hitting another one and going back to hit the first survivor depletes the deep wound bar by a large amount. Maybe doesn't fully deplete the Frenzy bar but would still stun Legion. Would still be hard to down with frenzy but it adds pressure.
    5. Increases FF duration tremendously (5 to 8 seconds) but with increased stun duration (.5 seconds to 1 second)
    6. Survivors hit with FF suffer from the hindered status effect for a short time.

    Honestly, even with JUST these changes, We think that Legion would be in a better place AND keep the play style that Legion players love. Maybe even add old vaulting speed and FF speeds back?

    Also shoutout to @Frosty for getting me to think of this in the first place and for wanting me to post it.

    This doesn't have many thoughts on Mending and Deep Wounds, cause after BT got it too, it's no longer just a Legion Issue.

    AND NOW for a REALLY good idea from @MongByeolBuddies

    Feral Frenzy:

    Now injures the survivor and applies Marked for Death, which lasts for 60 seconds.

    If Legion hits a survivor who is MFD with his Feral Frenzy attack, Feral Frenzy will end, The Legion will be stunned and the MFD timer of the survivor will be reset to 60 seconds.

    Legion cannot use Mob Mentality during Feral Frenzy

    ------------------------

    Mob Mentality:

    When a survivor is afflicted with Marked for Death, press the secondary power button to remove the survivor's MFD and summon one of the three other Legion members.

    (If multiple survivors are afflicted with MFD, the survivor closest to Legion will be selected when the Legion presses the secondary power button.)

    The Legion member will appear 2 seconds later, crouched down in the spot you summoned him or her and wait for any survivor to get within range. When a survivor is within range, the Legion member will lunge at the survivor and attempt to hit them.

    If a healthy survivor is hit, he or she will be injured; if an injured survivor is hit, he or she will enter the dying state.

    Regardless of whether the hit connects, the Legion member will dissipate in a cloud of smoke.

    Legion can summon all three other members this way. If Legion summons a member while all three members are currently on the map, the first member to be summoned will switch to the new location. Legion cannot summon members within 8 meters of another member.

    Survivors within 16 meters of Legion members can detect them by looking in their direction for 3 seconds. During detection, survivors will receive an audio cue. Once fully detected, the Legion members will dissipate in a cloud of smoke.

    If a survivor sets off a Mob Mentality trap, the Legion receives an audio and visual cue. If survivors fully detect a Legion member, the Legion does not receive an audio and visual cue.

    Also, Mob Mentality is a trap so perks, such as Small Game, will work against it.

    ----------------------------------------------------

    Add-on changes to reflect Mob Mentality:

    Nasty Blade -- Applies a considerable penalty to Sabotage, Healing and Repair Action Speeds to survivors for 60 seconds after they are inflicted with Marked for Death.

    Filthy Blade -- Applies a tremendous penalty to Sabotage, Healing and Repair Action Speeds to survivors for 60 seconds after they are inflicted with Marked for Death.

    The Legion Pin -- The auras of survivors who fully detect a Legion member or are hit by him or her are revealed for 4 seconds.

    Frank’s Mixed Tape -- Legion members are invisible to survivors outside of 8 meters.

    Fuming Mixed Tape -- Legion can use Mob Mentality without requiring survivors to be inflicted with Marked for Death. MM now has a 10-second cooldown. The Legion can no longer use Feral Frenzy.

    Mob Mentality provides a tool for Legion to counter looping, as well as set ambushes.

    Plus, I think it would be awesome for Legion to actually play like, you know, a Legion! Lastly, if possible, it would be extremely cool if the teammates you summoned could wear any cosmetics you’ve acquired, making it so you could customize the look of your own Legion.

    And now a variation of the above by @pemberley !

    I propose that we take the same concept of Mob Mentality but instead the member seizes and holds the survivor in place for the player to stab. Every player in the map gets a scream notification, the killer sees the aura too. The grasp is inescapable except through other flashlight or cracker saves, if the survivor has a cracker themselves, or if the survivor “wiggles” like normal and claws at their hand or elbows them in the face - this would disable the trap, I think this would be more in line with Legion, it’s lore friendly, and probably won’t require as much code spaghetti as making accurate ai.

    Which Mong added that the grab could give them either Exposed/Oblivious or both cause they are fighting out of the grab! Even if it didn't there are Add-on ideas that could do it!

    This is just a stupid idea i got from this don't know how but what if you could chose to play the members as a survivor and killer how funny would that be xD

  • My question is if it is new cosmetic or cosmetic that we have in the game right now... + If we have the cosmetics it would be a waste to get a double one I would atleast want some recolours... so we can get something..

  • My ping was 65 however the hitboxes felt weirder than usual like huntress just hitting someone after you dropped the pallet.. but other than that it felt pretty good just some lag back tho...

  • @LordziPL said:

    You even don't know he is coming. Mathieu with Quentin Actor WANT to bring Quentin's Face to DbD, but maybe DbD will not do what Kyle wants or Kyle will not do what BHVR wants.

    Also, it is possible. But not confirmed. IF his face will be reworked, they will have the Actor face in DbD. It's first step for cosmetics, but they need to talk with 2010 movie copyright holders.

    Sorry for bad English = )

    Yes thank you very much <3

  • So I am making this post here because I don't know where to post it. So I wanted to ask because I am a Quentin main I have liked this design of Quentin. even tho people hate how he looks I was wondering if we would get this design of Quentin as a cosmetic after all some people like me would still wanna play as this Quentin not sure if this is gonna happen but just wanted to ask you people.

    And people who hates this design of him then I will just hope that you respect my reason for still wanting this Quentin <3

    Edit: don't know how to move my post so just made a new one xD

  • @8obot1c said:

    https://forum.deadbydaylight.com/en/discussion/comment/716599#Comment_716599

    75% not totally quiet, but enough to make a difference

    Sounds good let's hope they make it then <3

  • @8obot1c said:

    Lightweight should quiet your steps in my opinion

    Hmm yeah that would be pretty cool but how much would it be?


  • @GeneralSpudmuffin said:

    Much better, thanks.

    Overall, I think the perk is far too strong. Reducing your movement sounds isn't a bad idea but up to 100% is just ludicrous. Maybe put the max at about 50-60%, and it reduces both movement and breathing noises when in a Killer's TR.

    Thanks <3 just felt like I would want to have a perk like this because i have gotten found out so many times by the grass and breathing xD

  • @GeneralSpudmuffin said:

    The fact that every word is capitalized in this post triggers me immensely.

    Sorry :( can you forgive me ;-;?