SadCyclops
SadCyclops
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- SadCyclops
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Comments
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@Xernoton said:
It's a cool concept but it would never work against SWFs.
@Emeal said:
This is the oldest Killer Suggestion I have seen in this but it fails and breaks the second you consider a team on coms would destroy this Killer. These days a Killer can barely use anytime on faking being a Survivor. There is no time to do it.
Check out my latest Killer suggestion. I think this could work against a SWF because you can be stealthy enough to not be recognized until its too late. Its a similar concept to this one but could stand a chance imo.
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@Emeal said:
You do know that there is a community member for every possible critique? They cant just grant when people want whatever.
They do listen and they hear us wide and clear, Problem is, They have to base their changes on facts according to the data and statistics.
Its kinda funny to read your post, because you ask BHVR to take the "best" perk ideas, but that is subjective.
Surely you understand the subjectivity here?
first of all, there are people who vote and say if perks on forums are good. The dev team does the same i guess, so there is a few "best" perks out there. Second, game breaking bugs are ignored for months now and they do affect a high percentage of people, but rather adjust the time of Undetectable of Pyramid Head in this update, why the fkk not .... why would you adress issues that makes the game unplayable as groups or in general when you can change some numbers for red ranks
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@Emeal said:
https://forum.deadbydaylight.com/en/discussion/comment/1689694#Comment_1689694
Problem is we dont look at the data, So we dont know the priorities.
Also Clowns Power is next in line for updating/changes, Why because the data indicate he is performing poorest.
Even tho I main Clown and get 4K every game :P Hes so easy and powerful, hopefully ill be even stronger now.
Trapper performs well enough for now. I have heard, so its all a numbers game.
Also, You gotta learn by now, the Cosmetics Team does not do Killer Changes or re-balancing. ok?
but dont u see that the devs pay people to create cosmetics? and they could pay one less of them and one more of the coders who actually work on stuff that matters
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@Infinitshade said:
I swear i wasted 20 dollars to play an unplayable game
please upvote my post and tell all your mates to do so as well. the devs wont even notice that bugs exist unless they have great attention.
they literally started a create your own perk discussion while other subdiscussions are full of perk ideas. i swear they dont invest 5 minutes into reading what is on the forums everyday.
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cool perk idea but the power doesnt catch me tbh,it sounds a bit boring to play this killer. but hey, the devs made the blights power happen in the game, which is literally running with extra steps, so ...
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check out my profile for several killer ideas and chapters and please comment what you like/dislike on them
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did you notice that your second perk is literally one perk of the blight (new killer chapter 17). The first perk is way too strong but i like the third one (even tho ive seen it several times on this forum).
i like the killers power but dont know if it is too unique enough for a new killer (but hey, look at the blight, he has the most boring ability and is still there)
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i like the idea of your first perk, although i think this could be a new status effect instead of a hex. like you hit someone and they can only run for x seconds.
second perk seems to be too with 3 new totems. 1 other dull totem would be cool tho.
the range of the third perk seems like a joke but i think 5 meters or something would be also very nice.
the power of the killer is also nice imo but a skeleton is not the right creature for it. maybe an insect or sth would be cooler.
all in all a pretty nice concept, ild love to see more totem perks
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cool power and very nice perks. totally a 5/7
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i really like your perk ideas even if i think that the gen injuring perk is too strong.
the killers power seems pretty boring, tho. dbd doesnt need more stalking killers ...
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@yobuddd said:
https://forum.deadbydaylight.com/en/discussion/comment/1572489#Comment_1572489
It’s alright. This is the downfall to speaking through text. By voice, you’d have been able to tell that I’m calm about all of it. I’m a pretty mellow player in-game as well. 😏 On top of that, I’m on PS4 where flashlights aren’t such a big deal because they’re so hard to control (ohhh but it still happens, to be sure.)
No, my defense of the Big Mistake perk is because:
- 1) It’s my original idea, so I’d love to see it get some traction!
- 2) I wanted it to affect a smaller segment of gameplay, rather that just changing gen times and downing survivors - which so many other perk ideas focus on.
I edited the original post to include some nerf ideas suggested by others earlier. Cooldowns in particular. Feel free to reread it. I don’t think it’s overpowered since it’s fairly situational to get use from it
- you must play against survivors with the skill to pull off a flashlight save.
- you must be carrying a survivor.
- you must be fully blinded (and suffer the consequences of blindness).
- for full effect, you must be cooled-down.
- for repeated use, you must play against survivors who are either brazen or not paying attention.
I don’t think this is strong enough to be a hex. But I’m also certainly open to discussion if you have other ideas for modifying it.
you have to have in mind that lightborn still exists and your perk is a lot more powerful than it. a 60 sec cd wont be enough. cut the exposed thing and it would be ok or cut the dying drop (which imo is the cooler part).
if you want both, make it a hex or make it disabled at the start and charge it up somehow (like if you get blinded every second time or when carrying survivors for a total of x seconds this perk becomes activated)
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@yobuddd said:
https://forum.deadbydaylight.com/en/discussion/comment/1569349#Comment_1569349
And here I thought we were having a good conversation....... just more name-calling. Oh well 🙁
its not a bad conversation but i really think this is how things are. the only reason to create such a op anti blind perk would be that survivors absolutely destroy you with flashlights.
i mean (as a real helpful advice) if you get triggered by being blinded, equip lightborn. you see that this will be enough as it has been buffed recently
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/1569080#Comment_1569080
thx for the feedback and I can totally see your point of view, however we are at a point with the number of killers and the base game technics where variations of the powers we got are somewhat a given for future powers, and if done well i still see it as an enrichment for the game (see Myers and GhostFace, I really like both killers and think both powers have a right to stay)
i mainly tried to use existing powers to make my ideas more imaginable, but I still see enough differences.
as for Hannibal, the smelling is also a very important feature of his and the aura reading is pretty much what I tried to use as projecting his ‚intelligence‘. (Yeah it’s more knowledge, but also more old Freddy which doesn’t exist in this game anymore but also not a direct copy) while I used Oni and GhostFace to explain my idea, I don’t see the playstyle as him or against him similar to the mentioned existing killers.
for the alchemist, I totally agree with you. The power seems completely unnecessary.
i think there is so much more potential in this game, considering new powers and perks.
check out my killer and chapter ideas maybe for some input.
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@yobuddd said:
https://forum.deadbydaylight.com/en/discussion/comment/1569010#Comment_1569010
Lmao, whoops! 😅. Okay, now I’m with ya!
In response to that, hmmmmm. What if I said it’s like Hauneted Grounds - a trap. Survivors don’t realize until after a flashlight save....until they’ve made a Big Mistake! After that they won’t try, but they can still blind you at pallets all they want without penalty. You’ll typically be lucky to see it proc twice in a match.
I see it more light this:
Lightborn - Use for a more efficient game since blinds don’t occur to slow you down.
Big Mistake - Use for a more devious game by trading a quick hook for 2 slugs.
still too op. maybe it would be a little more balanced if it was a once per trial perk. imagine having lightborn on, nobody would be so dumb and try to blind you two times.
i bet you are one of these baby killers who get toxic swf groups who blind you 24/7 and you want some revenge. my tip: let it go ...
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i wouldnt like to see hannibal as a sniffing character tbh as he is mostly known for his high intelligence.
ive looked through your other killers as well and i like the darkness power and some of your perks but tbh most of the powers (as you said yourself) are just mixtures of already existing ones and we dont need a 4th mike myers (pig, ghost face ...) or a 10th sprinting/jumping killer.
i dont know why the devs didnt see that when they created the alchemist. its just the demogorgon but applied to a human who is known for his intelligence and his power is literally running :D
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@Alex23 said:
https://forum.deadbydaylight.com/en/discussion/comment/1552361#Comment_1552361
Yeah, she is.
Her perks Will help the others Survivor.
i think you didnt get the point.
the perks are super op and wont ever see any consideration to be taken into the game.
while the first perk is literally a 4th hook phase but much better your second perk is distortion but much better and the third one also kinda still exists in the game
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i like the idea in general and i, too think that dbd needs something that goes through walls.
perks are way too strong btw
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@yobuddd said:
https://forum.deadbydaylight.com/en/discussion/comment/1566823#Comment_1566823
Well, I wouldn’t recommend running this with Lightborn. Lightborn is intended to prevent you from being blinded in the first place. Big Mistake would only proc AFTER being blinded. Therefore these 2 perks are counter-productive with each other.
Besides, staring down a flashlight for an extended period is a dead give away that the killer is trying to combine the 2 perks, so you’ll know something’s up. On top of that, this perk has huge counter-play: once you know about it, don’t do flashlight saves. Remember, it only works if a survivor is being carried.
i know, what i meant was that this perk is just lightborn but 10 times better.
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@EntitledMyersMain said:
nice concept
Thank you for taking the time to read it. I feel like there is so much potential in bleeding out survivors as a real game mechanic and not just slugging them
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@EntitledMyersMain said:
The perks are interesting, but the killer sounds kinda weak.
Thank you. Check out my other ideas if you liked it.
I dont want to create too powerful powers but i think with the increased movespeed while in hunt mode and the ability to close nearly any window/pallet chase i think it would be a balanced power. Maybe not top tier but fun at playing.
If you dont mind give me your opinion to my killer idea "Acolyte" in my discussions. Thats what i like more.
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why would you think in a world where lightborn exists that this sounds any balanced?
give it a 120 cd or make it a hex and we can talk about it again
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i tell you like it is. perks are too strong and a power which can be uses only a few times wont happen (even if its super strong). i also like the idea with object cutting projectiles but thats not how it should be.
BUT i like the concept of an ancient mayan (thats why i love the plagues appearance so much) and also your artwork. try digital art. pen and paper dont seem to unleash your full potential
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@Obsession said:
Just ran into this issue yesterday as I was playing with two friends, still not fixed.
First I get kicked out of the party after a game, now I can either try to rejoin or I have to restart my game immediately because my friends show up as "in game" still. If however I somehow manage to get into their lobby, here is where things get weird:
I can see them, they can see me - so everything appears to be working. But if I type in chat, I can't see any messages, they however can see mine and theirs. I can press ready and I will show up as ready on their screen, but when they eventually find a game, I'm no longer there. Because I'm still stuck in the "ghost" lobby, despite me appearing to be completely normal in their party, their "ghosts" show no signs of life in mine, they never press ready, they never send any messages. The only way to fix this is by restarting the game.
By the way, this happened pretty regularly after every second or third match. Absolutely unplayable and extremely frustrating to figure out.
exactly what im talking about. like my post so the devs can see it and become aware of the issue. also tell your friends to do so. upvote this thread so it appears on the first page again.
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I dont know why this is ignored so much, but a fitting power would be that slenderman is able to tag a survivor from far away just by pressing m2. withing x seconds (like 20) after tagging, slenderman can press m2 again to teleport 5 to 10 meters away of the survivor instantly, facing him but being unable to move for like 2 seconds.
passive: when survivors look at slenderman a gauge (one for each survivor) fills. when the gauge is full, they instantly lose one health state and scream. the gause fills faster the closer slenderman is to the survivors.
additionally 10 pages can be found all over the map. collecting a page will reset the survivors gauge and a new page appears somewhere.
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I like the idea that every survivor has something unique except their skin. One of the (already existing) perks is a bad idea imo.
Just give them a buff in one specific thing just like this:
Meg: x% faster run speed
Dwight: getting in a locker is 20% faster
Ace: Luck is increased by 3% all the time
etc.
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If you want to read my suggestions for a rework, check out my draft but I love your idea of the throwable knifes and how you collect them. I could live with that, too :P
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why not make this mechanic an add on itself?
good ol deathslinger stays like it is but you can play him differently if you want to
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I want to start with the good things:
The Killers power is well designed and seems balanced. I do love nature themed things and this could fit into dbd pretty well. I love the flowers and the details you put into the mechanics like fertilization. I think the seedlings should be able to be placed everywhere (a trap from the Trapper also can block pathways) but maybe they could be taken out on an alternative way than just flashlights (hags traps dont trigger when you croutch).
The second perk needs a timer eg. when a survivor is longer than X seconds in your Terror Radius the next time he comes close to vegetation it triggers, otherwise it would be op. Additionally the gate blocking perk is okay-ish but i wouldnt play it as you can see that a killer has this hex on and you just dont cleanse everything as survivors.
The old guy survivor thing was always funny but really doesnt fit into the game. Just imagine the granny using sprint burst or falling off a high building with balanced landing. It would just be a joke instead or horror survival.
The survivors perks are not that cool imo (i guess you put all your effort into the killer), so i think you should rework the survivor or cut it.
Also, dude I love the map idea!!! Greenhouse with the corn maze would be awesome af.
I really hope the devs have a look at your killer and the map.
See you in the fog
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@myers_obsession said:
We know, that you love the Legion! :D They are part of the killers that are included at the release.
Here you can see a little glimpse at one of the character boards. Please tell us, what you think.
- It's still work in progress -
https://us.v-cdn.net/6030815/uploads/UIVVC5V20GPH/received-1700946226728346.png
ive also been working on a dbd board game a long time ago and im very convinced of my game mechanics. nevertheless the looks and design of your game is way better than mine was back then.
inform me when you are finished
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1467154#Comment_1467154
Some people are more scared of one trope than others. That was my point.
clowns are horrifying because they are meant to bring fun but are a paradox in the game as they kill people. a masked stranger who approaches me with a knife (or a group of 4) is also kinda scary, dont u think.
there is literally not a single sould alive who fears puke. some may find it disgusting but you have too see that in this game, it was made absolutely badly because it doesnt fit. her appearance is nice, thats what i told before.
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@Vixley said:
I main Plague and I think it's fine. The vomiting is a bit odd, but corrupt purge is terrifying to go against and amazing to play as, and I really like the effects of vile purge and how the sick survivors and infected windows/gens/pallets etc look. I don't think bats or fire would really work, as she is the Plague- maybe the devs could do something to make her seem more scary when vomiting, perhaps a scream from both the Plague (as it could hurt her throat?) and the survivor (it might burn them as the vomit could be a bit acidic?) instead of a survivor just going "uhhh huh ughhh".
yeah, thats the next point. seeing my survivor full of vomit and then trying to hold it back is also a brainfart that managed it into the game somehow. As survivor I run around trying not to get killed and my character trys not to vomit? I mean WHAT THE ACTUAL F*?
I love her appearance but vomiting is just a joke ...
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@Milo said:
Ah yes because being puked on isn't horrifying.
i think you never visited a party. seeing others being puked on or seeing some1 puke is really not horrifying at all. maybe you find it gisgusting but this is just a joke to implement this in dbd
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@Rogue_Shadow7 said:
I just want to be able to miss a feral stab then a get a chance to continue the chase...
thats how the gold legion worked, but he was far off the trailer and stuff, too.
I really do hate that the devs gave us the hope that this was a kind of "blend in as a survivor technique" killer (for example after you hit a survivor you turn into the shape of him and dropping your terror radius at the point where you were at the hit).
They gave us hope to a extremely nice and new kind of gameplay, which would bring back the horror into the game by spreading fear between the survivors but what we got was a killer who cant even down survivors with his ability and survivors who get hit can just be like:
"like i give a #########"
So sad, i love the look of the legion and so on but i hate the gameplay.
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@GodNap said:
https://forum.deadbydaylight.com/en/discussion/comment/1396584#Comment_1396584
i'm asking a new rework since last rework but devs didn't say a thing about them
I also do demand a rework!
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@Malechai said:
part of the issue here is your resolution. I got a new 4K monitor and attempted to run it at that, but when you run 4k windows recommends 150% so your icons remain the same size they were before.
If you have your monitor at 1920 x 1080 and 100% resolution it should work fine.
but what if i dont want to throw my whole pc over just to play a few rounds of dbd?
my icons and all other stuff get smaller if i choose 100%, so this is annoying and should be integrated into the game as an option (if this isnt a bug)
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@Mandy said:
It's not your game settings, it's your windows monitor settings that need to be on 100%
https://i.imgur.com/5AEwES2.png
I've put this image to show clearly what I mean.
yeah, my recommended value is 125% indeed.
if i scale it back my whole windows is ######### up. any other idea except of calling this a bug?
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@Mandy said:
Please check your windows resolution - this must be set to 100% any higher then you get this issue. It's not a bug.
okay, so i went into the game and it was on 100% (default) then i checked my NVIDIA settings and it was also on default. If you still want to tell me this is no bug i dont know, you must be ignorant af ....
declare this post as a bug please so the devs see it, because thats what it is: a bug
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@Mandy said:
Please check your windows resolution - this must be set to 100% any higher then you get this issue. It's not a bug.
could you tell me how? this is more than annoying and made me nearly drop the game. Also, if the mouse is not working when you havent changed anything on the game it seems like a bug to me, right?
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@G1ng3rBreadMan said:
@SadCyclops I posted this back in April and they haven't even acknowledged it, problem is its not a bug that affects everyone and it seems to be very few that do get affected so it doesnt have a lot of hype even though it is making the game pretty much unplayable for those that want to play swf and do have the bug
we are currently 3 people playing together and all of us have the bug. Also, when i play only with 1 of them it also happens. Would be interesting if it is player bound (if it only happens when im in the SWF lobby for example and if the other 2 could play together without issue). Ill try out the following days.
Stay strong.
Btw: i also have a bug where my mouse just doesnt work (mouse clicks dont work, so i cant hit as killer / repair, heal or do anything with mouse buttons in general as survivor).
Do you also have this bug?
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i already have a thread about this topic:
@SadCyclops said:
When you play SWF matches and you leave the post-match lobby there is the message "an unknown error occured" in about 70% of the matches. If this happens, you are no longer able to be invited by your friends (not able to press the button, it is just blurred) and you can no longer invite your friends (you can invite them but they dont get the message).
This bug makes Survive With Friends nearly unplayable, as the only way to invite again is to quit the game and restart it.
No specific times or perks or characters seem to be involved. It just happens regularly.
vote up to make the devs see the problem
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i also suffer a lot from this bug. i can play a 10 min match and then i spend like 15 other minutes to restart the game, wait others to die and invite all again. Unplayable with SWF at the moment
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i also suffer a lot from this bug. i can play a 10 min match and then i spend like 15 other minutes to restart the game, wait others to die and invite all again. Unplayable with SWF at the moment
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@FireHazard said:
It comes from the Killer themselves, that's where the Terror Radius is tied to. You can't exactly tell which direction it's coming from, but you can get a general idea of where the Killer is from knowing how big the Terror Radius is for that specific Killer.
That's why it's hard to really tell where a Killer is if you're in an in-doors map (for example). It doesn't really give you a direction to look, it's just a general idea of where they could be from inside the Terror Radius itself. The Gideon Meat Plant (aka The Game) is a good example, you can't tell which floor the Killer is on off of the Terror Radius alone because the Terror Radius itself has no directional sound. That's why most Survivors leave the area, despite the Killer not even being on that floor.
You can't tell if a Killer is above or below you, simply because there's no directional sound with the Terror Radius, it's just a general noise that emits itself when you're in its radius. Hopefully that's not as confusing as it sounds (no pun intended).
are you sure its not directional? i know it intensifies with distance and i could swear it was directional when i started playing dbd
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@Nobsyde said:
https://forum.deadbydaylight.com/en/discussion/109893/what-is-feral-frenzy-s-purpose-after-3-4-0
Deep Wound purpose initially was to stall the game, but now the time needed to mend is so little that this is not true anymore.
But I tell you this: that's better.
Last month I basically played only Legion, just to see if I could reach rank 1 and to compare this new version and the previous one. After I think hundreds of games I can safely say that this Legion feels good.
Deep Wound timer lasts just a few seconds? Good! Now what you can do is hit a survivor, look around and if you manage to chain hit more than a couple you can now go back to the original survivor, which has already mended, have him out of position and go for the kill - you don't need to go near him, just know his general location and keep your TR somehow away. He won't think you're coming, and that's when you get him.
Meanwhile the other survivors are injured and/or mending, a win win situation.
Save The Best For Last is now better than ever, since you don't lose stacks during feral frenzy: if you find your obsession healthy, go into FF, hit her and play from there. If she's already injured, well, you will lose just 2 stacks.
They just need to slightly reduce Legion's stun and maybe reduce the penalty for missed hits (like: lose 50% of power instead of 100%), but after that I really think Legion is in a really good spot. Fun to play as, not obnoxious to play against.
I dont know, I think they totally missed the concept with the Legion.
The art, the look in general, the story and the background. Nothing fits to the power of the "I can sense people, whenever I cut someone - group" and the most disappointing thing which still makes my heart bleed ... the trailer .... So much hope, ideas, concepts ... wasted ...
My suggestion: Make a new Killer that nobody likes, give him FF how it is now, so nobody can play it and rework the great looking, knife swining Legion everyone had so high expectations on.
I mean, It might be fun to juke without a Terror Radius after chaning FF if it really works in 2/10 games but lets be honest, he is not a reliable Killer and I am sure even the devs know that.
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@DeathEscape said:
https://forum.deadbydaylight.com/en/discussion/comment/865709#Comment_865709
that 110% mobility the power should compensate with it, like when a den is triggered it should boost the mobility by 5%
that 110% mobility the power should compensate with it. Example hag have teleport and the spirit have phasing to help them catch up to the survivors, this killer powers can only reveal and possibly damage the survivor with its den spirits but can't catch up to them during a chase and they will just infinitely loop this killer
The wolf spirit chase duration is too short 3.5 secs and too slow 100% mobility
As i stated before The power can't compensate with its slow mobility
I suggest you must rethink things and change them
Probably 3.5 seconds is really a little too less. Maybe 120% would also be better. Public test build would figure this stuff out i guess. I just dont think the Beastmaster should be a fast Killer. The Wolf should be a kind of hunting power he uses. He can lead his prey into the direction of the dens with his Terror Radius and let the Wolf Spirit attack the Survivor and if he chases a Survivor close to a den, he just puts another Wolf into the den, making the Survivor trigger it. You know, playing with tactics.
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@Walker said:
https://forum.deadbydaylight.com/en/discussion/comment/892310#Comment_892310
Sure, but cleansing at a fountain takes very few seconds, while mending AND healing takes a lot more. So each has their own benefits and downsides. It's also easier for Legion to spread some damage, thanks to the killer's instinct.
I'm not arguing that they're powerful, by the way, just that their power isn't completely useless as people seem to think.
(Anyway, you should never cleanse against a Plague anyway, and probably not against Legion as well).
As a survivor main I disagree to the fact, that you shouldnt cure the sickness. It is fast and efficient to heal yourself from the plagues power and if you hide for a few seconds after she activates the pool or juke her you might get one hit or even none at all. And she needs time to walk to the pool to fill it up while your whole team is doing gens and stuff.
So ... you should cure the sickness every darn time you are able to imo :D I also know, if you do it too often, she gets the super puke for free, but hell, even that is worth it with a good team. Its a question of your perks.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/109893/what-is-feral-frenzy-s-purpose-after-3-4-0
FF is not, and was NEVER intended to actually down survivors.
It’s a stalling power. The threat of going into the dying state is meant to FORCE survivors to waste time running somewhere they can hide and mend.
But survivors were exploiting the DW timer pausing within the TR to still do objectives UNTIL Legion left the area.
Now that DW isn’t tied to TR, and will ALWAYS deplete when doing ANYTHING other than running, survivors are now forced to run and hide somewhere and HAVE to mend. They can’t do a gen, or totem, or rescue, or chest first. They HAVE to mend.
so you say the buff was an anti abusing mechanic? I didnt even know that this problem was so big, I mean, if they mend before or after repairing because they are still in my TR, where is the difference? The problem is Legions power is strange and should be reworked completely imo ...
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@HellDescent said:
I hope they just remove deep wound from the game entirely, rework legion
Yeah, I didnt get why they put FF in the game at all. The trailer, the picture with the 4 faces, the image of the Legion in general and the background story. Nothing fits with the power that the Legion has atm, sprinting around, harming but not killing a single guy ever. Why would they be able to track anybody? Why would they be able to stab and track multiple survivors if only one member of the Legion is in the trial at once?
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@ASpazNamedSteve said:
The same as it's been since the rework. Except now you can spread it faster, and they can mend it faster.
not at all, have you read the changes? terror radius doesnt affect the mend timer anymore.
this means if the survivor gives you some decent tea baggings behind a pallet he will go down. Thats the only thing that changed for the Legion. That is the issue the devs thought was the problem they had to adress.
I mean ... seriously?
If you just run in circles you evade the mend timer. #########?
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@Steel_Eyed said:
I think it just takes less time to injure everyone. Stop relying on a slowdown mechanic that was clearly broken and a problem and focus on hurting people quickly, then capitalizing, is my guess to their intent with his latest rework.
but how to kill them? isnt sacrificing the point of the game for the killer as I stated out?