bedlord
bedlord
About
- Username
- bedlord
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Comments
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Not really since it can't down but i believe majority want Greasy lens and impaling wire to be base kit
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It was funny from a new person perspective
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100 pages lets go
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A good nurse you just can't beat it
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You opened this discussion I CAME
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@SonicOffline said:
I think it's more like, treat Pinhead like a Nurse but with Slinger's shot instead of an M1.
But his chains don't have any sense of lethality or danger on them currently you can just pluck them out easy and fast
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@DwarvenTavern said:
Laughs in Frank's Heart
How will having a longer cast range stop me if i can break the chains in 2 secs?
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Really??? He was the only reasonable dev in that company sad to see him go
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Easy solution would be a simple numbers buff make the range 38/46/64/meters and make the duration 30 seconds
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Can stalk multiple survivors and can lunge in tier 1
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Least we aint warzone amount of hackers
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@ohheyitsbobcat said:
Minor Things
- Zombies should be looked into more
- Some add-ons should be changed for the better
- Hysteria should lose the cooldown it has
- Tentacle should either be buffed slightly or make getting tier 3 a bit more worthwhile
Big Thing
- Initial Infection tentacle hit should not cause a survivor speed boost. Plague's power doesn't and her power is stronger
That's about it off the top of my head. I think he's generally okay for the most part with the initial tentacle hit being my biggest complaint.
@JHondo said:
He's in an alright spot, he just needs some tweaks to start:
Make the hindered effect on an infection hit actually be a thing or just remove the speed boost from it.
Look at zombie AI and collision.
Possibly readjust some of the perk times and percentages from the chapter as a whole.
Best answers right here especially the zombie ai needs lookin at
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@Junylar said:
Is it real? I was wondering why I am getting one The Game after another when I play Trickster.
Its real
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/2399444#Comment_2399444
The UI becomes more complicated. What if you try to throw and don't have a purple, but you have a yellow? Where in the HUD does it show the other ammo count? If there are two ammo counts, how is it obvious which is which?
When I say we considered two ammo counts, I'm not kidding. It was going to overcomplicate things. I mean, if DbD were a hardcore RTS, yeah no problem. But it's not meant to be that kind of game. :)
You just put a faded number on the side of the current selected bottle and they swap when you switch congrats its not that hard
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/2394554#Comment_2394554
I had not gotten that far. The intention was three colors, and some way to fit in a juggling animation. But discussions with other designers and the UI team indicated three was going to cause interface complexity issues. So that was dropped before I had designed what the different bottles would do.
I'm very happy with how it turned out in the end. The various other developers (programming, UI, VFX, audio, QA I hope I didn't miss anyone) involved in the implementation did a great job!
It can still have seperate ammo types
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Trapper
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They were okay but then RCPD and gideon Pallet plant are a thing now
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Its great combo for camping
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Four stack of keys= avoid match
Four stack of medkits= plays normally
Fourstack of flashlights= Always be alert of someone being around and stare at wall when picking up
Fourstack of toolboxes= plays normally if i see they all using best toolboxes and brand new part get them some deodorant cause sheesh they sweaty
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@Elena said:
Pig and Myers are, as confirmed by the developers to be getting the next add-on passes soon.
Yeah im kinda glad pig addons do need it and so does Myers
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All they had to do was make him 115% movement speed killer and the main event changes and he woulda been fine
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Still waiting for the rework devs
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Well they could only be for the big maps like rpd and red forest
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@TacitusKilgore said:
Ignoring all of the other hostile and straight up ignorant comments, i am mostly aware of how the modding scene works. During the PTB, and this patch as well, attempting to boot up the game with an unpacked registry and changed files results in it simply removing the changed files and booting as normal. it doesn't ban you, or wag a finger at you and call you a naughty boy, it just scans the files and changes them back to their default if you changed them. You can feel free to try and change them all you want, but unless you're playing on the dev build (the acceptable platform to mod and play with modded content) the game will just reject the files and load as normal. It has nothing to do with EAC, this is just a modification BHVR made themself.
Thank you
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/2387355#Comment_2387355
Chill, he's asking for a friend
Exactly my friend who makes shirtless characters wants to know
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Yeah they changed it this patch
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@PalletsAndHooks said:
Devs won't save you from any kind of ban related to any modification of any game files.
Start a petition maybe.
I aint worried about it since i dont do it im just wondering if you DO mod it will it autoban you or what
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They nerfed his knife count and knife gain add-ons its awful cause you gotta reload like every 20 seconds now
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Good cause i can repair a gen with a zombie right next to me without them even noticing me or how often they get stuck on something
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Now just keep the footstep bug and spirit is finally balanced
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Will it make them more stupid ai?
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From my experience and perspective on both sides zombies are a minor hinderence especially if the killer aint running max speed and max detection addons they are only somewhat of a threat on indoor maps and completely useless on open maps like red forest you rarely see them and thats without them getting stuck on rocks or trees 90% of the time and good survivors can just easily move around the zombies and juke the hits
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@Razorbeam said:
Team Oracle starter pack
Do they mod there stuff too?