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bp_dbd

bp_dbd

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bp_dbd
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  • @Mandy said:

    I don't think this is a bug per se. The timing is pretty specific, you were finishing a gen as they missed the skill check so the gen was completed but the blowing up effect still took place but there was no time for the regression to take place as you completed the gen.

    Right, but as long as the gen is finished before the skill check failure, it shouldn't blow up either. It should be coded so the blow noise and the regression are simultaneous.

  • Added pictures on 1/2/2021 when I was able to see the bug again for the second time.

  • @Kind_Lemon said:

    It's not that I don't have things to say about your post; I just happen to have little time.

    I support a number of the changes you suggest, but I wanted to point you toward what I've previously said about Sabotage (copy-paste):

    [Saboteur:

    Allows you to sabotage at 60/70/80% speed without a toolbox. Increases toolbox efficiency when sabotaging by 70/75/80%.

    Comes hand-in-hand with:

    SABOTAGE

    • 18 seconds
    • hooks stay permanently sabotaged until there are too few hooks in an area
    • if no hooks within 32 meters of where a survivor wiggles free (or if no hooks within 72 meters of a survivor when a hook is sabotaged), all hooks within 64 meters respawn after ten seconds.
    • For each time a hook is sabotaged, sabotage speed for that hook is decreased by 15%.

    And the sabotage mechanic is fixed.]

    About Hope: I agree with the unlimited duration once the exit gates are powered.

    But the Unbreakable and Soul Guard changes...

    https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Ftheawesomedaily.com%2Fwp-content%2Fuploads%2F2017%2F07%2Fmeme-faces-11-1.jpg&f=1&nofb=1

    They're already incredibly annoying to deal with especially when combined. Moreover, Unbreakable would be moving further away from the idea that it is a last resort thing for seemingly un-survivable circumstances. What you're suggesting just adds more stress to playing killer without slowdown perks.

    Thanks for the feedback. I definitely like your proposal for a sabotage rework.

    As for Soul Guard, I think it's too weak on its own and I would rather choose many other perks over that one since it's so situational. You have to hope that you're given the opportunity to heal from the dying state and then you have to be able to get away from the killer, so in most cases, you'd either be fine getting away and wouldn't need the perk at all, or the perk would activate, and you would just get downed 8 seconds later.

  • @Eralo said:

    First of all sorry for my english. I want to say some things on what you posted

    I don't like the idea of a 2 killer mode, i don't understand why you want it that much. Maps are too small and it would be really hard to understand what's happening, however i think a lot of the games mechanics and strategies lies on predicating and anticipating other's actions.

    I like how the sabotage is now. Don't forget that getting out of the killer grasp must be an exception, as it took some time to down the survivor. It should either be a mistake of the killer, either a bodyblock of the whole team (wich is a pretty bad idea). Sabotage is only an help for that, you shoudln't succeed with it once a trial.

    A lot is about the grind and the BPs, i won't say anything as i don't care at all.

    I really agree for the last survivor in dying state, taht's boring to search him, as you technically already won. Same with the BPs you get from the shrine, but who does that anyway, go buy cosmectics or characters idk.

    Doors spawn are broken, i agree

    Maps are not tied to a character, what are you saying ? The only issue is that when you have once chance per variation of the realm. So you have like, 4x more chances to go to autohaven, than to go to Ormond. Like or like it not, that's how it work today.

    PERKS:

    -I think that BBQ must make people scream, not showing aura. I fond it too much myself, you can snowball on a simple hook just by knowing where everyone is.

    -diversion and stake out mustn't be based on terror radius. I see something like whispers : when you're close of the killer (like 24 meter ?) the perk charge up. It would make these perks more consistent, agaisnt ghostface and freddy specifically

    -+25% walking speed ######### 0_0. Fixated is great as it is.

    -The use of for the people is a burst of heal: probably on someone getting tunneled or in someone that has just gotten into dying state. Or you play with iron will and you don't mind the broken status that much.

    -inner strenght is good as it is too, it's a pretty strong perk: you heal yourself by doing objectives.

    -You probably don't play killer, to say that OoO needs a buff. If it gets one, i'll stop playing ghostface and pig.

    -i didn't really tried power struggle, however i find it is strong, coupled with DS and flip-flop. You become UNKILLABLE ! MOUAHAHAHAH ! It still have a good psychological effect, as you won't carry around pallets, it will help you to break free, even if you don't use it.

    -Unless it is really really nerfed, sprint burst must NOT work with an active button. It would be way too strong

    -The cooldown of windows of opportunity is not understandable. I use it quite a lot because i hate being tricked by allies, RNG and i have a bad memory, and i don't understand it.

    I see that you want to buff a lot of the survivor perks. But i find that the game balance is okay actually. That patch would help a lot survivors,a nd they don't really need it. If i remember the escape rate is 40% in red rank ? It's pretty high for me, in a game inspired by slasher movies.

    Why do you think there isn't enough lockers ? There's like 2 per tile, that's WAY enough

    Thanks for the reply! I thought your English was pretty good.

    -If they were to introduce a 2 killer mode, then obviously they would need to make the map larger lol. And I think it would persuade more players to try out playing killer

    -Right now sabotage is only useful if the survivor that is being carried has the boil over perk. Sabotage would be helpful if you could use it when you are repairing a generator and the killer is coming to you so that you can quickly sabotage the nearest hook before the potential chase starts and that if you were to get caught, the hook would still be downed

    -Agree with diversion and stake out needing reworks

    -The only object of obsession buff I'm proposing is just having a better added benefit for being the obsession than not being the obsession because there is basically no difference between the two for the perk holder

    -The survivor perk rebalances are not too make them stronger in terms of increasing your chances against the killer or making the game easier, it is to make more perks viable as an option instead of just favoring using the same 10 perks every game...

    -If you try out perks that require the use of lockers, you'll notice its much more inconvenient that you'd think since they're not spread out nicely over the map