cacao1
cacao1
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@Onyx said:
https://forum.deadbydaylight.com/en/discussion/comment/3129328#Comment_3129328
Boy I would not like it, because I grinded for all those items, addons and offerings, perks too. I do not wanna spend every month having ot unlocking builds, it just isn't fun! It feels like I am making no progress in the damn game at that point. Not only that, like I goddamn said already, I have items, addons and offerings from events and ones that are discontinued. I would be extremely upset if anyone removed those, which I worked to get on my characters during those times. I would especially be upset if they removed my bouquets offerings, which you can't even obtain at all. Those are relics from the past and NOBODY would enjoy having their hard work removed every month.
I would NOT love it after a while, nobody would. In fact, it would piss people off so much it would make them stop playing entirely. Don't believe me? They have proof of this themselves. You are clearly new, but let me tell you that, at one point, DbD had a massive issue with people losing their stuff. Items, addons, offerings, perks, everything, their files were just corrupted or wiped. Back then, when that happened, since they didn't have backups, all they could do was just give those people massive amounts of BP to compensate for everything they lost. However, what they noticed, but didn't really tell people except one of the devs years later, was that those people, who lost everything and were given massive amounts of BP, didn't just go about reinvesting all that BP, instead they just left.
Even if you made everything cost 1k BP and let people insta-click nodes, people would still leave. Why? It's not just because progressing is tedious, it's because they lost progress, they lost their value. Every second they invested was just gone. To them, it felt like all their work was for nothing. Despite being compensated, they were still angry. What makes you think things would be different now? Heck, even now when people lose their stuff and have to get them recovered they still are upset.
So no, this is a bad idea that just wouldn't work in DbD.
I would NOT love it after a while, nobody would.
Those are relics from the past and NOBODY would enjoy having their hard work removed every month.
You are just wrong and subjective! Please stop arguing! you are trying to predic the future with no facts at all but your biased opinion. Diablo 3 and Tarkov proof that the wipes are the most fun part about those games (games that have a terrible grind on their own). When I started them I thought I will never love the fact that my work is gone, but I was proven wrong just as everyone else!
You just have to accept (just as I did) that people from DBD would no like it until they try it but when they try it they MIGHT like it. I dont predict the future like you, I say what is the logical result based on similar cases.
So please just stop, you are making a fool of yourself.
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@Onyx said:
https://forum.deadbydaylight.com/en/discussion/comment/3128151#Comment_3128151
You can't just turn a game without monthly wipe into one :/ This is the sort of thing you plan from the start of the game and balance it accordingly. It is too late for DbD, it has already established the way gaining things works and changing it now only stands to piss off its playerbase. You can't just force people who most likely do not like monthly wipes for them to suddenly be a thing.
People who play games with monthly wipes expect them and play them because they find its appeal, but this is not the case with DbD. I'm sorry, but it's just not a good idea.
what are you talking about? it was done in tarkov and diablo though XD people were sceptical and then liked it. you are just biased no point in talking to you! if by any chance dbd ever would bless us with a wipe system you would love it after a while too, but now you are just subjective as hell.
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@Onyx said:
I've read it all, but I'm sorry, it just doesn't work for DbD. It's just not that kinda game. Heck, I still have items and offerings on my players that you can no longer get. I'd be pissed if I lost them. Plus, this would just punish those who only like to play once in a while. Imagine having to constantly have to spend BP to get some stuff to play the game. That sounds awful.
Not only that, but what about literal completionists? As one myself, I'd be furious and just ditch the game entirely if I was forced to grind for ######### every. damn. month. It just doesn't work for DbD.
on the countrary! People who played >4000h now have addons and perk in amounts that casual people cant get. So with a wipe every month and a reduced grind casual players could get closer to those people with a lot of time to play.
And on the other hand people who do play a lot could get some kind of achievments like skins or icons for e.g. unlocking 100, 200, 300 Perks etc.
Like I said if you never played a game with a wipe you think its bad. But everyone who played a game with a wipe loves the wipes and is always looking forward to it.
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@awustzdn said:
So you want people to grind...for the same old builds once a month? When this is already Korean MMO levels of grind? Hell no my dude.
yes! thats the fun about grinding. you dont lay down on your addons and perks like a dragon on his treasure but addapt using stuff you have each month. its fun aslong the grind is doable -> and I suggested to reduce the grind before, so dont blame me if you did only read the headline and not the whole post.
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Yes! And the fun part devs and mods here dont seem to understand the issue!
I told them that my system is not powerful enough so I can play in good fps and at the same time record my game in the background.
So at the end all cheater I report ingame will not get banned, atleast not because of my report, because I dont send in effidence!
I hate overwatch (the blizzard game), but one of a few things overwatch did great is tell you that your report mattered! It felt soo good to know that your vote mattered. And I was very good in overwatch so I didnt not falsly report people who I mistake their skill for cheats, I reported only real cheaters and it felt great!
I would love the CSGOs Overwatch mechanic, so the game records itself in a "blue print" of a few kb size that can be replayed and shared with everyone!
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/3096320#Comment_3096320
Thing is buffs like pallet breaking speed do only apply to some killers mostly. When was the last time you saw a nurse break a pallet. Most times blight breaks a pallet is with his power. The best way to balance the game is to drumroll please.... just balance killers individually. This patch was because kill rates AS A WHOLE were too low. Not just trappers and sadakos they though the general kill rate was too low so they buffed killers as a whole. Whether that was a good descision or not is still up in the air but BHVR did exactly what they sought to accomplish with this patch.
If trapper isnt doing great its because of his power not because he breaks pallets at the same speed. Breaking pallets faster for underperforming killers is just a bandaid fix and doesnt adress the real reason killers are weak. Eventually their power will be so neglected cause they keep buffing other aspects that the way they will be played is by ignoring the existance of their power. Killers arent bad because they dont break pallets faster than other killers they are bad cause they have ######### powers that needs buffs or reworks.
pallet breaking? ... are you kidding me?... Have you read the patchnotes?... faster Pallet breaking for all killers is not the reason for this post mate. please read the patch notes.
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@GentlemanFridge said:
https://forum.deadbydaylight.com/en/discussion/comment/3096311#Comment_3096311
Even if I humour you there, that would still make her more of a zoning killer rather than a trapping killer. Still, the fact alone that she can damage a survivor from across the map with an aimed shot, even if very unlikely, still makes her ranged.
I think we are confused about words here!
Artists ability is a ranged ability and will damage you on distance with it. yes. But she is not a ranged killer category! Her playstyle is not quick shots, style shots or anything, she traps stuff with her crows. And if would bet you 1 mio dollar to not getting hit by a bird from me you would win 1 mio dollar because in a chase you can just deside not to run into the bird path and instead getting smacked in melee. Every bird hit in a chase is because the survivor crossed into the bird path on their own.
And I can prove you it with a logical example so you can finaly accept it:
Answer this 2 questions:
Question 1: is a shotgun a ranged weapon?
A) Yes B) No
Question 2: What is a shotgun that is combined with a tripwire that is placed in a way it triggers when someone enters a door?
A) a trap (a ranged trap if you want) B) just ranged weapon
Artist has some tripwired shotguns. case closed.
btw every trapping killer is a zoning killer so this are just names for the same thing at the end.
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/3096258#Comment_3096258
If any killer thats considered good is being put in one class then that entirely undermines the point of having classes you might aswell just rename the classes Bad Mediocore and Good. Classes just dont belong in DBD.
dude! What is your point? Read my original post! Literaly my first sentence! THATS WHY THERE ARE CLASSES! Because the M1 killers need a buff. You need 2h time to understand what I wrote in my first sentence gz.
EDIT: Because we have no classes this killer buff who is needed for M1 killers also buffed S and A Tier killers for no reason. Everyone plays S and A tier anyway! Its like giving everyone in the world 1Mio$ but because of that an inflations starts and everything gets expensive and at the end people who had nothing will stay with nothing -> in our case if trapper gets the buff but also nurse why would I play trapper if nurse is even stronger now. Thats the mindset of most people -> strongest killer to win more often
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@GentlemanFridge said:
https://forum.deadbydaylight.com/en/discussion/comment/3096274#Comment_3096274
Sorry what? Artist can and will down with consecutive crow hits? Did you forget she can launch them? What you're saying is like saying Trapper is not a trapping killer because he more often than not will down with regular machete hits opposed to his eponymous traps.
Dude! I main artist and I dont remember losing with her. If you think she is a ranged killer then you dont know how to play Artist! Artist is a trap killer! With one bird I trap 2-3 loops at once and chase the survivor when he tries to go anywhere I trapped I hit him and he gets swarmed by crows now I can cut the current loop in half with the next crow and if the survivor passes the cut he gets hit and if he doest I smack him.
She is Trap-Killer>>>Ranged-Killer.
Like I said: In an open field with no loop or anything at all just one survivor and one killer Huntress, Deathslinger and Trickster can down you with their ranged attack but there is no way a human being with average IQ gets hit by a crow in a open field! Artist can not reaction shot you so she is not ranged.
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@GentlemanFridge said:
https://forum.deadbydaylight.com/en/discussion/comment/3096234#Comment_3096234
If that's your classification method, then I'm sorry to say that that's very shaky at best. Legion was 110% when they released, in case you didn't know. Plague could be argued to be a ranged killer, yet is 115%. Likewise, Artist is most definitely ranged and also has 115% speed.
Legion was also released unstopable, in case you didn't know. SO mistakes are common in BHVR. Plague and Artist are not ranged killers because they do not have the main criteria for being ranged: Being able to down a survivor with a ranged attack from moving while not requiring any special trigger! Huntress, Deathslinger and Trickster can all do exactly that. Plague needs a fountain to down and Artist is a trapper killer and not ranged, while she is placing the bird you are free to run to the site and this placed bird will never hit you (she will smack you with her hand though because you got zoned). If you want a true ranged killer that is not considered one then its Nurse! Nurse shots her self at the survivor and fulfills more the category of ranged killers.
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@Friendly_Blendette said:
See this falls apart cause well killers in these groupings arent the same level like out of slinger trickster and huntress 2 badly need to be looked at and 1 is almost perfect.
Also the special category is way way too broad it feels like you just threw every killer considered strong in there without looking where they fit best. Billy fits into the special a lot better than some of the other ones considering he has one of the most versitile power and is one of the killers where using your power correctly is extremely important yet he is lumped into chaser meanwhile most killers designed to chase like Pyramid Nemmy or Pin are in special. A system like that just doest work as very few killers are comparably enough in use case and balancing to be paired into a group that would be balanced as a group.
Also even in overwatch they barely ever balance based around tanks as a whole and the main reason those groupings exists is because of the 2-2-2 or in overwatch 2 2-1-2 formatting of teams.
If there was roles it would have to be specified to the point of oblivion where most roles have 2 maybe 3 killers. Take say a trap role even then killers who are logically in the same role Trapper and Hag are at 2 ends of the balancing.
The only reason or way a role system would make any sense is to try and help new players find more killers simalar to one they have. For example they like Nemesis and see within the same category of Damaging Chasers there is Pyramid Head so they then buy and start playing Pyramid Head.
I said in the original post that I group them to my opinion and not what it should be. At the end BHVR will decide everything either way.
But I will defend my opinion!
Also the special category is way way too broad it feels like you just threw every killer considered strong in there without looking where they fit best.
Yes! But ask your self why! I dont want to overcomplicate anything! In the contrary to you I dont try to fix every killer because I dont think that me or you know anything the best. Everything I told here is already in the game I just destributed it more fairly and instead of buffing every killer at once I grouped the weaker one and buffed them. All killers in the Chaser role need to do the same: loop behind and hope for mistake. Every killer in special category is special and can ignore a loop in a efficient way. But at the end YES the strong killers are in the special group BECAUSE they should NOT be buffed! The only reason there are 3 groups is because bhvr already inveted the ranged class and gave all true ranged killers (who can shot while moving and down a survivor without any gimmic like plague fountain) 110% speed. I could have also made just 2 classes with "Chaser" and "Special" and all ranged would go into special because they also dont need this 10% buff.
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@GentlemanFridge said:
I would rather every killer is regarded as a "class" of their own, especially when the killer is the only player on that team. Assigning them an arbitrary class feels unnecessary when, for example, the two "trap killers" that would land in the same class play and perform very differently already.
as you can see above those two trap killers are NOT in the same class. and if you read everything you should know that BHVR already has a class system but in the moment there are only 2 classes Ranged killers with 110% speed and all other with exeption for hag, nurse and spirit because they are too powerfull to be 115% fast.
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/3096135#Comment_3096135
I guess I would need to see my suggestion in application to agree with you. We can already experience different buffs with add-ons and perks (i.e. Pallet Destructor Wraith and STBFL), so i'm not entirely convinced it would feel jarring to switch between.
To borrow your Overwatch reference, players can switch between many different characters whose guns fire in many different ways. A player might start out as
McCree, then find themself switching to Hanzo and then Pharrah in a single round. These three characters have weapons that fire at very different rates of speed (one is also hitscan, while the other two are projectile), and players are adapting to them at the drop of a hat in a tense competitive setting.I would imagine it is far easier to acclimate one's self to their killers respective buffs when only playing one per trial.
Sorry I cant agree with your overwatch reference at all!
You are talking about characters with completly different core mechanics like Hanzo or Pharah, but we already have killers with completly different core mechanics and it is EASY to switch between them BECAUSE they are SOO different. But pick a game where you shoot a AK47 one game is hitscan (csgo) the other game is with projectile and bulletdrop (e.g. tarkov): eventhough this weapons are the same, and do kinda the same people who are pro in one of those game would be not as good in the other because they would confuse those tiny differences like bullet drop etc.
Thats why I have no problem to main artist and nurse at the same time, BUT equiping shadowborn on Nurse for a few games and then unequiping it feels like being crippeled.
Those tiny differences 5% here 10% there will destoy your muscle memory and confuse you.
And like I said knowing this compunity for >6 years: people will be salty that their killer does not get the same buff as the other eventhough they are kinda the same.
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@KayTwoAyy said:
I don't think they necessarily need to be classed. I think the devs just need to look at each killer individually and fine tune their cooldowns & durations to reflect what the killer can do in chase and how they can apply map pressure as a whole.
Realistically, we're aiming for all killers being equally competent, but providing vastly different gameplay experiences as both killer and survivor. As you've noted, that can't really be achieved when killers are treated the same with regards to 50% of their kit.
the problem with your approach would be the inconsistancy between all killers AND the salt of people who main a specific killer and think that their killer is underbuffed. Meyers mains would cry in forums that Freddy mains have a 5% faster recovery animation and so on and on the other hand it would always feel weird to switch between killer especially M1 killer who feel the same from gameplay but everyone has individual numbers.
Grouping all m1 killers and buffing this group by the same amount would not result in a perfect solution but it could give overall stability to killer that feel the same in a chase. IMO.
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@ThiccBudhha said:
I am immediately against literally any idea that references that horrible mismanaged game. It is fine how it is now, and I hope our developers NEVER take inspiration from Blizzard in literally any aspect. Except maybe the 6 years too late f2p.
I dont want to be rude or anything. But that is a very stupid mindset and with that mindset horrible wars happened. please be open minded... for your own sake atleast.
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@dugman said:
I think what will happen eventually is, now that the overall base game and perk changes are out, the devs are going to be monitoring how individual killers fare under the new systems and will tweak them individually on a case by case basis as needed. For instance, the new Thanatophobia is ok as is but might be problematic on Legion who got a lot of extra benefit from its buff plus the 10 second base game slowdown. So they may end up wanting to tinker with Legion slightly to keep the underlying Thana as it currently is but somewhat dull its impact on Legion specifically.
You think? I main killer and played not a lot against Legion but what I saw is Legion is not a strong killer who needs a nerf but its absolutly unfun to play against legion. I pick most killers but hag and basement-bubba above legion at any day.
If they would add this system they could assign Legion to the specialist role and he will lose his bonus on action speeds.
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@Starrseed said:
i think the idea is not bad and could help with the balancing just your role distribution is a bit off for me.
why is artist not a range killer and plague nemi and phead look a bit strange between the other much faster killer but that a personal thing i guess
artist is not ranged because she runs at 115%, thats how BHVR desided I did infact not change any role just tried to summ them up like they are now!
Artists power is infact more like a mix of a hag-trap with Nemesis tentacle.
Plague, Nemi and "phead" (both p-heads) have very strong special abilities and dont belong into the basic chase pool in my opinion.
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@gatsby said:
It’s not bad and the team information part seems pretty useful.
The “team hook” system will encourage Killers to tunnel weaker teammates and Killer stronger Survivors on first hook, which is already a thing but will get worse.
One baby Survivor could ruin the game for everyone else getting hooked back to back super early
@Gore_DeWitt said:
So if my team is useless and someone gets hooked 6 times, if I get hooked once I die. Sounds unfair.
@SekiSeki said:
https://forum.deadbydaylight.com/en/discussion/comment/3082646#Comment_3082646
So people have more time to complete gens and leave, yes. The killer can waste more time with that single survivor, sure. But again, that will ultimately not correct the tunneling problem right? That survivor will still get tunneled. And when that person finally dies, the next person, if they didn't complete the objectives, will get one hooked.
Aside from that, what happens when the person being tunneled just wants to leave the game out of frustration? They afk? Wasting more stages?
I am definitely for fighting the tunnel, but there are some edges that need to be accounted for with that method.
right now tunneling 3 hookstages on one guy effectfly ends the game for the survivor team.
With the team hook system this would be 7 hooks on one guy until he is dead. If a team sees that the killer is tunneling 3 other guys can do gens because of the TEAM EYE mechanic (baseline kindred for everyone).
THERE IS NO SOULTION FOR HUMAN ERROR. But everything you said is "yes it will make it a little better but not perfect"! THERE IS NO PERFECT! We can only have steps in the right directions and noone here seems to be able to admit that this would be the right direction!
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@SekiSeki said:
Unfortunately, what is stopping the killer from tunneling the weakest survivor? You can pick one guy out and keep hooking him. I don't have to interact with any other survivors but that one that isn't good in chase.
I took a stab at it if you want to draw more inspiration from mine.
@Carth said:
This type of idea has been suggested before but people were averse to the idea of dying on their first hook just because their bad teammate got hooked x times in a row.
Its better then playing 3v1 (which is a loss anyway). This is will not heal humankind from being scum but will give us the chance to still play.
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@WexlerWendigo said:
People with small butts exists you know
@ShinobuSK said:
Her butt is fine
LOL! I am not saying this kind of butt is wrong!
All I say is that I have the feeling they wanted to make it bigger (so it fits the hips) but then decided against it.
I am not criticising people with that butts but how the devs made it look.
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@Pirate said:
I was wondering if anyone else saw something else just to realize you were wrong for a longer then you are proud off XD
I will start with one:
https://us.v-cdn.net/6030815/uploads/2WXXWYIBC41R/grafik.png
I thought We're gonna live forever would show David King and a ball for over 1 year... I somehow did not even question why there is a ball but then I looked closer and shattered my reality.
This one:
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thx for the answers. So I will use my mio BP now XD
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HAHAHAHA! I spit on my phone!
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@GoodBoyKaru said:
It selects a random 1 map out of 35, to the best of my knowledge. However I have no official sources for this as the Wiki doesn't tell me
@Orion said:
IIRC it selects a realm first, to ensure all realms have the same probability.
that are two opposite answers! Maybe a mod or a dev could give us some insight?
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1984577#Comment_1984577
I think some Killer add-ons / perks pick an Obsession randomly, doesn't matter which perks Survivors bring, but I'm not sure.
So it's possible for you to be the Obsession even if you don't have any Obsession perks.
That I understand, I just want to know if the killer has a obsession perk and an other survivor has one too is it still possible for me over that survivor. That is only thing I want to know. Because when killer has an obsession perk he does not know if any survivor also has one.
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@AhoyWolf said:
The Killers have some Perks (like Save the Best for Last) and Add-ons (like Judith's Journal) that can create the Obsession, there are also some Survivor perks that can create Obsession for other Survivors than yourself (like For the People).
yes but I am asking if killer has e.g. save the best for last and I dont have an obsession perk but an other teammate has ds or ooo will he be obsession or is it still possible for someone to be the obsession eventhough he has no perk but someone else does. DS even says that it increases the chance of being obsession so I am wondering how much.
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@LetsPlayTogether said:
BT is made to not make hook trades. Your "issue" is the perks purpose. Its fine as it is despite it should work distance-wise instead of TR-wise.
NO! My issue is to run behind as survivor who is running to the hook and saves the person from the hook who is his SWF friend that exactly nows that he will now bodyblock for his buddy resulting in invurability for both of them! I DONT WANT to hit the unhooked guy I want hunt the unhooker!
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@musefan said:
It needs some sort of time limit. Otherwise it can be exploited by people on deathhook that just sit and watch the rest of the game.
A decent SWF will be able to purposefully save it and use it to rescue teammates during endgame (paired up with BT).
Removing the time limit would end up making it even more painful for killers.
Having it end when interacting with an objective though would be very sensible. If you feel safe enough to do that then its fair to assume you are not being tunnelled.
IT CANT BE EXPLOITED! If you a survivor is realy that stupid to "save" his ds for the end then it would be he has done NOTHING the whole game which is as helpful as being a dead survivor. It cant be used to save anyone in the instance you press M1 to unhook or even fake the unhook you lose it.
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@MrLimonka said:
https://forum.deadbydaylight.com/en/discussion/comment/1658629#Comment_1658629
Hm, then maybe if the survivor is slugged, DS will never go away, but if another survivor is hooked while the person with DS is up, then it will deactivate
NO! You have a mistake in your tought process! The survivor who has DS will lose it in the moment he does ANYTHING other then run away! SO if you dont slug a survivor from hook what is considered TUNNELING then you are fine because he will lose it eventually!
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@MrLimonka said:
It should also deactivate after you hook another survivor, then it will be perfect
Not sure about that one. If the survivor does anything productive it would be deactivated but if you slug the survivor first and THEN hook another that means that first of all you did "tunnel" the first guy.
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well then the question: why XD
This perk should have 2 charges imo... but who am I to question the balancing of our devs.
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/179160/heavy-ping-problem-on-new-killer
I don’t think it’s the killer you’re choosing. I’ve suddenly in the last half an hour started only getting lobbies of 100 ping (I usually get about 35 as well).
I hope you are right!
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@Pirate said:
https://forum.deadbydaylight.com/en/discussion/comment/1504786#Comment_1504786
Thank you for your comment and for the feedback!
About the teleport: yes I thought about it myself, thats why I came up with 32m range maximum in the first place, so there are not that many lockers that would obscure the view. IF the devs would pick my idea, I would be happy with either teleport OR the shadow realm.
About how the killer looks: I am also not familiar with the Bogeyman itself, I thought about how to name the "monster from the closet" and I thought Bogeyman would fit the description. In the end, the character could be named what ever the devs want like simply "The Monster".
About the Perks, to be honest I had a different idea for "Breakfast" at first and switched it to the current one in the end, I did not switch the name or the icon because I simply forgot about it. But I like the "First Aid" idea very much, I just hope it is not in use already.
About "Scary Surprise" (the mimic chests) one could switch it from mimic to the Entity traps the survivor, so in that way it would fit more the lore. But either way many killers bring perks with them that do not 100% "fit" every other killer, so it should not be the problem. And about "It Hurts No More" I did not think about Oni tbh. I dont think that this perk is very strong, so if someone wants to poker and take it just vs Oni, they could try I guess. But if it would not work against Oni it would not be a big deal.
You are welcome :P
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Overall: I love it!
The power seems very versatile but also deep and functional. I just think that the teleport thing would be VERY clunky because it would be difficult to aim for the right locker! Just think about Freddy, with this teleport I often missclick for the wrong generator, but now imagine the huge amaunt of lockers in some maps! Because of that I LOVE the second idea, where you are just a "shadow" and move around without being able to interact with anything just for scouting purpose. On the other hand the anticamping mechanic from the teleport seems very dope!
I love the lunge from the locker very much and also that you can trap the lockers, so you can potentialy force a survivor run near a locker that will pull them inside.
I love the thematic of the addons and that you made the addons to alter the power of the killer in many ways! I wish BHVR would come up with such interesting concepts for addons themselfs.
And last but not least I ABSOLUTLY LOVE the trailer idea! Somehow when I read it I could imagine it very very good! It would make a briliant trailer very atmospheric!
Unfortunatly I dont understand what the killer looks like. There is no Bogeyman in culture where I am from and googling for it gave very different results. BUT on the other hand it could give oppotunity for very creepy and scary skins and themes.
It seems very very balanced on the paper. I realy hope someone from the developer team would give it a look. I personaly think one can use it exactly like discribed.
EDIT:
I also think the perks you picked are very cool and very different from most what people post here (including myself :P). The perks dont seem to be extremly powerful but I still can Imagine many uses for them especialy Ambush and Hex: Play With Me. About the chest that is a mimic on the one hand I think it does not fit any killer outside of the Bogeyman because I imagine him a little like "IT" who can alter things on the other hand I think it would be very atmospheric for the killer himself, so maybe it would be part of his power that can trap lockers? SO he has his charges and can trap lockers AND chests?
About the survivor perks, in general I like them but I think that "Breakfast" should be renamed to something like first aid and a different icon? I think it would fit more the concept of the functionality of the perk. Would "it hurts no more" counter Oni?
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This could make survivors use some kind of role system!
I imagine:
1) The runner:
- Skill: High skill including looping, map knowledge and fast discicion making. Very high game experience.
- Job: Keeps the killer busy
- Perks: Base: Dead Hard and DS | 3rd: BT | 4th: Unbreakable | Optional: Sprint, Iron Will, Adrenalin
- Items: Flashlight or Strong Medkit with Insta etc.
2) The rescuer:
- Skill: High skill including map knowledge, fast discicion making and stealth.
- Job: Repairing, Unhooking and Healing afterwards
- Perks: Base: Sprint and BT | 3rd: Unbreakable | 4th: For The People | Optional: DH, Iron Will, Adrenalin, We Will Make It
- Item: Large Medkit with Charges
3) The Saboteur:
- Skill: Medium skill including skill checks, map knowledge, listening to ingame leader, Stealth
- Job: Repairing and Sabotaging
- Perks: Base: Iron WIll and Urban Evasion | 3rd: Unbreakable | 4th: BT | Optional: Adrenalin, Saboteur, Hope, Sprint, DH, DS
- Item: Toolbox or Map
4) The Leader:
- Skill: High skill including crucial discicion making, backup for every other role,
- Job: Looping, Repairing, every other role that needs be done
- Perks: Base: Any Exhaustion perk and BT | 3rd: Iron Will | 4th: Adrenalin | Optional: Any perk the leader wants
- Item: Everything is possible
5) The Healer:
- Skill: Medium skill including healing, stealth,
- Job: Reparing, Quickly healing injured survivors or SAFE unhooks
- Perks: Base: Botany Knowledge and Urban Evasion | 3rd: Calm Spirit | 4th: Adrenalin | Optional: We will make it, BT, Exhastion Perk,
- Item: Large Medkit
6) The Totemhunter
- Skill: Medium skill inbcluding stealth, repairing and finding totems
- Job: Repairing, Hunting Totems
- Perks: Base: Detective's Hunch and Urban Evasion | 3rd: Sprint | 4th: Unbreakable
- Item: Map
7) The Toxic
- Skill: ??? including CTRL spaming, Flashlight clicking, Emoting
- Job: Being a nuisance for the killer and the biggest reason that the killer snaps and facecamps everyone
- Perks: Base: OoO and DS | 3rd: DH | 4th: Unbreakable
- Item: KEY (with Aura reading if no OoO) and best flashlight possible
Any other ideas?
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haha sorry man I guess devs dont care about our question even though they said they would answer in the forums.
I would also love more indepth information about the new MM system. So we could give our feedback BEFORE they release it then refuse to change it ever again.
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survivors should not switch anything when the timer is past 30 sec. 30 sec is more then enough time to set everything.
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But who would be killer and survivor?
Dean or/and Sam as survivor? This would be the obivios choise.
Or Demon-Dean or Lucifer-Sam as Killer? This could work. It could even work when Sam and Dean had both roles killer AND survivor.
Or Rampage-Castiel or Lucifer as Killer? Would be the first time a killer could use "holy" powers to purge the people trapped inside the rift.
Or shapeshifting Leviathans as killer (which would totaly never work against SWF)?
Or a demon as killer, who is nothing but flying dust and can poses people? That would be AWESOME if done right, but the BHVR has barly done anything right, so I have no hopes for that.
It must be someone special as killer, BECAUSE the show had already every kind of killer in the show, so if they pick someone who was only in one episode it would feal weird.
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@SirCracken said:
This is not a post about how weak/overpowered Demo is. It's about the personality and behaviour of our favourite flower-mouthed monstrosity and what I find to be its lacklustre adaption into dbd.
Although opinions may obviously vary, I think that the Demogorgon we see in game is nowhere near as threatening as it was depicted on screen. And I think a big reason for this is the lack of interaction with the Upside Down.
One of Demogorgon's most terrifying abilities, the ability to drag you to an alternate dimension without warning where no one could hear your screams, has been relegated to generic teleport that simply takes you from A to B. With the minor benefit of getting some map knowledge when placing portals near gens.
I know why the devs didn't go with the alternate dimension idea when designing Demo. The last time they tried something like that they created the first iteration of Freddy. But there's so much potential with this idea that was missed!
Imagine seeing your buddy dragged into the Upside Down and hooked, being unable to unhook them until you go in the Upside Down to save them! Or what about if 3 of the 7 gens could only be repaired in the Upside Down, and being in there made Demo's terror radius static, similar to Huntress' and Freddy's.
Survivors in the Upside Down could have an effect surrounding their icon to give the team information on how many people were in which dimension, survivors in the real world could pull survivors in the Upside Down out if they were within a certain radius, there's so much that could be done here!
Don't mistake me, I'm not asking for a rework to Demogorgon. But I really wish his power was more akin to what I just mentioned. I think it would be so much more interesting than what we have now.
very good ideas! This would totaly make him unique and that would be awesome
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WOW! I have seen many fan creations but this would be very unique! Its like playing a different game or a scary game!
I just thing you got the speed values wrong. Normal killer speed is 115% not 130% (e.g. Huntress just 110%) so 180% movement speed would be way to much! Its as fast as billy with the chainsaw! How about 150%? But aside of this very cool idea! It reminds me of the movie "A Quiet Place"!
Devs I hope you take some notes!
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@Marcavecunc said:
I like the idea. Both for the killer rewarding a survivor (or more than one) for a good game and for the survivors to reward the killer, too.
Or heck just a decay over time reputation thing.. (people love boasting their ranks, so even without bloodpoints associated with the thing just making reputation a thing would make people want to behave.. But only positive reputation, as mentioned, negative one would only make toxic people want to be even more toxic)
thats exactly what I am also thinking about it! I am happy that there are people that feel the same :D
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then I dont unserstand what lightborn has to do with this perk, sorry
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I already seen that type of killer on this forum, he is called the Watchmaker. I liked the balance in the watchmaker a little more tbh.
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@White_Owl said:
https://forum.deadbydaylight.com/en/discussion/comment/1034925#Comment_1034925
I read it, and as I said giving the option to killers only would make a lot of people unhappy.
But I said both get the option :( are you sure that you read it?
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@Brucecastro81 said:
https://forum.deadbydaylight.com/en/discussion/comment/1034574#Comment_1034574
But then once you get found you just die
yes! I am sure you and me both would die if one of the killer from this game would find us IRL, exept of legion, I would knock him out.
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@Brucecastro81 said:
https://forum.deadbydaylight.com/en/discussion/comment/1034575#Comment_1034575
I guess its like lightborn
You mean make your choise?
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@White_Owl said:
I'm personally not against the idea, the only problem with this is that if only killers could give awards people would complain, if everyone could the system would be abused to get some BP extra, especially by SWF, and the badge would soon lose their original value.
no no no! You have to read all I wrote not the half!
I said I have an idea for the beginning with killer awarding survivors. Survivor awarding the killer could ALSO be done, but has to be adjusted accordingly! I am not a Dev I am just a dude sick of toxic games, I give the Devs a great idea and they are free to balance it.
SWF will not get anything, because they can NOT award each other! And the BP gain is only there to encourage people to USE the vote system, because there ARE some people who hate the opposite faction so much that they would not do anything good for them without a profit themselfs.
And the badges will NOT loose its value if they decay fast enough. One could reset all badges with every rank reset or reset it like overwatch does the votes count only for a few days if played.
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@Rasinbran said:
I mean it sounds good but then there are survivors that spam reports for the killer 3 hooking them. Maybe if there was a way around that issue id be on board.
Why would this be a problem? If people would be awarded for fair play with visible badges other people would want them too and behave this way.
Maybe if the Bavior badges would have a tier level 1 to 5 and ofcourse decay overtime so people can not stay high tier if they become toxic again BHVR could even award higher tiers with a small bonus in Iridescent Shards gain e.g.:
- Tier 1: 2% more Iridescent Shards
- Tier 2: 4% more Iridescent Shards
- Tier 3: 6% more Iridescent Shards
- Tier 4: 8% more Iridescent Shards
- Tier 5: 10% more Iridescent Shards
Small things but great effect against toxicity
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@Brucecastro81 said:
Only would work with swf and bomb unhooking scenarios
But it would work and it would be so nice to see it work in THOSE scenarios!
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@Brucecastro81 said:
https://forum.deadbydaylight.com/en/discussion/124094/perk-idea-blind-rage
That is OP. Just imagine an huntress
Hide! Survivor who can run will learn to hide
