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APoipleTurtle

APoipleTurtle

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APoipleTurtle
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  • I actually feel like the map variations concept (last used with Badham) could be used as a possible solution to the RPD being too large.

    Just have each variation open/block certain portions of the map with the RPD Main Hall as the one constant.

    This wouldn't even be out of character for the RPD, due to how it changed between different gameplay scenarios. Leon, Claire, and Hunk/Tofu all used different routes through the station based on the blockage of certain access points or the availability of some key items.

  • Dwight

    ...he was the first survivor in the lineup. Seemed like as good a starting point as any.

    Though I also remember that Claudette and Nea were the first survivors I leveled up for teachables and David was the first survivor I got to P3 All-Perks.

  • Jill was the RE character I most expected to see, so getting Leon as a bonus survivor was a pleasant surprise.

    I've been playing the bajeezus out of REmake again recently (and did the same for RE4 way back when it was new), so I'm pretty psyched to play as Leon yet again.

    Kinda hoping we'll also get a Mr. X skin for Nemesis as some point though. That'd be a thrill.

  • Bummed that they didn't call Nemesis "The Tyrant" (since he's based on the Tyrant-Class B.O.Ws and all), but I guess it's not a big deal in the grand scheme of things.

    Though I definitely feel like his third perk, Lethal Pursuer, should have been a killer Offering, not a perk.

  • I'm just hoping that it will simply be a system for bringing players who are frequently reported to the support team's attention for review. Then an actual person (or people) could review the evidence and see if any sort of warning/penalty is warranted for the potential offender or if the reports should just be discarded.

    It's totally okay if they are using technology to streamline support's job. It's not okay if they are using technology to replace support's job.

  • Definitely hoping for Leon's RE4 jacket to be added. Wouldn't complain if his alternate mobster outfit from that game also made it in.

    Leon Alt.jpeg

    Otherwise I'm kinda expecting that Chris and Claire will sneak in as legendary skins for both characters. It'd be great to see Ada and Hunk featured as well.

  • I think they're more likely to move towards a new IP. There's definitely still plenty of them out there that people would love to see in the Fog.

  • Jill is the second-most prolific protagonist in RE after Chris, so it makes loads of sense why they'd choose her. I wouldn't be surprised if Claire was added as a legendary skin though.

    I just hope Leon gets his RE4 jacket at some point (I'd accept his mobster outfit too).

  • It's Risk vs Reward. And the argument also depends on whether you think a perk combo is stronger because of its effect or because of its consistency.

    Ruin + Undying is arguably the stronger effect (since Ruin is the strongest regression perk and Undying just makes it last longer), but it can be removed. Allows you to play with all 4 perk slots engaged, but lose both Hexes and your build is cut in half.

    Ruin + PGtW is more consistent since you have Pop to fall back on when Ruin goes kaputt, but it results in the killer always playing with three perks at any given time since Pop cannot be used while Ruin is active.

    I do think most people skew towards the side of consistency being better in DbD though; I definitely see the Ruin/Pop combo more often than Ruin/Undying these days.

  • Ideally we'd be better off not getting any more S-Tier killers. Just like we shouldn't get another blatantly underpowered killer like Trickster.

    I think people tend to forget, but in a balanced game (which DbD certainly is not, but it's trying) you actually don't want stuff to be in the S-Tier. That tier implies overpowered content, much like how F-tier implies drastically underperforming content.

    A killer somewhere around Oni's level of effectiveness would be excellent. Powerful enough to be threatening, but counterable enough to still feel interactive and engaging to play against.

  • I don't really miss him. Dealing with the Reveal mechanic (whether playing as or against him) was pretty awful.

  • 1 - Reduce the cost of all nodes in the Bloodweb by 2,000 BP

    -ie, Common nodes go from 3,000 -> 1,000, Ultra Rare nodes go from 7,000 -> 5,000, etc.

    2 - Improve the value of prestiging a character

    -Have prestige not re-lock perk slots (a PIII-1 character will still have all 4 slots).

    -Give all post-prestige bloodwebs from level 1-25 have a guaranteed minimum of two perk nodes. The Bloodweb later adds the 3rd/4th perk nodes when it normally would.

    -Change prestiging to not remove a character's perks. Instead, it resets all perks they had unlocked back to Tier I.

    3 - Add some form of post-trial BP bonus to every perk in the game

    -BBQ and WGLF have the only meaningful bonuses out of all of DbD's perks. But imagine if every perk had something to that extent; like if Distressing doubled your Deviousness BP after the match instead of doubling the rate at which you can earn it (up to the category cap) during the trial.

  • I mostly see gg's from survivors who seemed to have fun in the match.

    Though I'll admit, fun for some may be directly tied to winning.

  • I'd take having better maps over having more maps.

    Currently we have quantity over quality and the visual updates fixed very few of the problems that some of these maps have (and on occasion they made certain maps worse).

    Why have 35 maps when half of them are utter rubbish?

  • DS isn't the only anti-tunneling perk we have. It just tends to overshadow all the others due to its status as the only survivor perk which can outright punish the killer because they tunneled someone. It still effectively provides an extra health state to the tunneled survivor in-chase like BT, Adrenaline, Second Wind, and For the People all can, but it's the only one bombastic enough to also stun the killer in the process.

    Most of the other perks that can be used for anti-tunneling purposes are preventative; they make tunneling harder by helping the unhooked survivor avoid the killer for a time. Stuff like Off the Record and Babysitter does this (Iron Will and Lucky Break too, though they're both so powerfully general-purpose that I doubt anyone really thinks of them as potential anti-tunneling tools).

    Babysitter and For the People also take it a step further by offering the killer an alternate target too.

    I'm fine with further discouraging tunneling, but I prefer when they do it in ways that are preventative (making it harder to initiate tunneling) or when they are rewarding (killer perks like MYC and BBQ & Chili help motivate the killer to swap around their chase targets pretty frequently).

  • Trickster could be Fairy/Steel, what with his bright coloring, cheerfully sadistic personality, and knives.

  • I'd brawl Ace. We already know he's not a great fighter and tends to make questionable gambling decisions, so I could probably snag some bet money from the ordeal.

    I wouldn't brawl with Feng. She's a gamer, so she'd probably kick my butt in Smash Bros Brawl.

  • Pyramid Head and Trickster have my favorite menu themes.

    Hillbilly's menu theme is by far my least favorite. I'd swap it back to the default theme if I was allowed to.

  • I play both relatively equally. Tends to be something like a 60/40 split where the majority flip-flops depending on which role I'm having more fun with at a given time.

    I play to win, but I try to be a good sport about it. I won't go out of my way to bully other players.

    I get every character up to level 50 so that they have some perks/add-ons/etc to use if I need them for something or just want to play as them. Characters I like gradually go up to P3-50 as I have the BP available for it.

    Absolutely. I don't care about losing because I misplayed, but it feels horrible to lose because the game screwed you. And it really likes to do that (at least on console, where I can count on big stutters happening on the regular).

    Sometimes. I haven't ever used auric cells to buy a cosmetic, but I'll occasionally use my horde of shards to pick up something I want.

  • They went with neutral expressions for the updated models' faces, which is why I think they seem to have lost their "character" a bit. In the static render Dwight 2.0 doesn't look scared, Meg 2.0 doesn't look defiant, and Jake 2.0 doesn't look grumpy.

    I generally thought their updated appearances were good, but there are some minor changes that do bother me. Dwight and Claudette both look older, Meg is now a brunette instead of a redhead, and all of them had dirt/grime cleaned off their skin but not their clothes.

    I think Jake saw the most improvement between his original and updated models.

  • I just run Calm Spirit out of consideration for the killer's ears.

    ...well, until I need that perk slot for something else at least.

  • Blight is going to be the easier of the two. He moves at standard (115%) speed and you can just use his power for mobility if you aren't comfortable using it as a tool for chasing/attacking survivors yet. His power is more difficult to master than Trickster's is, but that's mostly because there is a lot more you can do with it.

    Trickster isn't super hard to learn either, but he also doesn't have much of a skill ceiling right now thanks to his underwhelming abilities. You can definitely figure out how to hit/injure people using his knives without much effort (and it's fun to land knife shots), but it'll still be a challenge to succeed when using him if the survivors aren't potatoes.

  • Sad to see Bubba's mori get rated so poorly. It's a personal favorite of mine.

    Kinda feel that Huntress and Trickster have overrated moris though. IMO Clown's mori is better than either of theirs.

  • The Trap Killers

    I don't really like playing as Trapper, Hag, or Freddy (the last one just because he's mind-numbingly boring to me). I'd generally rather just chase the survivors instead of prepping some galaxy-brain trap networks that may or may not actually pay off at some point in the trial.

  • I've definitely also noticed this. There's usually quite a lengthy delay between the loading screen bar completely filling and the game actual transitioning to the trial grounds.

    The odd part is other games that I play which traditionally incurred really long load times (like GTA V and Wreckfest) have actually improved in this regard, so I'm skeptical that it's the result of my console being old.

  • I think the one challenge that made me the most miserable was the "Grab 2 survivors off of gens in 1 trial" master challenge that we had a few Rifts back. Unreliable game mechanic (grabs) that required survivors to be relatively unobservant (which can happen, but isn't likely in red ranks) and had to happen multiple times in one match.

    In general though, I also strongly despised the "Unhook a survivor who unhooked you earlier" challenges. I'm not usually the first person hooked, which means there's a good risk that when I'm caught later in the match I'll be unhooked by someone who's about to be sacrificed or I'll just get camped out by a killer salvaging what they could from a rough match. It felt frustrating to have the stars misalign so often for this challenge; twas a similar negative energy to when you get hooked first while running Deliverance.

  • I don't know why you'd try to de-stress with a horror-themed game. They're kinda supposed to generate the opposite reaction.

    If you really wanted to de-stress with DbD, you'd probably just need to have some casual custom games matches with friends. Or just take a break from it and play Civ.

  • This is only a feature I want in the post-match results screen. And not even so I can be like "boo, you were a SWF team".

    When rainbow rank matchmaking occurs, I'd really like to see when it's the matchmaker's fault and when it's simply the result of a rainbow SWF playing together.

  • Survivor: Jill Valentine (RE1)

    Killer: Mr. X (RE2)

    Map: Raccoon City (RE3)


    I do think that legendary skins are very likely for various other characters from the series too though. Especially Nemesis, Jack Baker, Chris, Leon, Claire, and Ada. TBH I'd also love some cosmetics that reference Hunk, Wesker, and Krauser.

  • I just like that she got a Taiko Drummer outfit. 10/10 for a cool cultural reference.

  • A killer that I didn't think I'd like that I wound up enjoying?

    Legion ...and I have no idea why. I think their power was a poor concept, they were a massive detriment to the game on release (super weak yet highly exploitable), and their background was generally disappointing compared to various pre-release speculations that the community had made about them. But I guess sometimes run-fast-stabby-time is just fun.

    And then on the other hand, a Killer that I thought I'd like which I now kinda hate...

    Clown. Loved him when he released (I originally considered being a Clown main when I first started playing DbD). But then I got kinda bored of his basic and (at least at the time) ineffective power. These days I barely touch Clown because I encounter a higher-than-normal amount of game-crashing problems when playing as him.

  • I'd support these changes. ESPECIALLY the alterations to BP regarding Unhooks and Safe Saves.

    I'd also throw out the idea that survivors within 8m of a survivor who gets unhooked should receive a score event equivalent in value to the unhook event (mainly to reward players who have someone self-unhook in their face or who are group-bodyblocking to make an unhook against facecamping possible).

    I'd even say they could have the Safe Unhook BP too if the unhooked survivor stays up for the appropriate amount of time.

  • I think Firecrackers might be available in tandem with the "find the gnome" mini-event that's been going on recently. With the RE chapter coming up, they might also be part of some small celebration of RE8's release.

    But my hope is that they'll reveal that firecrackers have been permanently added to the bloodweb (obtainable outside of special events) during the 5th Anniversary and they were just activated early.

  • I mean, didn't they also list the wrong ability on one of Plague's master challenges (I think it said to injure people with Vile Purge when it's supposed to be Corrupt Purge)? I remember some older ones involving specific perks (like Devour Hope) also being pretty misleading.

    I'm not sure why they don't just use the terminology that they already standardized for perk/power/item/add-on descriptions when phrasing challenges.

  • I was so happy to finally knock out the two Trickster-related achievements I needed yesterday (Adept and the "Reach max Laceration a bunch of times" one).

    Now he goes back in the shed to be forgotten about. Just like Twins.

  • Feng never died a hero, so I guess she lived long enough to become the villain.

    Screen Shot 2021-05-14 at 12.29.50 PM.png
  • Surveillance is decent on its own merits, but where it really shines is in its synergy with other regression perks.

    It's not really a focal perk that you'd build around in a loadout; it's more of something you add in to boost the efficacy of other perks you were already bringing (Ruin, Surge, Pop, Oppression, Overcharge, etc).

    Definitely a perk worth having in your arsenal though.

  • @Kate_Main_01 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2186094#Comment_2186094

    I really appreciate your thorough answer, this helped quite a lot!

    1. Does Blight regain his charges somehow after the 5? So he has to hit something once and then after that he's able to attack while charging? I don't have Blight so I can't play a few rounds of him to learn how he works.
    2. Aww, that's so unfortunate. I love the Trickster's design and lore.
    3. Oh so Dwight, Meg, Claudette, and Jake's upgrades aren't live yet? That makes sense. I was staring so hard at the character models when I played and I wasn't sure I saw any difference. 🤣 That's great to know about the maps, thank you!

    Blight's charges automatically recharge over time after his Rush ends. He can't use his power again until he regenerates all of his charges, hence why his recharge is longer when he uses more of them in one go. He can regain all of his charges instantly following a successful Rush Attack when using his purple Alchemist Ring add-on.

    And yeah, Blight must Slam off of at least one object before he can use an attack during a following Rush. Attacking (whether it hits or a misses) ends the Rush.

    And because I'm realizing it might be helpful to add context for those two Blight terms I was using:

    -Rush = The quick sprint forward that Blight does after pressing the power button. Each use of Rush consumes a charge.

    -Slam = When Blight crashes into an object and bounces backwards slightly. He can then press the power button again to do another Rush (unless he's run out of charges). This is part that makes him seem like a big angry pinball.

  • They had this thing attached to their map:

    Screen Shot 2021-05-13 at 8.23.47 PM.png
  • Honestly, I just really want to play as a Tyrant or Tyrant-like character. The kind of RE villain who was nigh-unkillable and doggedly pursued the protagonists throughout the game they starred in.

    Whether that's the relentless and imposing Mr. X (RE2) or Nemesis (RE3),

    The persistent and perseverant Jack Baker (RE7) or Ustanak (RE6),

    Or the monstrous Lisa Trevor (RE1) or G-Birkin (RE2).

    Haven't had the chance to play RE8 yet, so I'm not sure if Lady D is also truly Tyrant-like (from the spoilers I've seen though, she probably isn't). Personally, I'm not keen on bringing in any RE8 characters yet because of how new they are.

  • Not a huge fan of playing as/against Hag. But I don't really like the trap characters anyway.

    The only big change I'd really like to see with her is the ability for survivors to disarm her traps without needing a flashlight.

  • I think I'm at like Tier 5 or 6 right now.

    Have most of the killer challenges done and almost none of the survivor challenges. Not because I'm a killer main, but rather because survivor queues have been incredibly long recently (even with Crossplay on, I'm usually waiting for more than 5 minutes to find one lobby).

    I cheesed the Dark Devotion challenge with Scratched Mirror Myers (he's always Undetectable). Probably the most fun I had doing any challenge in this level of the Tome so far.

    The challenge that proved the hardest so far was the one for healing 6 health states on other players. Not because it's actually difficult, but because everyone and their mother is playing Plague right now for the Tome.

  • Personally, I really want for Evil Within I to be made better and to become a proper tool in Myer's arsenal that he can use during a match. As it currently exists outside of Scratched Mirror builds, it is purely there to be a handicap.

    So I guess the changes I'd make would be:

    -Bump Myer's speed in EW1 up to 4.4 m/s (110%). Maybe remove/reduce his lunge penalty too.

    -EW1 regains its immunity to all survivor detection perks (Spine Chill and Premonition). To go really crazy, he could have a reverse OoO effect where he temporarily sees survivor's auras when they would attempt to read his aura while in EW1.

    -Stalking does not auto-tier up Myers. Once the meter is full, he can press the secondary power button to tier up.

    -While in Tier 2, Myers can hold the active ability button (same button survivors use for Dead Hard) to return to EW1. Doing so removes 25% of his meter. No musical flourish plays when he transitions from EW2 back to EW1.

    -Tiering up into EW3 now has a brief activation animation (equivalent in length and speed-reduction to the one Oni goes through when entering Blood Fury). This is just to reduce the cheese of 99ing EW3 and popping it right behind someone. No cooldown animation when coming out of EW3 though.

    -His add-ons would need tweaks here and there too.

  • Alan Wake.jpeg

    Not sure if this counts as obscure yet, but it's a (short) series that hasn't had a new entry since 2012. Though with any luck, that might change within the next few years.

  • Glad that this thread is still going strong (because console performance sure isn't).

    Now I'm just waiting for some kind of ARG meta-narrative to begin forming across Pulsar's video titles. That'd be some next-level DbD lore.

  • Hate to break it to you, but the laughter is probably just part of the Gnome Chompski event that's going on right now (the garden gnome from Half-Life 2: Episode 2 and L4D2's Dark Carnival).

    You can find a tiny gnome during the EGC and stomp it to unlock a gnome charm. He makes a little high-pitched laugh when he spawns.

  • I only want cross-platform chat if I can immediately turn it off and ignore it.

    Not seeing salty messages every few matches was one of my favorite features of crossplay (and literally the only reason I still have it on).

  • Make its main effect work outside of chase and you're looking at a semi-permanent TR reduction of 16m at 4 tokens. Combine that with M&A like Hoodied mentioned and now all killers with Terror radii of 24m or less are stealth killers who retain their original power.

    Imagine trying to deal with a Hag, Deathslinger, or even Trickster who suddenly never have a terror radius halfway through the match. Or someone like Bubba, Oni, or Blight who've shaved their own TR's down to 8m. It'd be pretty crazy.

    Maybe they could tweak Furtive Chase to simply remain active for 30 seconds after a chase ends? Kind of like an alternate form of Dark Devotion that must be built-up first, but could then be activated with any survivor instead of only the Obsession. It'd be great if it didn't lose tokens when the Obsession died too.

  • Sometimes it kinda feels more like a map puddle.

    I've definitely had days where I was constantly getting one map 3-4 times in a row before rotating to a new locale (and then getting THAT 3-4 times in a row). Worst I've ever seen it be involved getting Pale Rose 12 times back-to-back, but that was years ago (and it hasn't happened a second time).

    Not sure why it does this though, because every map should theoretically have the same chance of being selected (1 in 35; about a 3% chance of being picked). I don't know for certain, but Coldwind's maps might have a higher-than-normal selection weight right now due to that realm's recent visual update.

  • It's not even really Nemesis, but rather the Tyrant enemy type as a whole that's an excellent representation of Resident Evil. They appear super frequently throughout the series (Mr. X and Nemesis are both Tyrants, as are TALOS, Thanatos, and Bandersnatch, among others) and often get to function as final boss monsters.

    Even though the newer games don't call them Tyrants anymore (the RE alphabet-viruses have moved well beyond "T"), more modern villains like Ustanak and even Jack Baker still fulfill the same role of relentlessly pursuing the protagonist(s) throughout the game. By the looks of things, Lady D or one of her cronies might be stepping up to the plate in RE8 too.

    As far as RE has come over 25 years, the "Tyrant" lives on.

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