AggressiveFTW
AggressiveFTW
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@oxygen said:
For the same reason survivors have a bunch of perks related to healing. Generators and healing are well established core mechanics in the game, so it makes perfect sense for a perk system to offer various approaches to performing or preventing such actions/objectives.
It makes sense to HAVE perks for core mechanics. But the number of perks for one core mechanic that we have right now, that's just ridiculous. For example, we have two perks for anti-gen tapping (Overcharge & Hex: Ruin), only that is already ridiculous.
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@I_am_Negan said:
19 perks you for got dying light
Nice catch ๐
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Also why does it say "Q&A submissions are open:ย https://forum.deadbydaylight.com/en/discussion/147665/" when you can't write a question?
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1771754#Comment_1771754
I mean, there is even a moon. It should be night.
https://forum.deadbydaylight.com/en/discussion/comment/1771856#Comment_1771856
Ormond is not that big. It is like the 8th biggest size from 17 different size categories or something like that. I cant check it right now.
Okay I'll give you that lmao, that doesn't even make sense to have a moon in daytime.
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@Aven_Fallen said:
It looks more fair. But I think the Map is way too bright, I hoped that they will make Ormond darker when they rework it, but it got even brighter.
Cause its a snowy day?
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@Mooks said:
I guess someone saw your question and archived it ๐
I didn't expect that haha, thanks for telling me btw!
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@DarthRevan21 said:
I wouldn't if Ruin was basekit for Killers.
Is that a joke? Cause if it is then I laughed lol.
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I love the ideas, I truly do. However, I think it sounds a little complicated to have all of those abilities.
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@MasterGrit said:
https://forum.deadbydaylight.com/en/discussion/comment/1770099#Comment_1770099
Oh if that i have no clue maybe so many people don't like it so they didn't push it out.
No it was awesome, I watched TRU3TA1ENT play the "new" PTB (new back then) and everyone in the chat said they loved it.
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@MasterGrit said:
Blood on clothes ? It's not ready yet.
No for example, when you hit someone it should show the new blood VFX. (but it doesn't, it still shows the old blood effects)
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@Aven_Fallen said:
I think it is fine to use a Perk Slot for this. Otherwise you can start to talk about so much stuff Basekit...
I dont think that any Perk should be Basekit. The only thing I would like to have as Basekit would be the Aura Read of Buckle Up to see if the Survivor on the ground actually recovered or not.
Of course Kindred would also make sense, but Devs stated that they dont want to do that, so I guess thinking about any Perk being basekit will not lead to anything.
Now that you say this, how come Buckle Up's aura reveal thing isn't base kit? It's perfectly fine for both killer and survivor to have it as base kit...
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@DetailedDetriment said:
Scott recommended this. It would easily be the healthiest choice for the mechanic. Killer's can no longer bloodlust Autohaven's car loops, but they still have a method of catch-up should they fall behind.
I guess the Sacrificial Ward would be good in that case lol.
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I know this is a while after the last comment, but I would love to see Pumpkinhead in DBD!
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Talk about copying somebody ๐ jk
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@siren_sorceress said:
Why should a killer be rewarded for being outplayed in loops and jungle gyms? Break the pallet.
Wdym? Bloodlust tier 1 is the only one that doesn't reward bad playstyle by killer. Tier 2 and 3 are the ones that are called Bloodlust farming or whatever. Most of the killers that farm Bloodlust are in low ranks and not skilled.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1766122#Comment_1766122
I'm only trolling mate lol sorry if it looks like I'm being a dick. Just was joking about the fact that you said basically the same thing as him without actually mentioning him.
I think only having bloodlust 1 would be fine. Could have Beast Of Prey be the only way you reach bloodlust 2 and 3.
No problem haha. So that would also mean that Beast of Prey will finally be meta in low ranks? ๐
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@Khar said:
https://forum.deadbydaylight.com/en/discussion/comment/1766142#Comment_1766142
So what if it takes too much work? They should be encouraged to do a better job. Bloodlust was added because of how unbalanced it was to use god tier loops and they should keep working to get rid of those aspects of the game rather than keep holding things together with band-aids and duct tape.
Why should they work on something that would be the same as keeping Bloodlust tier 1? If they reworked loops to be so you don't need Bloodlust at all anymore then that would technically mean that the experience would be the same if they didn't rework loops and kept Bloodlust tier 1.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1766200#Comment_1766200
Or more crows in general.
I legit don't seem them half the time.
Yeah lol, not only because it would benefit stealth killers more, but also because it would make the "world"/maps feel more alive.
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I don't think this perk would need that buff if the Undetectable status effect would actually do it itself. Also, I would use Spies from the Shadows a lot more often on stealth killers if there would actually be crows in indoor maps.
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@Khar said:
Ditch bloodlust entirely and have them work on fixing maps and loops so we shouldn't EVER need something like bloodlust again.
But it would be pretty much the same, wouldn't it? I mean if they would fix maps and loops so we wouldn't need Bloodlust tier 1 then it would be like playing WITH Bloodlust. It would take too much work I think for them to do so, why not just ditch tier 2 and 3 and keep 1? I mean almost everyone in this thread agrees with me on this idea.
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@CashelP14 said:
Why does this feel like it's been ripped straight out of a scottjund video?
Well, I got the idea from him, you could say I "copied" him, I personally don't care. I just thought to myself what a brilliant solution to the Bloodlust situation it would be. I've also seen some streamers playing without Bloodlust and it looks a little problematic imo.
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@FearlessHunter said:
I like this idea, there's nothing really wrong with bloodlust level 1 and killers like pig, trapper and myers seriously need bloodlust at some loops. It's actually painful seeing basic M1 killers getting looped constantly.
@Lowell said:
I would like more a more balanced titles to not need the bloodlust and maybe a kind of bloodlust when you spend some time travelling the map without chase someone, but if they make to only activate one level of bloodlust is fine
I think it could get difficult reworking every tile so it won't need Bloodlust. You can see when people play now without Bloodlust that they don't get a hit that they otherwise would if they had Bloodlust tier 1.
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@KateDunson said:
Bloodlust 1 can stay, 2and 3 are a problem because doesnt require skill at all
@Boss said:
Fine by me, it's the only one that i ever activate anyway.
Exactly, as I said previously, 2 and 3 are mostly activated by rank 10+ killers. I think removing 2 and 3 would also benefit low rank killers as it will teach them that they cannot just rely on Bloodlust every time they're in chase.
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@gibblywibblywoo said:
I think this could be the answer tbh.
Bloodlust one allows the killer to have a chance at ending a strong loop quicker than 2 or 3 more rotations, and is a godsend for weaker M1 killers. BL2 and 3 are a problem because they allow the killer to play dumb and just brute force a pallet, removing any back and forth or mindgame/skill for either side.
Yeah keeping Bloodlust tier 1 would maybe be the best option for all ranks.
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@Kolonite said:
Because Dead Hard gets rid of your hitbox and the traps are reliant on you having a hitbox.
Nah dude, my question was why you STILL can dodge a bear trap with dead hard. Not how you are able to dodge it. It's an old mechanic that shouldn't be in the game anymore.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1760229#Comment_1760229
A perk similar to Forced Penance in that when someone takes a Protection Hit they're Incapacitated for a while. Or a buff to Forced Penance. Either/or.
Something like, "After being rescued from a hook, the survivor suffers from the Incapacitated status until fully healed."
Add-ons for Nurse that are similar to her Undetectable one- After hitting a survivor with a post-blink lunge, they suffer from the Incapacitated status until fully healed.
I think that would be a pretty nice buff to Forced Penance, I think it would make it a little bit more powerful. It would need a bigger buff, of course, to make it more viable, cause right now it's just a perk used for meme builds.
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I feel like this game needs new objectives and new mechanics pretty soon. Last added mechanic was the breakable walls, I think we need something new right now.
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I love this idea!
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@PureHostility said:
No need to. It is one time use in chase and if used in a loop, just go in the other side so they dh into you instead.
All the trapper needs right now is just starting with 2 traps as default instead of just 1.
If you meant trapped basement and someone dh through a doorway, well, tough luck.
It's a big issue, that "one time use" in a chase can extend the chase to 30 seconds or more and can cause the killer to lose the game. And what if it's a god pallet? What you are saying is like "let the devs continue being lazy".
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@Terro said:
https://forum.deadbydaylight.com/en/discussion/comment/1760915#Comment_1760915
And? It's not like I said you said everyone.
I read the thread a little wrong, sorry.
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@Terro said:
https://forum.deadbydaylight.com/en/discussion/comment/1760898#Comment_1760898
The community isn't a hive mind. I'm not one of the ppl who said just remove it already.
I said "many" not everyone, read next time.
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I think it is a funny thing about the DBD community. Before they announced that they were testing how it would be if they disabled bloodlust, many were saying just remove it already, it's an old mechanic. Now when they have announced everyone is worried lol.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1760143#Comment_1760143
Yeah they said it was a bit bugged rn
https://forum.deadbydaylight.com/en/discussion/comment/1760145#Comment_1760145
I mean, I agree, but I'm talking about for future things that could also incapacitate survivors such as perks or add-ons
What's your thoughts and ideas?
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1730974#Comment_1730974
Again, because bubba can do this thing, so many play him like utter scum, aka camping in every form is a given.
So you might as well throw the game immediately
You have ran out of arguments, drop it.
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@OnryosTapeRentals said:
I'd love this.
If I recall correctly, the early days of DbD seemed to have a lot more sounds and atmosphere. I remember there were howling and rustling sounds on some of the maps. I wonder why they removed them...
I'm still wondering myself why they removed it, it would have suited the game!
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@Dira970 said:
the chase music is a big problem.
I meant sounds when survivors isn't in chase.
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@ABannedCat said:
This game actually had alot more atmosphere in the early years like 2016, 17, and first hqalf of 18. There were alot of ambience sounds like crows, wind, wolf howling, etc and the ambience and chase music was really quiet. Footsteps and breathing, and generally subtle sounds were alot more audible too.
But over the years they reversed all that. Shot up the volume of ambience and chase music, got rid of crows, wolfs, added an incredible oppressive sound occlusion system that basically muffles1 everything that is outsiden your FOV.
That is so stupid by them. Sounds are really important for a horror game and games in general. You would really feel paranoid a lot more often if you heard creepy sounds.
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@Midori_21 said:
Fun Clown idea: the clown can pull out a bottle at a fire barrel around the map to turn it into a molotov cocktail that injured survivors if they get hit by it.
Wow, that's actually a very cool idea, for real! I think you should make a thread about it. It would be very cool if the fire barrels around the map would actually do something.
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Great idea! I mean it's only fair imo, survivors can kill themselves on hook if they are having a bad day. Why can't killers also do that without losing BP?
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I am all for decreasing the grind, so I'm liking this idea.
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1756464#Comment_1756464
I'm fine with them being lazy when it comes to unnecessary changes. We already got breakable walls as a new mechanic. I'd rather not have something else like that.
Then explain to me what important things are.
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@MrsPiggyIsSoSneaky said:
oh wait.....this is an old ass discussion, wth? oh well, its still a good idea even now. lmao, who brought this back up?
Me lol
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/67766/new-mechanic-generator-overheat
Skill checks are a buff for good survivors so already thats a bad idea. Even if they did nerf the bonus progression. Killers have more than enough regression perks right now. Maybe buff base regression from a kick with no perks but nah.
There's perks to block generators also.
Punishing survivors for doing their objective is stupid.
As others have said. This would require significant nerfs and reworks to all existing forms of stalling and progression. Not worth it.
It's like you want the devs to continue being lazy lmao.
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I love this! I think survivors would be a lot more tactical about generators.
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@KingFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/1756070#Comment_1756070
Not if it took long enough to build the breakable walls. I'd say maybe 41.6 seconds with one survivor, 24.4 seconds with two survivors. (Not possible to have more than 2 survivors work on a wall at a time)
Just SWF would do that, literally no one else would break a wall or build it up again.
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@lagosta said:
Scott Jund suggested allowing survivors to build breakable walls. I like the idea, but I would like even more if there was a way for survivors being able to break them too.
It would be chaos if survivors had the option to break a wall and build a wall when the killer has broken it. SWF would literally create game-breaking loops.
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@AhoyWolf said:
They tried to introduce something new, the Breakable walls, which is already a failure, they just take precious time away from the Killer and makes infinites... I wish they would go away, but I guess we're stuck with this awful mechanic...
I heared that they will do something like End Game Collapse, but for the begining of the game, so that's something to look for!
I actually like breakable walls, because then I can focus on something else other than survivors and generators. Survivors need a new big mechanic introduced as well.
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@DaKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1754172#Comment_1754172
I don't see why it's a bad thing, other than it will be a pain to get the perks you want on a certain character. In theory the perks are only supposed to be accentuating your playstyle instead of defining it anyways.
It's just some of them have been created to address core gameplay problems (such as how easy it is to tunnel a survivor coming off the hook), and it's hard to get away using anything else if the opposing side is using the meta and is of your skill level.
More choices is always good.
It is a problem because it gets harder and harder to make new perks that are actually decent that go in your favour. And the most important thing is that it gets harder to pull out balance changes to perks if we have over 200+ perks. Most of the current perks need buffs and changes to even give a normal game value and purpose.
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@NemIsLive said:
There needs to be incentive to purchase the chapter, otherwise chapters are more or less cosmetic, at least on the survivor side. They've clearly swapped mindsets from making perks that are generally able to be used into being more niche so it doesn't affect the entire game as much.
@DaKnight said:
New perks keep it interesting, and it's not like there have been any real meta shaking things for a long time since undying. The survivor meta is exactly the same, BT/DS/Exhaustion Perk/Whatever.
I'm not talking about making more perks meta and change the meta around. I'm talking about fixing the clutter, cause it's clearly not healthy for the game to have over 200+ perks in the future.
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@Blueberry said:
Trapper looks the most dated to me if we're talking just visuals.
Yeah for sure, my pick would probably be Deathslinger. He looks right now like he has had makeup artists painted on him for a movie scene or something lol