AggressiveFTW
AggressiveFTW
About
- Username
- AggressiveFTW
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@Huge_Bush said:
Instead of 5 different versions of the same map that really doesn't change much, I'd rather each realm have the same map in different states. Think of Freddy's map. We should have the basic one with the school taking place at night. A second version that is in the day during the winter where the streets are frozen over and you can risk slipping and sliding out of control (this would affect the killer as well).
The Yamaoka Estates alternate version could be a spring time at sunset that has parts that have been flooded, where wading through the water slows you down. Heck, the basement could be flooded and become even more dangerous if you get hooked there. There can be items that are found on the map that give you a temporary boost to move through the water like a one time use flippers.
The alternate version of the doctors map could be one where the treatment center has been through an earth quake. Part of the building would be in disrepair and there would be a huge crack that will divide the map with walk ways that take you over the chasm. Lighting will dance around, striking different parts of the map, giving a loud crack that will scare the crap out of survivors and killers.
More scalable objects, one time use vehicles - imagine a legion getting zooming across the map in a stolen school bus. If a survivor gets caught in it's path, they'll be put in the dying state. The killer wouldn't be able to stop until they make it to the end of its preset route. Once it's used it becomes a tile to loop around.
I'd like them to do something with powered gens, like allowing them to recharge med kits and flashlights.
The devs can do a lot, they just have to be willing to take some risks while at the same time be willing to back track after trying something and seeing it doesn't work.
I love that idea! Would you mind posting a thread about that idea? It would be sort of weather presets.
-
@Phasmamain said:
some kind of map hazard system. Maybe a frozen lake on ormond that slows you down. A crane that can be lowered and raised by both killer and survivor. Things like this to make the maps more unique
Interesting ideas! I would like to see that you can get a cold when playing on Ormond, that would be interesting IMO!
-
@Mastermind said:
https://forum.deadbydaylight.com/en/discussion/comment/1845270#Comment_1845270
Struggling and wiggling has a purpose and:
- Get better internet. Any online game has the requirement of an internet connection and if you don't have it, well too bad.
- The timing is very lenient already. Apart from that, everyone will tell you to put struggling on the scroll wheel.
- Maybe normally press the button with a finger instead of bashing it with a hammer like an enraged gorilla.
- If you have fatigue, you should take a break as with literally any activity in the world. That's just you knowingly straining yourself.
I'm not even going to comment on every one of your points. But your first point, it doesn't have to do with the internet. It can be that you have a bad PC so your GAME lags, has nothing to do with your internet and connection.
-
@AhoyWolf said:
I saw some idea that sounded really interesting.
Give Survivors new item, Walkie Talkies maybe, these items will allow solo Survivors to talk to other Survivors with this item in let's say 40 - 56 meter range, could be interesting.
I love that idea! But how would it work with Crossplay? Would console players be able to hear PC players and the opposite?
-
@Mastermind said:
How about a feature where you hold a button for a certain length of time and the game wins itself for you?
I hate people like you who are sarcastic all the time. His idea was great IMO.
-
@[Deleted User] said:
They said they are capable of taking care of the game's health while releasing new content, but the last chapter proves this wrong...
It's like when someone says they can handle alcohol and it ends up with them getting drunk and starts fighting with everyone lmao.
-
@EvanSnowWolf said:
Dismemberment can't be done?
Time Killers did it during the 16 bit era 25 years ago.
Yeah and on top of that why not have slavery in our homes? I mean, if they did it before, why not do it now?
-
Helping Hand is too similar to Solidarity. I really like Wildlife Protector, really nice work on the perk overall!
-
@[Deleted User] said:
We wanted dismemberment and such before. Devs said it was impossible for them to pull off.
Blood I mean, have you seen P3 ash?
Gore wise we have someone who literally has an outfit that is made out of gore, the Twins holiday skin.
It's not like there isn't any; but you would have to be more specific about what it is you want added and how so.
Changing how the moris look (Leatherface chainsaws so the body goes in half, blood dripping down on hooked survivors (also a big open wound on the throat from the hook) and open wounds where blood drips down on injured survivors. There are some more but those were the ones I had in mind rn.
-
@Sonzaishinai said:
Because when multiple survivors work on a gen there is a debuff for every single survivor
https://us.v-cdn.net/6030815/uploads/O8LZP0RYY2IU/image.png
(Source wiki)
Yeah, I don't understand this debuff thing you guys are talking about. I just see it as that it goes faster when repairing with multiple ppl.
-
@Mandy said:
It's classed as a debuff because it's not a straightforward "two survivors so the gen goes 50% faster kind of thing" - so to make it clear that the gen is not going at that speed, the action is classed as a debuff.
Still, it doesn't make any sense. It should be classed as a buff and not a debuff. Then can you explain to me why Prove Thyself is classed as a buff? It doesn't make the repairing of a gen 50% faster.
-
@Mandy said:
Because whilst it's faster, it's not double the time faster - the red bar shows that there's a debuff at play (depending on the amount of people repairing the generator).
But explain to me how it is a debuff? If it goes faster, that should be a positive thing.
-
I love this idea! Although I think the perk needs one more buff to be more efficient and overall better.
-
Yeah. But what I'm worried about is that they pretty much said that killers would be getting their own chase music if they receive a rework/a big change, so Wraith might not get one if it's not a big change.
-
An indoor prison map or a pirate ship map would be super cool IMO!
-
@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/1839564#Comment_1839564
I’m only talking about when he uncloaks cause you know how when you uncloak as wraith you get a speedboost I made it longer while having a higher speed so you can actually lunge at them but it’s only 1.5 seconds then your back to being a M1 killer
His speed that he gets after he uncloaks shouldn't be a guaranteed hit. People would complain that he has no counter when he uncloaks, that change would not be healthy for the game.
-
@RamblinRango said:
It's not like people can farm map offerings, the bloodweb is a long process and even if you get the one you want there's a chance it gets canceled out by a different offering or just doesn't work at all
Personally I like being able to pick maps but I do wish they would make them less common in the bloodweb
Your argument seems pretty weak to me. You're just saying arguments to why it's nice to have and not its bad effects. SWF can really take advantage if they get to pick the map. You have to take balance into account in the question because that is what maps are, balance. Looks are also important, but to make a map good, balance is the most important part of them.
-
@[Deleted User] said:
I don't really care if they stay or if they go, but I would like to see two changes to make them less annoying:
1) Balance updates to statistically survivor-sided and killer-sided maps to reduce the advantage that can be gained by playing a map offering.
2) Map offerings reduced to common rarity. 99% of the time I just want BP offerings, so I resent having to waste 5k BPs on green-rarity map offerings in the Bloodweb that I will likely never use.
I 100% agree with both of your points. Since BHVR do not really make "drastic" changes, for example, say remove map offerings. Reducing the BP cost could be a nice change.
-
@OniWantsYourMacaroni said:
No,i don't think so.
Map reworks made almost all maps much more balanced.There are a few exceptions here and there but once they are done with all of them then map offerings won't matter that much anymore.
I do not think they should remove map offerings for the sake of balance only. I do not think players should be allowed to decide which map to play on. It should be 100% random IMO. It would also make the game more fun considering that you do not know which map you end up on.
-
@MasonOliver123 said:
Yes. I think so.
Do you have a reason why you think so?
-
@The_Krapper said:
Could you imagine how buggy it would be?
Why would it be more buggy if we were the ones who chose the killer power? The devs are still the ones who code the power, not us lol.
-
Wait you've been watching players play DBD before Ghostface was released and you still haven't bought the game? That's what we call a dedicated "player" lol
-
@OniWantsYourMacaroni said:
Plague got released mid march last year,so i would assume we could see the PTB for the next killer at the end of february/beginning of march
Thank you for the response :)
-
@MrGrizzly said:
https://forum.deadbydaylight.com/en/discussion/comment/1836730#Comment_1836730
Really? Feel like I could use this so many times, like when they are not looking behind them and are waiting for the lunge sound cue to use dead hard, or when they wait at a pallet at a jungle jim so you lunge at them, could come at them unexpected.
They don't dead hard because they hear you swing, the swing sound window is too short to be able to tell if the killer swings or not. Most survivors that don't look behind them, dead hards only because they see that the red light is super close to them.
-
Nah that would be a terrible perk. There haven't been many moments where I have had to hear when the killer swings or not.
-
@Terra92 said:
https://forum.deadbydaylight.com/en/discussion/comment/1836500#Comment_1836500
That's never been substantiated, let's not let rumors turn into false promises.
It's not a rumour. It's me speculating. I assume they're going change EGC in the direction they were heading for when they first announced it.
-
@Moundshroud said:
I'm of the opinion, 100% that it should not activate during the End Game Collapse, although I'm not sure I would go so far as to say it won't activate at all when all five Generators are done. If they got all five Generators done and were able to 99 the gates without being stopped, just to setup a DS to then get everyone out, it would be overkill. Do you see where I'm going with this? If they had the time to do all that, they sure as heck didn't need the DS to make the trick work.
But I agree with him that it should be prevented from resulting in an easy 4 escape just by saving one for the EGC.
You probably need to keep in mind that the devs will most likely change the EGC in the future so it "regresses" right after all the gens has been completed, so imagine that we have the original function of the EGC when it first was announced.
-
@Yamaoka said:
What's his reasoning behind that idea ?
He didn't really give a reason to it. It was an answer to someone's question during the stream which he answered (he just answered without giving the reason for the idea)
-
@Mandy said:
The penalties will not be removed, the whole point of them is to stop people DC'ing and ruining other people's games.
Can't you just lock the thread or something? This thread won't go anywhere and is pretty pointless because the devs are very confident about not removing DC penalties.
-
100% Agreed.
-
@Greatamygdala said:
https://forum.deadbydaylight.com/en/discussion/comment/1835375#Comment_1835375
If I said yes would that help you sleep better?
Yes.
What's your problem? Grow up and stop being such a baby!
-
@Greatamygdala said:
https://forum.deadbydaylight.com/en/discussion/comment/1835367#Comment_1835367
Who knows mate do we look like the devs.
Did I say that you have to know the answer? The thread was all about speculation and nothing more.
-
@Rydog said:
Adding more perk options to post-40 webs actually did help a lot for players who have already put a bunch of time into the game. But it does nothing to ease the grind for new players, or help them come to grips with putting together even a single decent build or learning how to actually play, without significant research and/or blind grinding.
I think they should do all of the following:
- Compress all perks into a single rank apiece.
- Decouple all perks from bloodwebs.
- Award a character one Perk Token every time they clear a bloodweb.
- Allow that character to spend a Perk Token to purchase one perk of their choice, from all of the perks they have unlocked.
- Reduce teachable perk thresholds from levels 30-35-40 to something like 15-20-25.
This would still tie perks to bloodweb progression, while allowing players a lot more agency in what perks they get. Lowering the threshold for unlocking new perks would also really incentivize playing and leveling a lot of different characters. And, it would make prestige a more tempting thing to commit to, since you would be able to get your prestiged characters up to speed more reliably. Bloodwebs would still remain a vital thing that players are deeply incentivized to churn through, because they would still be vital for items and add-ons.
And, maybe don't award characters Perk Tokens if they own all perks; make the limit exactly the amount that would allow the character to buy all current perks, so that a character can't just bank infinite tokens for every future expansion ahead of time.
I don't think you read the title correctly lol. I asked if you think the devs have done something about the grind and the bloodweb before the start of 2022.
-
I like the idea!
-
@DrewpyCheekz said:
https://forum.deadbydaylight.com/en/discussion/comment/1834144#Comment_1834144
How is that a buff? After crushing victor, it takes like 5 seconds for him to regrow, it lets people just play victor the whole match cause he has no terror radius and can jump through windows and over pallets. He needs a 20 second regrow at least. And make him go splat if he pounces into a wall. Punishment for missing.
@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1834144#Comment_1834144
Buff? If he takes longer to regrow in Charlotte, isn't that a nerf?
Jesus christ I mistyped...
-
@DrewpyCheekz said:
Victor needs a longer cooldown after being crushed.
That's just a buff...
-
@Bullettimegod said:
No. The killer literally just came out
You already know how ppl play them...
-
It's already been reported in bug reports. They are 100% aware of this.
-
@gibblywibblywoo said:
Problem with side objectives is that some killers could use them but on others they're completely unnecesary. Sure it could help the stealth killers and setup killers. But then you'd have to both nerf a ton of existing gen slowdown perks aswell as potentially nerf the stronger killers that already can end chases in 10-20 seconds from full health.
I never said it had to be a side objective for killers only. Last added side objective was breakable walls which were on the killer side. This time it should be a survivor side objective IMO.
-
@Boss said:
A lot of things have been suggested for years now.
Just cause it makes sense to 99.9% of the people doesn't guarantee it'll come one day.
But even the devs themselves have said that they've been wondering about if they maybe should remove perk tiers or not. There are many ppl that seem to agree on removing perk tiers on other popular threads about the grind.
-
@Bravescorpio said:
https://forum.deadbydaylight.com/en/discussion/comment/1832310#Comment_1832310
The exact same title, just remove "From the beginning" :)
Thank you, man! You might have saved the thread topic lol.
-
@Bravescorpio said:
What do you mean by "From the beginning"? That seems to indicate that its F2P now or is going to be, neither of which is the case.
Also, no, it wouldn't have been better I don't think. The developers needed the initial income to get to where we are now.
You're right, I did think about that, do you have an idea to reformulate the title?
-
@Mister_xD said:
aight, we need a Santa Blight outfit now.
Saying "Happy holidays" was really that difficult, huh?
-
@Mtom912 said:
I was expecting this to be about frames, or how common aim dressing (aim assist) causing misses is on console
I mean, you're not wrong, but eh
Oni is SO difficult on console. I miss every time when I attack them with his special ability.
-
"Polls" k then
-
@AhoyWolf said:
But, they do.
When Demo breaks a pallet he looks to the ground and cannot move, which takes around 2 seconds, Billy and Bubba do have something similar, but their Fatigue is much shorter, even oni does have that, he slowly picks his kanabo from the ground.
I know they do have small fatigues, but it's not as long as Blight's fatigue.
-
@not_Queef said:
It would be nice if you could just skip it on your end. Like the animation still plays out for everyone else in the game, but you don't have to watch it for the millionth time.
Yes, that would be nice.
-
@Phasmamain said:
Tbf if it was much shorter the killer couldn’t get to hatch in most circumstances meaning slugging for the 4K would be more common
I never said I want it to be "MUCH" shorter. I want it to be slightly shorter because rn it's making me angry just because of how long it takes until it takes me to the match stats, not because I died lol.
-
I would definitely want that! However, I would prefer if the soldier was a German soldier instead of Japanese because we already have two Japanese killers (Spirit and Oni).
-
@tonyischill said:
I'm on series X. Overall, it is a massive improvement in terms of frame rate, loading speed, and graphics. You no longer get those lag spikes whenever sloppy butcher, exposed, bloodlust, freddy dream world, dead hard, etc activates. Playing killer is much more manageable now because you can track survivors better when they try to spin/juke you
It's fun to hear it's much better! What did you mean when you said it's easier to track survivors better when they try to juke you?