AggressiveFTW
AggressiveFTW
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@SnakeSound222 said:
I'm on PS5 and it runs really well. I didn't notice any problems with the main menu. The PS5 is weaker than Series X, so I would think it'd run just as well (if not better) on the Series X.
I can't say anything about the Series S though because it's much weaker than the other two.
How is Series S weaker? Can you explain the difference between S and X?
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@Withered8 said:
Increasing cleansing time to base healing speed and allowing for healing/speedup and slowdown perks to affect these speeds is the only change she really is. This would bring her inline with other killers, as the problem is survivors don't need to waste as much time cleansing and have far more time to work on gens, often ending up with them popping at a faster rate.
What's wrong with giving a non-popular killer some new additions? I know they don't address the Plague's weaknesses, but it could make the killer more fun for some ppl. If you would fix all of the Plague's problems, it wouldn't really change how many ppl played her. Plague is just like Hag, both of them are very good if you're very experienced. For example, ppl don't play Hag because of her power and her counters. The only way to fix that is by giving her a rework, the same could be said for Plague.
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@oh_0k said:
In tier 1 when he is stalking but isn't looking at a survivor he should move at 120% movement speed
Kind of like in the movies where he is standing in a place and the next second he just disappears
It sounds pretty cool. But if you would picture how it actually would be played out, it sounds clumsy.
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@gibblywibblywoo said:
Remove the speed loss. Maps are still huge. Early game is the most important area for killers to get their pressure going. Being relegated to 105(or is it 110) speed and having to find a survivor and hope they dont see you and break LOS is a massive time sink.
Been playing Micheal on/off since I first started 3 years ago and he just feels like he's been left behind. He's been power creeped by killers like Oni and Blight. Yes, overall the game is easier for killers now than it was then, but the longtime survivors are also much better players now.
That would be a really nice improvement. Do you have any ideas on how they would change tier 2 as well? I don't know if the lunge increase from 1 to 2 is enough. I feel like tier 2 should have maybe slightly increased kicking speed on pallets, breakable walls and gens and also slightly increased vaulting speed.
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@Dpooly said:
His tier 1 is fine, with the exception of the baby lunge
I don't think people would complain about the tier if it was fine. People are even saying remove the tier entirely, does that say anything to you? Remember these people aren't just killer mains, survivor mains feel also that his tier 1 is too weak.
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Not me at least.
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@RoboMojo said:
Absolutely. I honestly believe that if Behaviour were just more transparent then it would alleviate some of the frustration within the community. So yes to a roadmap, 100%
True, I will they spoke out more about stuff than they are doing rn.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/1825935#Comment_1825935
It would also be incentive to not only use your usual perk loadout and try something different. Maybe even help to give incentive to test out combinations..
and you can still delete one daily if it’s a perk you despise
That's why I love playing with the perk challenges from the tomes because I have to try something different! This isn't related to the thread topic, but I gotta recommend a fun survivor perk combination: Empathy & Autodidact. It's a very fun perk combination if you just wanna play for fun.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/1825928#Comment_1825928
Well, only those that you own. It would work like the daily’s work currently that are character specific, they don’t make a difference between original and licensed.
Oh okay, interesting!
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@Mooks said:
Separate killer/survivor daily’s is a good start.
also more variability. Get daily’s for perks (only those you own) like some tome challenges.
Would the perks be from licensed characters or only originals?
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1824853#Comment_1824853
I would be careful with adding things that let everyone know certain things in solo queue. There definitely needs to be something added so that solo queue isn't as bad, but nothing to push it over the edge. If you do something like make kindred base kit, sure that would help solo queue survivors, but for the killers it would also make them feel like they are up against a SWF group most games.
There is already a lack of killers because it is just not fun for a lot of people due to stress. If an indicator was added for solo queue that showed someone in a chase, that would kind of be overwhelming for killers right? If all killers were strong and viable then I would be more lenient on adding the indicator described or kindred as base kit, but right now we should be careful on what to add.
And of course, this is if the devs ever buff the weaker killers, or even add some of these ideas.
I mean, you would assume that someone is getting chased if you've been sitting on a gen for 3 minutes, so how would they need to be so careful about adding stuff like that? I get that it can be bad if solos get extremely close to SWF level, but I bet they never will. How would it be overwhelming for killers if survivors knew which survivor is getting chased? I bet it wouldn't change anything.
I have proposed an idea before on a thread where I said that the devs can release a PTB build for the players to test if things like this would be too OP or something. I think experiments would be a great way of testing things like this, cause right now we are just predicting what would be powerful and what will not.
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I'd say that UI indicators are the thing I want most. Being able to see who's being chased by the killer and what your teammates are doing would be a great way to decrease the gap between solo queue and SWF.
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Making Kindred base kit, removing perk tiers, reworking daily rituals, reworking offerings, the ability to create loadout presets, the ability to mix-n-match cosmetics in the store and more UI indicators (chase indicators for all 4 survivors, indicators showing what your teammates are doing (repairing, healing, being chased, etc...).
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@ZtarShot said:
https://forum.deadbydaylight.com/en/discussion/comment/1822582#Comment_1822582
Don't forget stake out
It shouldn't be reworked it just needs a buff.
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@HealsBadMan said:
Survivor: No Mither, Sole Survivor, Up The Ante, Pharmacy, Wake Up!, Vigil, Boil Over, Distortion, Poised (minor), Buckle Up, Babysitter, Camaraderie, Second Wind (minor), Lightweight
Killer: Predator, Bloodhound, Shadowborn, Stridor (minor), Beast of Prey, Furtive Chase, Mindbreaker, Cruel Limits, Gearhead (minor), Hex: Blood Favor, Coup de Grace, Monstrous Shrine
Except for the ones I listed as minor, which really just need numbers or usage tweaks, these perks range from barely useful to watered down versions of better perks to downright useless. Steve, Quentin, and Wraith in particular are disappointing because they have some of the weakest Teachables in the game all in one character.
Why do you want Pharmacy and Lightweight to get reworked? Both of the perks do exactly what they are supposed to do and they are both pretty good perks.
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@Mandy said:
I'm not sure I agree, I think there's a learning curve in the game and would rather the UI not getting cluttered with things (I really like a neat, clean UI).
I do think these things could be explained more in the tutorial however, and survivors will soon learn the speeds of things so they know if they're being healed, if others are using a toolbox etc.
I don't think we should have a guessing game every game. Having more UI features would IMO make the solo life feel a little bit better.
It can sometimes be hard to see with your eyes if they are using a toolbox. For example, when somebody uses a brown toolbox without any speed increase add-ons, it is pretty hard to see the difference between normal repairing and repairing with a toolbox. So having a tutorial about that wouldn't really be effective in any way.
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@lagosta said:
It's not candyman, it's pinhead! (and not the patrick star kind)
Kkeeeyyy
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@noctis129 said:
https://forum.deadbydaylight.com/en/discussion/comment/1822211#Comment_1822211
Than why was it nerfed? And this whole game relies on perks.
I don't want to sit here and discuss perk nerfs when the thread isn't about that. But here, go read the developer update (you will have to scroll down and you will find the perk): forum.deadbydaylight.com/en/discussion/194208/
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@noctis129 said:
https://forum.deadbydaylight.com/en/discussion/comment/1822184#Comment_1822184
That's why they should stop nerfing killer perks. Thanataphobia was great on the wraith.
But when tru3 consistently 4k w the wraith w thanataphobia, the devs decided to nerf it.
Do you seriously think the devs nerf something because of one person? I think Wraith should have a good base kit and should not have to rely everything on perks.
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Agreed.
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@lucid4444 said:
https://forum.deadbydaylight.com/en/discussion/comment/1820466#Comment_1820466
I'm not sure what you're imagining, but I'm thinking he could shut down literally every loop by decloaking inside a wall
Why would the devs let you uncloak inside an obstacle?
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@mintchapstick said:
Absolutely not hahahha. That'd be insanely OP.
You can't just say it would be OP without even giving a reason to why it would be OP.
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@[Deleted User] said:
I think it would make his uncloaking too buggy. Maybe give him Shadow Dance basekit so he can vault windows and break pallets hella faster.
Why would it make his uncloak buggy? It has nothing to do with his uncloaking and why would you uncloak IN the obstacle?
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@lagosta said:
Walking through windows could be too powerful. He just parks in the middle and block while uncloaking,
I mean they can make some restrictions for places he can go through, as you said windows could be one of them. What do you think of the general idea of him being able to walk through obstacles?
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@Exerath1992 said:
I think he should be able to walk through windows and dropped pallets maybe. Walking through everything would be too powerful, especially if they're giving him true invisibility
How would it be too powerful? I mean he doesn't have a chase ability and how would it be too powerful to give a killer 100% stealth? Players would be able to see him when Wraith is close to them and stuff.
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@KA149108 said:
Maps with no pallets and like one t and l wall. Oh and killers can 1 hit you because why not.
Why being so negative?
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It's a pretty interesting idea. Although I think you should make it so each token reduced your TR by 4 meters and not 3. I also think you should keep tokens even if you are within 32 meters of the unhook.
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@TWiXT said:
OP is right. Oppression starts basic regression speed or delivers an Overcharge style skillcheck on 3 more gens at random, which means it also has a tendency to pick gens that haven't even been worked on in the early game, and has the possibility of effecting all gens when there's only 2 gens remaining for the survivors to repair. Honestly, I've paired it with Surveillance and rarely ever see another gen on the map light up, because even if a survivor working on it fails that skillcheck, regression doesn't kick in and activate Surveillance's tracking... Either that, or Oppression keeps hitting gens that haven't been touched. Pairing Oppression with Hex: Huntress Lullaby can be good, but only as long as H:HL remains standing long enough to get 4 tokens, and the survivors aren't a little more than "decent" at nailing skillchecks.
Comparatively we have a hot topic on these forums that people have also asked the devs to remove the cooldown from: Surge
Surge can deliver an instant 8% loss of progress on any generator it hits when activating, but has so many conditions that its mostly useless:
- Must down a survivor
- Must be within 32 meters of a gen
- Surge must not be on cooldown
- Killer must down a survivor with a basic attack only.
Even if you took away the range restriction, Basic attack downing condition, and cooldown of Surge, the best it could do damage wise is 96% to a total of 3 gens at a time... after 12 downs, and if the killer hooks after each down, then the killer has already won the game and doesn't even need the additional damage.
In direct contrast we have Ruin, which can reduce a gen that's been repaired for 40 seconds or is at 50% complete, to 0% in 80 seconds of being left alone. A feat of which the normal regression rate (the one Oppression applies) would take 160 seconds to accomplish. Then, there's also Pop Goes the Weasel, which if used after every hook performed in my Surge comparison, would do a total of 300% regression spread out among generators that the killer chooses to use it on. Both Ruin and PGTW have much fewer requirements for activation and do FAR more damage than Surge and Oppression, and neither of them even feature a cooldown. True, Ruin can be destroyed, but PGTW can't and all it requires is hooking survivors first.
Even if you could argue that the Damage Surge does is somehow even remotely comparable to Ruin or PGTW, the same can't be said at all for Oppression, and yet it has DOUBLE the cooldown time of Surge. Arguably, It's far easier for a killer to Kick gens than down/hook a survivor, (even easier for a survivor to tap a regressing gen though), but without any extra damage applied to the gens it affects, and only a mildly irritating skillcheck for survivors to deal with if they are working on said gens when Oppression activates... the 80 second cooldown is both excessive and pointless.
I agree with everything that you just said! Also, you forgot one condition that Surge has and that is that the gen within 32 meters of downing someone has to have progress on.
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All of what you just said are high-level players. Low-level players exist too!
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@SunderMun said:
It should, just not such a hefty one, just like some survivor perks like Repressed Alliance.
@TAG said:
Ehhh, I dunno. Could be an issue with Surveillance. Maybe buffing it in some other way, but I don't think this is one where the cooldown should be removed.
Why? It's not like you kick a gen THAT often.
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@BioX said:
new maps require a lot of work and effort and they would really like to do it, but for now, no
True.
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@madradfox said:
https://forum.deadbydaylight.com/en/discussion/comment/1816886#Comment_1816886
"Lies!" - said Mr. Ghostface - ".....nothing but damn lies. Bah, Humbug!"
Copyrighted excerpt from "A Christmas Story", the 2020 edition.
Ghostface is a paragraph and not a full chapter.
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@Healthore77992 said:
Most likely, i think also that it will be licensed.
@WishIcouldmain said:
Yup if it's license there's a new map.
Imagine having a camp crystal lake map, how cool would that be?!
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@Ace_Ventura said:
https://forum.deadbydaylight.com/en/discussion/comment/1816222#Comment_1816222
Whether or not people agree, that's like saying Killers should have insidious built in.
It's a perk for a reason, and a great one.
Who says that Insidious should be base kit? 😂 It also sounds like you don't have a real argument to why Kindred shouldn't be base kit.
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@Ace_Ventura said:
https://forum.deadbydaylight.com/en/discussion/comment/1812959#Comment_1812959
No. Kindred being base kit would be WAY too broken.
How? Many ppl here seem to agree with having Kindred as base kit.
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@CLAUDETTEINABUSH said:
I don't think they'll buff solo queue, instead I'm almost certain they'll nerf swf, so I'll talk about that instead. I think they'll remove the sounds that killers make mapwide (for example demos tp, maybe nurses blinks when not in chase or when x meters away from the nurse, x being the maximum distance blink + the second maximum distance blink)
What are you talking about? They told us in the Q&A live stream that they weren't interested in different game rules depending on if you're solo or not. They also said that the map-wide killer sounds are there for that reason. Why do you say "certain" if you clearly haven't even listened to what they said in the Q&A?
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1815435#Comment_1815435
Buddy, we've been waiting 2 years for console optimization. We'll probably have to wait 2 more before they remember that previous gen consoles still exist.
True words :(
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@Squirrel_Thicc said:
Bhvr doesn't optimize console players at all. Thata why.
Yeah but I mean they could at least optimize the main menu lol. It's just ridiculous at this point!
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@Thanotos_Omega said:
https://forum.deadbydaylight.com/en/discussion/comment/1815375#Comment_1815375
I think you misunderstood, which is my bad, i forgot that was the name for ranking up a perk,
Oh okay, no problem.
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Or we can just get rid of perk tiers?
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@Mister_xD said:
they should add more icons to the icon HUD in the bottom left corner that show survivors what their team is up to.
stuff like "in a chase", "doing gens", etc.
That's EXACTLY what I want!
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@frizar said:
No because no more friendly hatch
How would they get the hatch even if yellow mori wasn't base kit? If I down them how would they get the hatch even if I can't mori them?
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@Boss said:
One of the few Perks i'd change nothing about.
What are the other perks you'd change nothing about?
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After Victor is attached to a survivor, possibly grant a 5 second haste status to charlotte? This way she can catch up to the attacked survivor better.
Instead of giving Charlotte extra movement speed, how about making it so Charlotte sees Killer Instinct or reveal the survivor's aura after have hit the survivor with Victor?
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@xenotimebong said:
The healing speed is reason enough to run it now to be honest. You get people up REALLY fast, it’s very strong if the killer slugs at all.
They ruined it for people who used it just for BP. Now they probably won't ever buff it and give it more ways to earn stacks because of the healing speed. I wish they removed the healing speed and just gave it more ways to earn stacks.
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@brokedownpalace said:
I'm not sure what you mean. You do keep the stacks you earned if you die.
Well, I guess I was born yesterday 😂 (i edited the thread)
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@[Deleted User] said:
Honestly just make all skill checks count as great and give it a 20 seconds cooldown. It would still be a very niche perk as great skill checks were nerfed recently.
Why would it need a cooldown?
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I'm not even gonna comment on everything here, as soon as I saw you say 20 seconds after opening the Hatch it should close, I was like nooo. It should close immediately after opening it.
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@Mandy said:
The rats on Lerys already freak me out and I am sure that one on Hawkins sells me out on purpose anyway :I
There are rats on Lery's?
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Haha, I noticed as well when I was playing Wraith. I think you should report it in the bug reports!