Beelzeboop
Beelzeboop
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1900860#Comment_1900860
Chill out.
I agreed it was an interesting idea, and also pointed out that Clown is available now and can shut down loops.
You can either wait for the idea to come to fruition, or use something available now.
Relax.
Yeah, I admit that I freaked out just a little bit there. Sorry.
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@TheClownIsKing said:
It’s an interesting idea.
Or you could just learn Clown and then you never need to worry about endless looping again.
But what if anyone wants to play literally anything but clown?
What if someone has a killer they really like and has gotten to know every individual quirk and strategy of?
The clown is great, but this is the worst kind of whataboutism there is.
"The game is bugged!" You could play a different game.
"These players are being toxic!" If you were better, they wouldn't have a chance to. Why should we fix the strategies that other players used?
"I want to do this cool thing you added, but its barely functional!" Do a different thing then. When will our customers realize that we have a monopoly on this experience, and thus don't have to fix anything as long as we give a "better" option?
It may seem like I'm way overreacting, but this exact problem is one of the main reasons the DBD community sucks so much.
The devs give us excuses, other options, more chapters, but they refuse to take the time to fix anything.
Ghostface's power? Broken from day one, but who cares?
Nurse's? That one too.
Freddy? [EXPLETIVE] YOU! BREAK IT THE OTHER WAY! YOU HAPPY NOW? NO?!
Declining killer population? Ah, the survivors must be having a tough time with those long queues, we should nerf the killers to make it up to them.
Community toxicity? Why should we care if they use the optimal strategies that we designed, which happen to be loathed by absolutely everyone? It's not like the point of a multiplayer game is that everyone has fun playing the game.
Thanks for listening to my Ted
talkrant. -
Pyramid Head, but I still play Demogorgon occasionally.
I wanna get more killers, but right now I just have the basic killers and these two.
I love em' both to death, though.
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Having the terror radius screw with the HUD would be cool, but it would be even cooler if killers were actually intimidating.
Think if the killers were fast enough that a chase would end in at absolute most 45 seconds.
Generators could lock survs into first person, becoming a minigame that would distract you from the killer, forcing you to look up and stop progressing the gen.
Heck, skillchecks in general could be minigames that actually require, dare I say it, engagement on the side of the survivors.
Make it as stressful for them as it is for the killer. That's what the game
isshould be about. -
I wanna thank you all for helping me out (or trying to, anyway. I already run NOED, I don't want to frustrate survivors anymore than that, and camping is painfully boring anyway).
I wanna tell you all something.... I can't access youtube. The reasons are complicated and convoluted, but there's a reason I asked the forums instead of just consulting the youtube algorithm.
Special thanks to Good Boy Karu. I was still breaking pallets before this.
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Plague. I rarely remember she even exists.
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Deathbound.
I would love it if it didn't rely on survivors actually healing each other.
Why do survivors get so many healing perks anyway?
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Demo and Executioner, mostly.
I don't have any teachables, so I mostly just use their personal perks.
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Obsessive Work:
Survivors working on generators, sabotaging hooks, or cleansing totems, they become Oblivious for 5/7/10 seconds.
This was an idea I had for a killer called The Criminal, a killer who would take The Trappers place as the most basic M1 killer.
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One time I was playing The Executioner with Trial of Torment (I don't have any teachables whatsoever), and I kept having to break the same gen over and over and over, because every survivor decided it was a brilliant idea to loop me around that one gen AND their hooked teammate, repairing the gen whenever I wasn't close enough to grab them, and unhooking any survivor I caught.
I got five hooks and one sacrifice that match.
It wouldn't have been so awful if you could do literally anything to interrupt the unhooking animation, but you can't grab or injure them while the animation goes.
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As a killer, the survivors are not intimidated by you because they can take you one on one
Also, sometimes it's better to give up trying to catch that one survivor. The whole reason he keeps drawing aggro from you is to distract you.