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BlooperReel

BlooperReel

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BlooperReel
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  • @Lazerboy88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1447422#Comment_1447422

    I’m 23 and I am against Fnaf joining, wouldn’t fit. If they do join, well maybe till later because there are way more important licenses to add before fnaf

    I'm 23 so it's not good enough? I mean I'm 22 and I think it fits the aesthetic and would be more or less enthused about the concept.

    I also notice some people talk a lot about old slashers from the 80s. I love the hell out of old slashers which is why DBD appeals to me in the first place. Scream is my favorite, Friday the 13th after that, kinda indifferent to Halloween, never finished Nightmare on Elm Street, just turned it off and never turned it on again, I ought to. Sleepaway camp, no one talks about that one.

    Basically, despite enjoying many 80s slashers (some not even listed here, you get the idea.) I'm not adverse to the FNaF setting. It's really not that big a deal. Let the guys take FNaF if they want. Either it gets in or it doesn't. At the end of the day if you don't like a character you don't like them. Play the game or don't, who cares, take the DC penalty, hang up your survivor coat so you don't face him until the initial joy is dead. Idk. Y'all just need to let it go.

    That aside I could think of a good idea for that chapter but y'all would just be mad there and I'd be saturating the forums anyways. Sometimes you just can't help people. 🤷

  • Honestly having a camera lock on survivors is a pretty trash concept.

    With the killer's chase speed, stealth killers could get a hit on you and then after their chase speed would allow them to catch up to you.

    Not to mention Ghostface would be high tier since unless you have spine chill you can't know when a killer is looking at you. After that boom insta-downs. Throw moris into the mix and goodbye survivor.

    I was being an idiot in one game and Myers was a solid 10 feet from me stalking me. Friend was like "oh #########, he's right there!" and I was like "Where?" If I hadn't had 3rd person it'd be an insta down for me and then there'd just be exposed for everyone else. Make it an infinite tier 3 myers and boom, chaos.

    Aura reading perks would be even better for killers since when healing one survivor is looking at the ground and the other is looking down. If the healer runs off because they hear the heartbeat last minute the killer has a choice here. Hit the injured guy who had no chance of seeing them coming or hit the healer who had a brief chance of hearing them coming.

    Really honestly camera locking someone would be devestating to survivors and even the worst killer would basically bump up a tier.

  • ngl, camping is obnoxious, not a fan personally, randos can be trash, every pretty much thinks so. Problem is like, don't go for basement saves? Killer's option really is to get one survivor hooked every two gens basically so unless he tunnels he practically just walks away with one kill and depending on his rank will depip.

  • @H3xB0rr0w3dT1m3 said:

    You failed to do gens, and you failed to find the hatch. After your 2nd failure why should it be easy for you to escape? And yes, door RNG is something they need to work on and doors should never be on the same wall but that’s besides the point. The game ends when the survivor finds the hatch but even if the killer finds it first the survivor still has a slim chance to escape. I have escaped through the EGC as the sole survivor before. It all depends on the door RNG mainly and how easy it is to patrol the doors. A tip is, once you reach the E in open escape, stop, wait for the killer to come, once they leave continue opening the door

    If you're facing killers who see a door partially opened and then completely leave, they are not good killers. Good killers will basically search and destroy. There's only one survivor they have to find and with maps getting smaller if they don't find them at the door there's a likely chance the survivor ######### off to the other door.

    It is that search and destroy that I hate since the hatch closes, EGC starts, and then they search around the door because they don't HAVE to worry about the survivor getting out.

  • New killer be like:

    image.png


  • @DelsKibara said:

    The EGC is to prevent Survivors from just hiding from the killer because they want them to look around for them, to spite them to not get a 4k.

    That's why closing the hatch triggers the EGC.

    You still have a chance to escape via the gates or, like you said, if you brought a key.

    This is understandable but there are plenty of perks now that balance this out. If EGC is not triggered by closing the hatch, the survivors still have to open the exit gates without giving themselves away. Killers can bring NoeD, blood warden, and a plethora of other bull crap that they can sill use to win. Bring back killers with skill rather than killers who just have to camp two doors on the same wall for 2 minutes straight.

    When that hatch closes, so too do your chances to escape. The hatch only opens when there's one survivor left. That being said, it's a 1v1 against some dude who probably is running noed and will likely catch the survivor who has to scramble for the door or die to the entity. There's nothing they can do but LITERALLY pray the killer doesn't find them.

    Doors are loud and obvious and once they hear that bastard all they have to do is go straight to it, boom, the chase is on but the game is already lost. It's not a balanced situation and it's less of the last kill than a slaughter. The worst thing that can happen are killers who are probably real psychopaths and use the game to torture the last survivor because the survivor has no chance of getting out. With EGC gone from shutting the hatch, the survivor can tactically spend their time opening a gate rather than practically clawing at the door.

  • @RareOmen said:

    I mean, it's the endgame. As a survivor you're suppose to feel pressure and tension, you're trying to survive while a killer is on your tail. Were you around when hatch stand-offs were a thing? My god the tension was absolutely more intense. They added the closing of the hatch to prevent stand-offs and start the end game.

    Yes I was there, I was there for killers grabbing out of the hatch too.

  • @HellDescent said:

    What do you mean? What's wrong if killer tunnels and camps or brings franklin's or mori? It's a game mechanic.

    I'm not upset about it, I'm just confused is all. If you don't bring a key for several matches it's mostly usual stuff, you bring a key for several matches and there's a spike in the aforementioned plays. I just don't get it is all.

  • I can see why it's gone unchcanged. The whole dynamic of the game they're trying to enforce is the concept that you use key 1 and key 2 to signal that way or this way. The biggest problem is just that it only works as a "go away" or "follow me" there's no way to convey that you already got 2 totems without some complex dance that would just waste time.

    This creates a mess since the whole point is to essential be as follows:

    1) Get all totems

    2) Don't go down

    In theory the concept is simple but, in practice, people would you know, communicate. The whole point of human ingenuity is communication which makes this difficult. Put simply there just needs to be additional commands. A "signal wheel" would be nice enough, things that would essentially encompass; Yes, No, Come, Go, One, Two, Three, Four, Five. Additional Signals might include; Gens? Totems? Hatch? and even so much as to say, You gonna go help them? Which might simply have to be pointing your thumb over your back in a sort of "hey uh?" fashion.

    At that point it'd be up to interpretation but I feel that would be the least obtrusive way to get involved in beating NOED.


    The other good idea might be that, going with the theme that "No one escapes death" might be that the totems are varied with the inclusion of totems such as a scorched or bloody totem, indicating that there are activatable hexes not currently in use. This would also be used down the line should any other hexes require powered exit gates to open. This would give killers the option to still mask which hex it is whilst also allowing players to understand that it might be NOED. (This particular option however, only applies to NOED to date considering that no other hexes are activated during end-game)

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/1226055#Comment_1226055

    Analogy wasn't perfect but you get the idea

    The 5 minute ban wouldn't have bothered them if they hadn't been frustrating themself without end

    DC bans should be aplied in this situation too. Too let the people know that playing without a stable connection is not okay.

    This post isn't really about that though. It's about a person that let themself get so worked up that a 5 minute wait time let to an angry rant post

    If they played they would have had a bad game again. Cause if you're already frustrated. You'll either play bad or view everything the other side does as a personal attack. That's only human

    I stand by my notion that if you're having a bad game streak the best thing to do is to step back and cool down for a while

    See but that's 100% the opposite of what I'm trying to convey, yes I was mad, yes I came here to rant but also no.

    I came here to imply that GETTING disconnected isn't fair.

    No, you shouldn't play without a stable connection. BUT, who in their right mind is constantly having an unstable connection and goes "yeah, online games sound good right now" no one. My problem is;

    a) A 4 minute ban as a result of the first disconnect which was not intentional nor a repeat from earlier.

    b) No one will play with an unstable connection and if they do at some point they have to decide it's not worth it.

    c) While not addressed I feel I should do so, the game already distinguishes between intentional and unintentional DCs

    d) Me being frustrated is a result of me being stubborn. The game punishing me after having already been punished by the game, i.e. a ban for an unintentional disconnect, is rather cruel, is it not?

    Once more to reiterate to the whole of you, as the last post I made regarding the fact that I do indeed NOT MIND DC bans, I DO MIND uncalled for DC bans. Consider;

    I am in support of sending bank robbers to prison for committing crimes. I am NOT in support of sending hostages of bank robberies to prison for association to a crime they did not commit. or in other words;

    I am in support of punishing disconnectors who decided it was okay to leave and hop in a new match. I am NOT in support of banning someone who gets even one disconnection ERROR.

    It's possible that I may have had another bad game but I look at things objectively. I was frustrated not with losing but losing to BS. Losing will just launch me into a new game. Losing to a face-camping tunneling leatherface with nurses and NOED is going to frustrate me.

  • @Irisora said:

    A bit of reconnaissance is key while playing survivor, it can mark the difference between been downed or not. You are not supposed to always have a safe loop in the same spot.

    Didn't say it needed to be a safe loop, I'm just saying it shouldn't be a deathtrap. If it used conditional instances rather than a persistant one there'd be no issue. Deathtraps are deathtraps are deathtraps.

  • @Stitch7833 said:

    DC bans are needed, and sure the odd disconnect can happen in every game. However the DC bans at the start are so very light and fair its something like 1min, 5mins, 15mins and after 24hours your penalty will go down one state, which mean unless youre being disconnected everyday multiple times your ban wont go up, and if its once in a blue moon you get a 1min ban, like wow go get a drink or something but if youre getting that many disconnects like when people say "been banned for 6hours and i dont DC" is clearly a lie.

    if youre having connection issues on your end thats up to you to fix it not moan at the game for banning quitters.... or...

    just dont DC

    Okay so like, it was 3am, one game. Any other time I would've waited it out but get this right?

    Stable connection all the time, one in a blue moon, this DC was the first of the night and it was automatically 4 minutes. I'm also not complaining that we get punished for disconnecting. I'm complaining because we get punished for GETTING disconnected. I'm all for punishing willing participants but this system is akin to an antibiotic. Punishes all DCs, "good" or not.

  • @LetsPlayTogether said:

    The game cannot differ why the connections cuts off. How is that so complicated to understand? Deal with those puny 5 minutes.

    The game displays an error message for getting DC'd but not for choosing to DC. The game already knows the difference but the punishment's all the same. Could've stayed for 5 minutes but 8 losses in a row and then getting punished by a game that clearly can distinguish between separate instances made me throw in the towel.

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1220941#Comment_1220941

    He is not saying whether or not that decision on the devs part was a good or bad one. All he is saying is, learn the map you spawn into early on in the match so you aren't screwed over like you were.

    Still seems like an easy and fairly necessary fix to me. Don't see why memorizing would excuse the design choice just because it stops being a problem for me.

  • @MegaWaffle said:

    https://forum.deadbydaylight.com/en/discussion/137015/why-the-hell-is-there-a-dead-end-on-the-outside-of-the-house-on-red-forest

    That map spawns the windows at random, if all sides of the house had a window you could essentially have 2 super crazy long loops. For this reason its RNG based where the window will spawn.

    Rather than complain about a dead end just take a moment to look and plan your route.

    Seems kind of stupid to justify something like that, seems like it'd be pretty easy to couple the surrounding wall with the window. i.e. Window? Wall! No Window? No Wall!


    But hey, guess logic and reason shouldn't matter if you're good and justifying poor development choices is okay since it doesn't affect anyone else


  • @domriver said:

    https://forum.deadbydaylight.com/en/discussion/comment/879820#Comment_879820

    Very interesting. I had several thoughts when coming up with certain abilities for instance like Leer you mentioned its like infectious fright? There is one distinct difference no attack is required just a stare. I was thinking about maps without Trees. Trying to come up with something very different. Also thinking about it electrical taser probably your right in regards to lower the amount of tokens to 3 instead of 5. I just didn't want this ability to be so easily attained. Could be a game changer. I appreciate the constructive criticism :) Velociraptor i was thinking of a mix between Demogorgon and Hillbilly. ( something along those lines but a bit different) Could you elaborate on Alan's perks?

    Hardened Archeologist, Quick Thinking, and Knowledge base?

    They aren't so much Alan perks as just his in-movie qualities. If you want to think of them as perks then you'd probably want something to do with these:

    Hardened Archeologist - I don't really have anything for this simply because as I mentioned these are more of Alan's canonical qualities and aren't particularly perk ideas.

    Quick Thinking - increases action or player speed. It shouldn't be both.

    Knowledge Base - Auras are usually a good way to gain knowledge about what's going on elsewhere in the trial, so maybe try that.

  • I like the idea of Jurassic Park but I have a few notes:

    The velociraptor hiss at the start of the trial wouldn't make it in.

    Screech/Growl is neat but ultimately it's a bit weak, it really doesn't do much good for the killer. The chase is more like the actual ability and in all honesty while it'll look cool, it's almost a crossover of Hillbilly's chainsaw and Demogorgon's Lunge.

    Group Hunting is a slightly stronger version of Discordance and a weaker version of Infectious Fright. Neither one of which I see in game often if at all, I feel like that's a good signifier for how Group Hunting will work out.

    Prey Cannot Hide is interesting but ultimately not helpful, most survivors that know the game well, know that lockers aren't very helpful outside of locker jukes and Inner Strength. The former being during chases and the latter isn't used much. It's a bit specific in my opinion but maybe not. I also don't think an auditory que is necessary.

    Leer is essentially just Infectious Fright. No offense.

    I like the concept of Electrical Taser but having to take 5 hits for other survivors is a lot more than you think, it's the equivalent to being hooked twice and then injured, so maybe drop it down to 3 Tokens.

    Habitat Knowledge is either too strong or overwhelmingly weak. MacMillan Estate, Autohaven Wreckers, Coldwind Farm, especially Backwater Swamp, and Red Forest all have trees out the wazoo. Meanwhile as Walker of the Fog said. Gideon Meat Plant, Lery's Memorial Institute, and Hawkin's Laboratory all lack trees.

    Personally I don't see too much of an issue with Grant's Advice but I feel like you have to tone down the percent, speed increases are a lot faster than you might think. Try 4/5/6% instead.

    I think overall, to sum it up, you should think of an alternative to his abilities. M1 is his basic lunge so consider dropping Screech/Growl and try to look at Hillbilly and Demogorgon and see how you can potentially make a different ability out of Charge. Velociraptor's perks as a whole need to be replaced to create more unique perks. If you can change how Habitat Knowledge works so that it works on every map you could have something interesting.

    My advice? Look at Velociraptor and Alan Grant, like really look them over and think, what are these guys true redeeming qualities and how can I twist those into Dead By Daylight.

    I'd suggest for Alan's redeeming qualities: Hardened Archeologist, Quick Thinking, and Knowledge Base

    For Velociraptor: Instinctual Predator, Pack Mentality, and Speed Demon.

  • @CL4P_TRAP_ER said:

    I'm curious what the killer's terror radius and speed are.

    Heat Vision is a not bad ability. However, this ability with Insidious would be extremely broken. You could camp a hooked survivor watch another walk in front of you expose them then insta down them. I'd make the expose part one of you add-ons. Too strong to have base kit. Without the expose part, it'd still be strong with Insidious.

    Cannibal is the same as bloodhound. You can see blood highlighted as long as you can see them. Plus blood trails only last for 3 seconds. And the fact that you would be able to see blood trails through wall is too strong.

    Mountain Walker is too strong. Range is too far, the time it goes off is too soon. Plus you wouldn't know which gen it is.

    The Spirit of the Wendigo is also too strong. You could just use Surveillance which increase the hearing RANGE. The only time survivor would all be together would be fixing a gen which is loud enough. I'd adjust this so it's the range gets further not the sound getting louder. But still too strong.

    The add-ons that increase lunge range are way too strong. The reason DBD made all killer lunge ranges the same was because having a longer lunge meant killers had the advantage way too often. Myer's has a long lunge in his Evil Within III because you had to work for it by getting through the other two tiers.

    All the other add-ons are pretty good.

    Hannah's Diary is too weak thou. Hannah's Glasses should be the one that gives the expose status effect instead of having it base kit.

    Careful and Cautious is Lightweight and Technician put together. You can just use Lightweight instead and the quieter noise is strong but not overpowered. If the perk was 50%/60%/75% less noise then this would be a good perk.

    Get a Move on is the most op of them all. Sorry but it is. Not the throw pallets faster part, the speed burst part. I'm assuming by haste you mean Hope's haste where it's only 5% more speed. Even then that's extremely strong. If it's sprint burst's speed then it's the most OP perk in the game.

    Devs actually won't let Free Form Climbing to be a perk. The devs keep the vault distance the way it is because of fast vaults and slow vaults. With fast vaults, the killer can't hit the survivor afterwards. With slow vaults, they can for a brief moment. The devs made it this way to be more fair to killers.

    I actually really love the idea of Mental breakdown. I like the idea of giving yourself benefits for other survivors dying. I'd change the first and third token effects because the first is the same as Solidarity and the third is too strong.

    Motivated is actually the opposite of Thanatophobia so I'm okay with it. Thanatophobia would be an easy counter to it but still a decent perk.

    Take this seriously is also a really good idea but the %'s are too low. Adjust them to something near 10% to 25%. P.S adjust the ranges to 20/26/32. The devs/players like when the numbers add up to 32. It's weird I know.

    Overall you have some really good ideas here. I'm sorry I had to be harsh about some of the perks but some of them are a bit too strong. Just keep working on some of the perks and rework your killer ability a bit and you will have a really good chapter on your hands. Side note: I still really love Mental Breakdown and Take This Seriously so keep these perks around.

    Alright, I'll update that probably later tonight and see what I can come up with.

  • @AnxiousRecord77 said:

    I like them but Mike would probably be the survivor for no other reason then we actually know his last name.

    but...we do know Chris' last name...it's Hartley. If you search Chris Until Dawn the first line in the Until Dawn Wiki is "Christopher "Chris" Hartley..."

  • @Atrushan88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/847844#Comment_847844

    If I'm reading this right, any survivor in their line of sight is exposed, so I don't know if they'll need any help in a chase, as one hit will end it quickly enough.

    It's slightly more complex than that. If the Wendigo is standing still and sees a survivor for 4 continuous seconds, revealing them for say 5 seconds at 25 meters away, once the survivor breaks line of sight, Exposed begins counting down. At this point if the Wendigo sees them but is not standing still Exposed continues to count down. At this point you have to make the choice to continue pursuit or stand still to get it back up.

    It's the best option to me that makes a half-descent and unique killer concept. As for the ending it quickly the decision to keep up or let Exposed drop helps survivors get away in some aspects. I'm open to any suggestions you might have to make this work better. I chose 5 meters based on how much stuff a survivor can hide behind in order to cause it to begin dropping. I figure some people might choose to stand still and watch a survivor long enough to get Exposed up enough but some survivors might get a move on once they see they've become Exposed.

  • @Atrushan88 said:

    I don't think Chris should be a survivor, instead it should be Mike if anyone. Sam and Mike are the only two who are technically the main characters, as I don't think you can actually kill them until the end. That said, I think it would be super cool if the Entity took Hannah from AFTER she became a Wendigo and Beth from BEFORE Hannah ate her. Mike's also way more like an actual survivor than Chris.

    I get it, when I was originally making up the survivors I was initially going to do Mike and someone. After watching it I realized I'd forgotten Chris, and I used him because he's my favorite, and had to decide between Mike and Sam. Ultimately I settled on Sam. I don't really see how anyone but Josh is the main character imo, but if we go by screen time I'd have to say Mike and then Chris/Ashley. I tried to base these perks off of them in the game (as best I could) and Mike and Chris just had a lot of similar traits, and wanting Chris, I decided to edge out Mike. The first write up had Motivated as one of Mike's perks.

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