Bluebird
Bluebird
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- Bluebird
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2289560#Comment_2289560
I was just joking with "buy new gear", because it seems like that's what BHVR's approach is currently.
Ahh, I see.
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Map: Either Dead Dawg Saloon or Coldwind Farms (or at least delete the reworked version)
Chapter: Shattered Bloodline [The Spirit and Adam Francis]
Perk: Killer = Franklin's Demise / Survivor = Dead Hard
Game Mechanic: Hatch
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@fogdonkey said:
Buy new gear
It's not simply "Buy new gear", it's BHVR making DBD's code the equivalent of spaghetti due to them not thinking DBD was going to be successful (they admitted it at one point, don't have a source though) and not wanting to/being able to fix it. They need to pull a Hide or Die, shut the game down for 2/3 months, rework the entire game and fix the code, then re-release it (as the same game of course). Either that or pull and Overwatch 2 and make a new 'version' of the game where all your stuff transfers over, but it's reworked from the ground up with better graphics and code.
*I say this in the sense of *if they want to fix the code*, not *I want them to do this*.
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@CheeseAnton said:
With all the chaos that has been this chapter, why not settle down and ask a fun question. To my limited knowledge this hasn't been done on the forum, and even if it has it's been long gone drowned by other forums so why not ask it again if it already has.
I'll start first, considering there's a big time gap between Silent Hill 3 and Cheryl being taken by the fog, we could potentially see tome lore for her filling in some gaps. While we get her tome, a Portable Radio would be an excellent charm I would love to see.
https://us.v-cdn.net/6030815/uploads/DYQWKC4WXBGV/image.png
(the portable radio as seen in Silent Hill 3)
Obviously it wouldn't work, but neither does Cheryl's Portable Flashlight on her vest so we can just say it's broken.
Also, considering how Ace's tome lore revolved around Ace's Lucky Alligator's tooth, it was an extremely missed opportunity to not have an Alligator Tooth Charm
What are some charms you'd like to see?
I would absolutely rock a broken radio charm on Cheryl, it'd be a permanent item on her, like the Seal of Metatron.
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2288888#Comment_2288888
2K is not gives pip, blame devs
This right here is why Killers aren't satisfied with a 2k. 0k should be no pip, 1k a safety, 2k a single pip, 3/4k a double. Then I'd be much more satisfied with getting 2k's in a match.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/2288985#Comment_2288985
That's very nice of you but you don't have to go that far, I mean I'd be pretty happy with you if you left my ruin alone as killer, less so if you were my teammate 😅
It depends on how I see the situation.
Devour? I hunt that [REDACTED] down immediately.
Ruin / Undying? I'll cleanse one, leave the other one up until I feel the Killer's got their worth (or if my team's being constantly rushed off gens).
Huntress' Lullaby? I'll cleanse it if my team's blowing up gens left and right.
Crowd Control? Leave it up permanently, not a hindrance if you know how to chain loops. (It's a freebie for my Soul Guard)
Retribution? Punishes for cleansing anyway, just leave it up.
NOED? If I see it I'll cleanse it, but if NOED's in play, I bail as soon as possible.
Third Seal? Cleanse that immediately. I have to see my Blood Pact partner (and hooked people).
Blood Favour? Just don't get hit and the Killer never gets to use it.
Haunted Ground? I NEVER cleanse unless I know another Hex Perk is in play, even then I bite my tongue if I see more than 2.
All of this is nullified if the Killer's Pyramid Head though, as long as they're nice to me.
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2288969#Comment_2288969
Killers are tunnelling and camping for reason.
On high ranks generators are so fast and if you are not playing with top killer, you can lose 3 gens so early with 1 or 2 hooks. If survivors gives sweaty games to killers, killers have to do that.
Oh, don't get me wrong, I play Killer and Survivor (Survivor more than Killer, but I play both nonetheless). Regression/Slowdown perks are completely mandatory so I get WHY they're tunneling/camping, doesn't make it fun for Survivors. I typically, if I see Ruin, leave it up until either 2 gens were completed, or after at least 2/3 hooks have been made (depends on the speed of the hooks) because I know how painful it is to have your strongest perk negated at the start of the match.
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I typically accept most buffs to Killers due to how stressful matches are, but I've been playing Survivor every day since the update and yeah, I've faced so many tunnelers/campers that it's getting to the point where it's unfun. I willingly suicide on hook the moment I see someone tunnel/camp. Don't know what this update did to trigger it in Killers, but it's rough.
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@Jacoby2041 said:
I think mutation should gradually increase over time for each infected person; more infected = faster rate. Also infected people should be more noticeable by zombies. I wouldn't mind an extra antidote or two to compensate for these things, but at the same time it should take longer to open the box and use the antidote. Currently it's 4 seconds to open the box and 3 seconds to cure, that just seems way too short
For the extra antidote bit, I thought of an idea that could actually help that.
The Trial starts with 3 (2 with the Broken Recovery Coin) Umbrella Crates. Every 3 (adjustable) minutes, a helicopter (not visible) will fly over the Trial and drop an Umbrella Crate somewhere on the map, so there's a maximum of 6 (5 with Broken Recovery Coin) T-Virus Cures possible in a single Trial. How it'd work on some maps like The Game or Lery's, I'm not TOO sure, but possibly put holes in the roof where crates can drop from, so they have a place they can get through. Or just have it fall through the ceiling like the Sacrifice animation does.
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@Mazoobi said:
To some degree... Idk if it's just me, but his lunge just seemed so much longer now after his speed boost which I have not been a fan of. I've never been a wraith fan either (as and against).
I just wish there was more detection (without perks) toward him now since he can get from point A to point B in a matter of seconds while stealth. As of rn, I think he's the best stealth killer imo since he can stealth + traverse so well.
The traversal is something I 100% agree with, and it's the same issue I have with Spirit (besides the whole no counterplay bit), and it's invisible speed. He moves so fast when invisible that he makes any distance you gain useless, and as you said the lunge is just so insane on him.
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They'll get what they [BAD WORD] deserve. =)
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I know a simple fix that would take very little time to implement for BHVR: Killer Powers can't be bound to scroll wheel.
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@Luciferr_2nd said:
https://forum.deadbydaylight.com/en/discussion/comment/2275804#Comment_2275804
I was told that the devs did it because the head pieces were too similar to the default.
But they should of made the pieces half price rather than a set like what they did with ghostface.
That's exactly why they linked the outfit. Re-read the last sentence of my post. :)
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@D3spair said:
A great change imo would be getting rid of the speed boost the healthy and then getting infected. Another great change for Nemesis is that when he hits tier 3, when hitting a healthy survivor with the power, it go straight to being injured, not just infect again.
I actually like this idea, and makes getting to Tier 3 faster a priority, but at the same time there's a good chance that if you're at Tier 3, then all 4 Survivors will be infected with no vaccines left.
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I know you're talking about Leon and Jill's, but I will say that for the most part, when Licensed Outfits are sets, that's usually the License Holders' decision, not necessarily BHVR's (I mean why can't Cheryl's 'Fresh Start' sets be unlinked?), however since you're talking about Jill and Leon's, which were never meant to be linked, I completely agree. It was a terrible idea for them to link it solely to grab more cash.
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Honestly they need to rework his entire kit and implement some sort of mobility. Nerf the zombies or even his tentacle, but give him his dash. Put it on a 60 second cooldown with a 2.5 second wind-up time like Doctor's Static Blast.
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@P3ToxicLaurie said:
https://forum.deadbydaylight.com/en/discussion/comment/2275682#Comment_2275682
Yea total facts. She will look great with those adjustments. Right now shes giving me shrek vibes with the shoes for some reason I dont like it help
Honestly the way I came up with these adjustments is the extended RE Chapter Trailer, in the trailer her eyes are smaller and softer, and her eyes aren't as intense.
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@P3ToxicLaurie said:
her shoes are way too big, fix them eyes too. why make a legendary skin if u cant even make models right???
Honestly in regards to her face, she needs less angled eyebrows and toned down blue-ness in her eyes. After that she should be fine (as well as her shoes being smaller).
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If you watch the Auras, if you see a zombie chasing a survivor then stop (and they stop at a locker) it's pretty safe to assume someone's in there. Caught someone like that on my first Nemesis match.
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@PureHostility said:
https://forum.deadbydaylight.com/en/discussion/257145/hex-haunted-ground-should-make-you-cursed
Well, totem isn't "alive" anymore and curse in dbd technically works when an "alive" totem causes a debuff.
Same happens with retribution and when it is cleansed. Not sure about dull oblivious thing.
But I understand your pain.
I didn't know that Retribution had the same issue, so I will add Retribution to the list of things that should Curse you.
Side note: I did read on the wiki (just now) that Cursed IS only applied when an Active Hex Perk affects you, so unless they change that part, Haunted Ground won't allow me to get myself back up anytime soon. :(
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@Adeloo said:
Well i do think Soul Guard only activate if a Hex totem is still active. So it makes sense that once Haunted Grounds is cleansed it is considered unactive. ^^ but i see what you mean i basiclly have a similar opinion about Rancor not working when end game collapse begin instead of 5 gens being done.
I had that Rancor bit happen to me before, EGC started because I closed the Hatch on the last Survivor, then when I hit them I just kind of stood in place, not realizing they weren't downed. Then ended up losing them because they had a key. >.>
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Jokes aside, this was honestly a very good and subtle way to explain to players why Hillbilly players were getting matched with new people.
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Honestly, people that DC are people that can't handle being beat. There's times where I've DC'd, sure, but only rare occasions, such as Survivors last-minute changing characters, when I get a map that's TERRIBLE for Pyramid Head (I'm looking at you Coldwind), or if I have legitimate other matters IRL to take care of.
As Survivor I only DC for IRL matters.
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@Shymare_11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2263963#Comment_2263963
That makes sense, using your power will also not lose tokens though, so that should be accounted for; unless you’re like Nurse or Spirit which power hits count as basic attacks.
*Laughs in Perma-Fast Pyramid Head with Punishment of the Damned*
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@Shymare_11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2260814#Comment_2260814
I not sure if I’ve seen a chase than has been less than 20 seconds unless it was a spirit or nurse. Even then, the chase time collected is cumulative and only reset when tokens are lost.
Ahh, if it's cumulative then that makes more sense. Also, by the 'less than 20 seconds' I meant if you can't hit a Survivor at least once before you get a token then it might be best to break chase.
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@BenZ0 said:
It should be more of a baseline ability imo. Maybe with control button you can enter slowly with a 3sec animation into a "sprinting stance" like oni dash but with a longer charge time so you cant use it in chase or loops. You start then sprinting at a very high speed and less control over it, you dont bump into things. With space bar you can initiate a jump action to jump over objects and into walls just like he can do in RE3. It has a long cooldown after you land so you cant use it to catch up and immidatly hit but still to "catch up" if the survivor is far away. The distance should be rougly 20 meters for the jump and you jump high enough to pass jungle gym walls.
To balance that out take out the zombies because they are anyway way too RNG heavy and frustrating sometimes for survivors.
In RE:Resistance he does a deafening roar for 2.5 seconds before he actually sprints, so before he charges he could do a 2.5 second animation and a map-wide scream, revealing anyone within 16 (up to 32 with addons) meters because they scream. He can't vault, but he can break pallets mid charge, but after one swing, if he misses the cooldown is double the time of a missed attack, and if he hits he does another 2.5 second roar. The ability could have a cooldown of whatever Doctor's Static Blast is (60 seconds?)
*Forgot to mention that his sprint could be faster than Legion's, probably 150% considering Legion can vault windows/pallets while Nemesis can't
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No offense to OP, but if you're in a chase for 20 seconds, unless there's 1/2 Survivors left, you're over-committing. At least that's my opinion on it.
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@CoalTower said:
I completely agree. By releasing RE this early into the game they might have literally killed it.
"this early into the game"? I'm interested in what you mean by this, considering DBD's been out for 5 years.
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@C3Tooth said:
I believe old models have their emotion by default. No animation input.
While the new models are neutral in image, and they still have similar emotion in vids.
Mean theyre putting more facial animations, which I hope so.
Ace's base model has the smirk burned into it, but almost every other Survivor has the same (kind of) basic look shown in all the model 'reveals'. Ace's was different because he always smirks, so why make his base model (initially) have a basic look?
You can tell this because extracting the model from the files without any skeleton attached shows Ace with his signature smirk.
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@adam1233467 said:
https://forum.deadbydaylight.com/en/discussion/comment/2257347#Comment_2257347
I know this, would be really cool if the actors let this happen,
It's not the actors' decision. Quentin's actor has openly stated he'd be more than happy to let BHVR use his face for Quentin, it's solely the License Holder's decision on whether or not BHVR can use the actors' likeness.
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@AVoiceOfReason said:
If you don't want to lose your position, don't make fun of a disability that afflicts another, in a mocking way.
He had no intention on making fun of disabled people. Furthermore, they shouldn't have banned him outright for that, they should have discussed it with him first and state that that won't be tolerated.
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@Grandpa_Crack_Pipe said:
Are you all done yet?
No. Not until a proper public announcement comes out.
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@FrenziedRoach said:
I'm not going to get upset about it just yet. If I see other fog whisperers go, I'll consider it cleaning house and move on.
If we just lose the 1, however, I'm going to have some serious questions
Exactly my thought process. If it's just Tru3, then it's definitely because of some hardcore favouritism. As I said in the post, there's FW's that are worse than Tru3 when it comes to toxicity.
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@BingBongMan said:
This whole situation is so dumb, if BHVR didn't go full damage control over something so small ( and inconsequential ) we'd all be going about our business right now.
Exactly. If they made a public statement about it instead of initially keeping everyone in the dark, and had better reasoning, or better yet talked to Tru3 beforehand to get him to stop, nobody would care. It's the fact that it's so out of the blue, and the only reasoning is because of a change in voice for maybe 2 seconds.
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Felix (Leon when released) and Cheryl for Survivor
Pyramid Head and Susie (Legion) for Killer
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@Sephiroth95 said:
Why not ?
You know, I was going to make a solid explanation why HUNK wouldn't fit in DBD, but the more I thought about it, him not fitting in DBD is the same as Leon/Jill not fitting into DBD, yet they're coming. I say screw it, bring HUNK into DBD and get Keith to voice him again. If it isn't Keith we riot.
(For information, Keith Silverstein has been HUNK's voice actor since his introduction in RE2, he's the only person to voice HUNK (in English, JP got a different actor).
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@Gloxsina said:
I have literally had games where 4 Gen's get done in the first 2 minutes of the game, so yes even if your a god tier killer if the survivors are even a bit experienced with the game they will gen rush you that's just how the game is it's not a player thing it's just an issue with the mechanics of the game no use crying over spilt milk.
unless your playing a killer that has great map pressure spirit, nurse, billy, triangle face, ext then your going to want to run meta perks that can slow the game down or else most of the time Gen's are going to fly before the first survivor is dead, but again this is not taking into count the situational circumstances that appear in each match whether it be a Survivor who is being stupid and trying to taunt the killer only to end up getting snuffed or a killer who makes a poor choice in deciding not to kick a gen that is 99 in favor of trying to finish off a survivor.
"Do you need to run meta perks to win matches in dbd" yes and no this argument is almost as old as the game and people don't seem to understand that it's not a black-and-white situation it's mostly Gray the circumstances of every match decide whether this is true or not. Yes in the fact that most games you will get gen rushed if your not running perks that can slow the game down but the same can be said if the killer isn't applying the basic fundamentals of situational awareness and map pressure on the survivors which in turn can lead to them being gen rushed. No in the the fact that many killers out there don't run gen slowing perks or Survivor stalling perks and still win matches, but can you say the same to a high rank sfw team that are on coms, communicate well as a team and are running a full set team of BT and DS users? And if you think that this is just me stating a really rare occurrence then you obviously don't play this game that much because this is a far more common occurrence than you think.
In the end I truly don't have any answer for you but this is just my take on the matter and i hope you have a great day and have fun on dbd :)
P.S sorry if there are any grammatical mistakes I'm typing this out on mobile.
As a Pyramid Head Main, he doesn't have that much map pressure. He has chase pressure because his PotD and his trails, but I can't pressure a map for [REDACTED]
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@ShinobuSK said:
https://forum.deadbydaylight.com/en/discussion/comment/2229025#Comment_2229025
Are we talking Dark Souls roll here?
If that makes you know what a parkour roll is, then yes.
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A rework I thought of for the perk would be that instead of doing a dash and increasing the distance, change the animation to a parkour roll, and grant the Survivor invincibility until the roll's over. It'd require more skill because you'd need to time it, and it'd bring it back to the hit-dodging perk it was meant to be, instead of the "Press E to reset loop" perk it is.
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Dwight - Prove Thyself
Meg - Adrenaline
Claudette - Botany Knowledge
Jake - Iron Will
Nea - Balanced Landing
Laurie - Decisive Strike
Ace - Ace in the Hole
Bill - Borrowed Time
Feng - Lithe
David - Dead Hard
Quentin - Vigil (When combined with another Exhaustion Perk)
Tapp - Tied between Tenacity and Detective's Hunch, depends on usage
Kate - Dance With Me
Adam - Deliverance
Jeff - Breakdown
Jane - Head On
Ash - Flip Flop
Nancy - Inner Strength
Steve - Camaraderie
Yui - Lucky Break
Zarina - For The People
Cheryl <3 - Soul Guard
Felix - Built To Last
Élodie - Deception
Yun-Jin - Smash Hit
Jill - Tied between Counterforce and Blast Mine
Leon - Flashbang
Personal opinions, of course.
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@GrimReaperJr1232 said:
Watch PH's walking animation after a match. For whatever reason, he switches poses, progressively leaning further back and then forward again.
I sat and watched it for a good bit, as far as I saw, he never changes. Maybe it's different for some people.