CLB198
CLB198
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@icemancat said:
Creations are things that are submitted that showcase various things made by players of the game such as artwork, chapter concepts, etc.
Feedback and Suggestions are things that are generally already in the game that people suggest to change such as suggesting to make changes to a perk or killer. Feedback and Suggestions can include different ideas to add certain things into the game, but those things are generally meant to be game mechanics and not a new character.
Hopefully this helps.
Thank you
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Trapper can carry 2 traps at a time (up from 1)
15 inactive traps spawn on the map (up from 5)
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@CheesyGuy said:
Well they did already something similar like that. After the new patch you can only carry no matter what 1 iridescent head. No other add-ons will increase it is number so you will only have one shot for instadown.
With that version you instantly down 1 survivor.
With the base kit you throw 5 hatchets and down 2.5 survivors.
With this version you throw 1 hatchet that will instadown 1 survivor and then throw 4 more to down 2 more survivors.
If the survivors are damaged it would equate to 1:5:5.
With current iridescent head you would do the job of 2 or 1 hatchets which is less than base hatchets.
With this version it will usually do the damage of 6 to 5 hatchet which is greater than base.
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After a complete rework of the token spending system I am here to say that this is finally complete.
I'm still open to suggestions and criticism though.
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@Guardian said:
Not liking the idea of instantly breaking and vaulting stuff which just removes means to escape.
If survivor is injured and they drop a pallet or vault a window and you can just instantly break it then theres a problem here.
other than that interesting.π
Changed the way that the token spending trades are balanced*
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@Critical_Fish said:
https://forum.deadbydaylight.com/en/discussion/237645/no-mither-rework
This is... insanely good.
Not only do I really like the current No Mither for how stupid it is, but this would be unbearably annoying to play against.
Maybe if it doesn't go down in chase?
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Most games I play in have at least 1 red rank maybe 2 and I was still in green ranks.
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@RiskyKara said:
We don't have access to the new models rig yet do we? It's not in the game files for us to pull
Could we see if we could position our current models to see if they could get that position without altering the models?
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@Predated said:
Let me give you a full list of places where OoO is useful against, or at the very least easily confirms it's usage:
Perks:
I'm All Ears
BBQ
Nurses(massive one)
Bloodwarden(before the killer can hook someone)
Deerstalker(I mean, not THAT useful, but still a perk confirmation)
Retribution(massive one too)
Undying
Lightborn
Territorial Imperative
Addons:
All Seeing Blood
Scratched Mirror
Vanity Mirror(which is already kinda bad as you still have a Red Light AND decreased movementspeed, imagine now having practically permanent aura readings against a stealth build, sure, OoO already does that, but at least current OoO is rare, the new OoO would be a meta perk)
Glass fragment addons
Amanda's Letter
Amanda's Secret
Renjiro's Bloody Glove
Hellshire Iron
Tattoo's Middle Finger
Leprose Lichen(which is very niche, sure, but it would be utterly useless once new OoO is meta)
Glowing Concoction
Restraint addons
Hag's Willow addons
Essentially, there is going to be no reason not to run it. They better make it so that the perk doesnt light up whenever your aura is being shown, which I would assume would be the case. It already heavily impacts niche builds that are only effective because you dont know you are being watched. Even Distortion has limited uses and you dont necessarily know WHY Distortion is being triggered, let alone showing you where the killer is.
It basically means that, as a killer, if you want to use Aura based builds, you're going to need Third Seal.
wouldn't scratched mirror not count because it makes the shape stay undetectible?
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@apathyinc said:
This is important, this means something.
either a restaurant brand of "Clothes 8"
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phantasm/illusion based killer: create fake clones in chase like OoT Phantom Gannon
or
resource management killer
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its the last survivor they're going to die anyways and it will get them out of the game faster than waiting 60 seconds so you don't get DS
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why was I moved?
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Devour hope
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nurse when i just want to do her daily
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what about hemorrhage?
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Even if you down them immediately after the stun that's still a minute of progress
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Surveillance/oppression is here now
Tinker/bitter Murmur is another combo
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I'd be fine with them working like demo's perk
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The only way I found to stop the "aggressive DS" is to eat it and move on in the game.
So DS gets counted by what it's supposed to prevent
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The math has ~5,850,000bp to get all perks on one killer
~128,700,000 bp to get all perks on all killers
~211,200,000 bp to get all perks on all killers with max prestige
Assuming 50,000 bp a game and games taking 15 min that would be 1 day, 5 hours and 15 min to get all the perks on one killer
26 days, 19 hours, and 30 min for all killers
44 days for all killers prestige 3
I have to be doing something wrong there must be a better way
Any suggestions
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I believe he just needs true invisibility because he can be noticed by his distinct breathing.
And windstorm basekit
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Vigo
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I believe that anything a survivor does to the generator the entity will fix it for an amount.
If a survivor happens to have real experience in mechanical repairs then it will be shown in one of their Perks.
I get this from the engineers toolbox which was made by Vigo but was replaced by the entity
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The entity is Vigo and made the tapes to bring hope to the survivors
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Aim at a location and throw when they cross it
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1863643#Comment_1863643
How can they do 6 Gens in 2 minutes? It takes 80 seconds to do a Gen, if all 3 split up then only 3 gens get done in that time, there isn't time to do 6 in 2 minutes, also we need to count with travel time.
Sorry thought with skill checks survivors could get a gen done in 60
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On a side note this will be most useful on Wraith, nurse, hag, Freddy, spirit, and deathslinger.
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In the time of 2 minutes 3 unoccupied survivors can get 6 generators completed, but since they only need to get 5 done they will have a good amount of time to open the gates and leave
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2 min is 6 gens with 3 survivors and one in chase
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@TragicSolitude said:
The kind of body blocking that gets a player banned is when it holds another player hostage for an extended period of time.
If one survivor body blocks another survivor in a corner and refuses to move, that can be considered griefing and is reportable.
If the killer body blocks a survivor for an entire match so that the person isn't able to play, that can be considered griefing and is reportable.
If the killer body blocks all remaining survivors in an area and refuses to move so that the survivors have no option but to disconnect in order to end the match, that will almost certainly get the killer banned if it's reported.
If the killer body blocks a survivor or multiple survivors while the EGC is active, that is not reportable because the EGC has a built-in timer that will end the match by killing any survivors remaining on the map.
If there's other survivors doing gens does that negate paragraph 3?
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@Klakky said:
As killer u can block someone as long as there is at least 1 survivor that can finish gen and open door so u cant infinitely keep em blocked, but as survivor u aren't allowed to block another survivor
I've also heard that any long-term blocking is ban worthy
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I thought this was going to be about the traps spawning in map geometry
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/1863474#Comment_1863474
My answer to that would be, is it fair to infinity loop a good killer because the loop contains a fat shame? Does the skill level of the killer influence their hitbox size and does the skill level of the survivor allow them to squeeze through?
FYI, this loop exists on swamp maps for over a year.
There was one of these on autohaven the the survivor could clip through a wall.
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My idea of this is
Prep mode
Trapper holds all of his traps and sets them instantaneously
Move speed increased by 45%
Is completely invisible
Can't see survivors
When out of sight Press secondary ability button to exit this mode for the rest of the game
All remaining traps over cap are randomised around the map
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Through speed bottle in an open area then negate it with a slow bottle when a survivor gets close
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Also you can remove ones effects and gas with the other
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@Slashstreetboy said:
Ghostface, insane early game ambush potential but next to no chase- and snowballing capabilities.
Don't players use his unhindered undetectable to hide his red stain in chase
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Both now work as totem distraction Perks.
Undying gives you 1 free totem cleanse that won't affect the build in any way.
Haunted ground gives you a 2/3 chance to have it not effect your build and give you 60 seconds of instadown.
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Raging Bull is the mid range combat side of the power requiring the survivor to put distance between themselves and the killer
Red Flag is the mind game counterpart to this giving the illusion of a raging bull use
The problem I have with this setup is that Red flag has little positive impact if used. I believe it should punish survivors who run away to doge the bull thus bring them closer.
Boar Tusk doesn't have a downside with Red Flag in its current iteration
Iridescent Flag is a good trade off of power for removed downsides. The upside should be base kit for Red flag only imo.
Limber - I do not understand why this shouldn't stack
First Rodeo - I love the mind games this perk would bring
Hex: Setback - I like the idea of a perk based around baiting a survivor into abusing a material so it will be removed
Altogether a well built killer focusing on mind games
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@Critical_Fish said:
Stage Directions is incredibly vague. How fast does the specter move, can the Survivors see the specter, how far does it lunge, is there a cooldown, how many specters can exist at once?
Dressing Room is much better, though. It's simple, concise, and seems to be pretty good. I like this one.
I did go through the add-ons at first, but I accidentally clicked a button on my mouse that sent me back to a previous page, deleting everything I wrote. I can't be bothered to rewrite everything.
Now onto the perks. Oh lord...
Stage Hands is overpowered as hell. It removes 4 defenses the Survivors have every time a generator is completed. The way it's worded makes it sound like the pallets dropped by the perk can be destroyed instantly by the same perk, for free. Imagine you're chasing a Survivor and they go to shack. They don't plan on dropping the pallet because they're at 5 gens, if this Survivor goes down it's no biggie 2 gens are about to pop. Then the gen pops and Stage Hands activates, dropping the pallet infront of the Survivor blocking their path when they had no way to prepare for it. Then the second they get hit the pallet breaks. Imagine how bullshit that would feel for that Survivor. Even if the second effect cannot effect pallets dropped by the first, this is such a stupid perk.
Hex: Stage Lights is, yes, a hex perk. I'm aware how they work. That doesn't mean a Hex perk should be made to invalidate skill of all players in the game it's used in. Removing the red stain is stupid overpowered, and also makes most Killer skills completely pointless to know because they involve manipulating the red stain and making the Survivor think they're going a way that they're not. Survivors also have their skill entirely invalidated by being able to read these mind games, now that mind games are useless.
Surprise Encounters is the most annoying perk concept I have ever seen, and I played this game before the Hex: Ruin rework where it worked perfectly with Pop Goes The Weasel. Just getting free grabs when a Survivor is probably over 10 meters away from you, 20 if they have Lithe? What the hell? The secondary effect is useless unless the Killer is camping, in which case it's overpowered as all hell. Bad perk all around imo.
Pyrotechnics does nothing. This is a worthless perk, it's just made to annoy the Killer.
Explosive Results seems fine, but what kind of stun do you mean? All stuns or just ones with the fire cracker?
I don't think I need to explain why Light Show is ######### busted. It's Deliverance but the timing of you unhooking yourself doesn't matter, and it doesn't require you to do something to activate it. This is a scummy perk and it makes an already very good perk look like Sole Survivor.
The power, if fleshed out more, is great, but if you can't tell I really don't think the perks have the same amount of quality.
Edit: Thinking it over, if a Survivor doesn't drop a single pallet the entire game, Stage Hands (on some maps) might just destroy every pallet on the map. That's not okay.
Stage Directions has been clarified with added text to set limits to the power.
Stage Hands has been reworked to only effect dropped pallets and breakable walls and has lost the ability to drop pallets.
Hex: Stage Lights has been completely reworked to be somewhat of a gateway defending the other totems.
Surprise Encounters has been reworked to only effect canceled actions like getting off a generator before its completed and will only work if the survivor is hit.
Pyrotechnics now will alert everyone to the killers location.
The power and concept of Light Show has been completely replaced to be an between a better pallet stun with added effects with a cooldown
Thank you for your feedback
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Any suggestions?
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I see this ether as a anti stealth killer perk or a distraction perk like pebble
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Wards
Can be charged up for 60 seconds to prevent the spirit from using her power within 30 meters
Decrease in a 2 to 1 ratio
Time maxed at a shared 120 seconds between all boxes
Inspiration taken from the spirit being revealed when Adam lights his lighter in the trailer
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Explosive getaway
Press the active ability button to blow up a gen
If the killer is within 3 meters it will be stunned for 3 seconds
Causes the incapacitated status effect for 40/35/30 seconds
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The follow-up question is "Does anyone have fun playing AS Legion?"
Mr run and stab is fun but Mr miss and migraine is just one click away
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I originally thought you meant old ruin
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Shadow born because its use will hurt future killer play
No mither because it is just a trap for survivors in its current state
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@HR_Helios said:
https://forum.deadbydaylight.com/en/discussion/comment/1834363#Comment_1834363
That would be fine if she couldn't hit cross maps. And have pretty much infinite range
Replaced basic attack quality with speed increase*
The purpose of this add on is to reward huntresses that excel at their power by increasing the power greatly but removing the need for the supports of their ability.
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@HR_Helios said:
https://forum.deadbydaylight.com/en/discussion/215259/new-huntress-add-on
Yeahhhh I'd rather not have haunted on huntress hatchets thank you iri head is bad enough
Removed infinite hatchets*
I view it as deathslinger without a range penalty and a charge up period