CrimsonMothKing
CrimsonMothKing
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- CrimsonMothKing
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Comments
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3151163#Comment_3151163
Add in Guardian and go up to 117% speed so even normal speed killers will have a fine time. Might be the time for Boon: Dark Theory to finally shine to boost that escape velocity up to 119% and give normal killers that crazy 1% advantage :>
Normal Killers are 115%, the survivors would outrun the killers.
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I always wanted Tier 3 to be more appealing. With the Wesker's power coming with the ability to insta pick up survivors, I could see Nemesis in tier 3 being able to do that too.
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@ThePrizz said:
https://forum.deadbydaylight.com/en/discussion/comment/3148538#Comment_3148538
Setting a timer and opening the gates after the timer expires would be a pretty fun game mode, sort of like a hide and seek experience. Or maybe certain maps should make survivors pick up parts that are scattered randomly on the map and piece up a puzzle
I was also thinking about giving the survivors another way to escape the trial, an alternative way, like using shovels to dig a hole that acts like a hatch, but make it take a long time to dig.
Exactly. No one would have to just hold M1 an entire match, they would need to move, loot, hide and hunt for pieces in order to escape. Just something more interactive than what we have now.
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I always liked the gameplay of Friday the 13th. Having this large map, where survivors can use multiple ways to escape and the killer must stop them however they can.
Now, I know this will never be the case for DBD, but it would be really cool if there were other ways to escape rather than just using the Gens. Like imagine if on Dead Dawg Saloon, the survivors needed to build like a carriage or something to escape the killer. Or on Lampkin Lane, they need to repair vehicles.
Despite being huge and sparse with locker placements, Mother's Dwelling in the Red Forest is my favourite setting for playing the Dredge. Bring about nightfall and hunt in the massive woodland.
If DBD had like a basic woodland horror map where the survivors just needed to survivor together and find a means to escape outside of gens I would be in bliss.
Even if it was just a survive the timer mode, it would be a huge refresher for the game and bring back that Hide and Seek style gameplay that DBD used to have. They could of course do gens/other tasks to speed up the clock, but it would be cool and it would mean that the last survivor wouldn't be locked into, find the hatch or die.
It would also fit more with the actual horror genre, as in most horror films and games, people aren't getting a masters degree to leave some scrap yard, they are biding their time and trying to hide and survive.
I like your ideas and this is just my 2 cents on the topic.
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If we got Birkin, BEhaviour would have to actually make a RE Character that can mutate, which they don't want to do seemingly.
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Biggest woops moment, trying to body block nemesis from hitting Steve. I crouch to block him from outside FoV, he had his tentacle out. He whips. Tentacle hits Steve. Steve mori'd on spot.
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My main question, is why do we have a second Resident Evil antagonist and again no proper mutations. Like Nemi gets acne on his arm, and Wesker gets nothing. They said that infection was an iconic theme in Resident Evil and that's why they gave Wesker an infection mechanic, but do you know what is even more iconic in RE than infection? Mutations and Transformations of the enemies, yet we don't get that.
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I will buy the new chapter. I am just disappointed we again don't get a Resident Evil character who does mutate properly.
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@DredgeyEdgey said:
No but hopefully tomorrow (probably not)
I really want to play Wesker, he was my favourite 'human' enemy in RE. Nemi is still my overall favourite.
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I was hoping he would have some sort of mutation ability. They missed it with Nemesis and now wesker.
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@Gemma said:
https://forum.deadbydaylight.com/en/discussion/comment/3094102#Comment_3094102
Why is it a nerf? You sometimes see 3 survivors with BBQ, and sometimes you'll only see 1 or none. And if you can see 2 survivors reliably, you can pretty easily figure out where the 3rd might be.
https://forum.deadbydaylight.com/en/discussion/comment/3094079#Comment_3094079
?
Prove Thyself
Increases your Repair speed by +15 % for each other Survivor within 4 metres of your location, up to a maximum of +45 %.
This effect is also applied to all other Survivors within that range.
Oh i misread the BBQ change, I thought it still had the 40m requirement. Could be a decent change.
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I don't think any of these changes would do that much good. Like for example, what is that Nerf to BBQ? Or the lightborn change? none of these changes make sense.
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I think STBFL is in a decent position. It does what it's meant to do, help M1 killers.
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I agree. I also want killers to have the ability to see hooks, so that I know who I haven't got yet.
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I disagree, I only play killer and I can feel myself being stronger than solo survivors. When I play against SWF's I still feel like they are ever so slightly strong than me, however, I can punish them harder for their mistakes now. However, in no way was tunneling or camping nerfed. Base BT can help ish, but DS was nerfed too hard. If they reverted it to a 4 second stun it would be fine. As long as they don't bring Dead Hard back I don't mind what buffs they give survivors.
Not having to worry about a survivor extending a chase and erasing their mistakes feels good, but I do feel bad for those that don't have that kind of protection vs killers that camp or tunnel. Something needs to be done.
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I would love if there was another killer similar to the Dredge, but instead of bringing darkness, they bring a thick mist.
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@Risky_Biscuit said:
I've been thinking about Killers having a 5th perk slot. Personally I wouldn't mind a dedicated Hex Perk slot, that has its normal effects but is a permanent fixture for the match. As in it cannot be removed by survivors.
Of course, some hexes wouldn't be useful here, but having a slot that allowed permanent Hex Ruin or Blood Favour would be great.
Killers really should have an additional slot anyway, considering that the ratio of survivor perks to killer perks in a single match is 16-4. Hexes would be a perfect candidate for this theoretical 5th slot.
TBH after the recent slowdown perk changes, I feel like I want a 5th slot less. The new slowdown buffs are awfully strong and boring. And I can't imagine it being fun to play against.
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@Bwsted said:
5 slowdowns. Hell yeah! That's gonna be epic.
I specifically said that the 5th perk wouldn't be allowed to be a slowdown perk, but go off I guess.
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Pinhead has a perk called Deadlock where, once a gen has been completed, the gen with the most progress is blocked for 30 seconds.
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Vermillion Webcap would become my favourite addon for demo. I like it.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/330525/my-idea-for-lethal-pursuer
Interesting idea. So its not a perk anymore thats only useful to get a good start, but it also kicks in when you are doing bad and just can't find any survivor, while staying deactivated when you are doing well. Sounds actually pretty cool and interesting.
But I would disable it during the endgame, after the last gen is powered, as it activating during that time would be way too oppressive.
Yeah, that's the general idea for it.
Yeah I agree, it should be disabled at End-Game.
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/2993102#Comment_2993102
You can blind a hag it's just extremely precise and will just get you killed
Like with the Dredges old vault animation.
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Due to MMR I really don't like killing survivors. It almost always makes the next match completely unfun. I try my best to not kill survivors but it's hard sometimes to tell whether someone is on their last hook, especially if they are all playing the same survivor.
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I like this idea, it would be so cool.
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Yeah it is really dark, but it helps you see the locker auras better and it's to help add some difficulty to his anti-loop, by making it harder to track survivors.
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I mean, there is an addon for the Dredge which allows him to apply a pseudo Third seal and Sloppy Butcher on Survivors in Nightfall. And Auras already don't work on him due to his Undetectable status effect. And to be fair, blindness isn't that strong a debuff, especially against survivors that know what they are doing.
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That would be so cool, and because of how the Dredge's power works, it would reference the teleportation ability that spiders have in real life when you look away for 1 second.
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2987507#Comment_2987507
I was talking about dissolution, not septic.
Although, septic should just be map-wide imo. The range limit on that is just completely unnecessary.
Oh ok, then yeah a fixed range is good too.
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Dredge has some pretty insane anti-loop. His Remnant can be used to force survivors into corners and cut off some of the stronger loops in the game. It really makes looping the killer shack a breeze.
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To be fair, the Dredge cosmetic isn't part of a set, which I think is pretty damn cool. I love the weapon on it.
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@sizzlingmario4 said:
Just make it within a set distance of the killer and not tied to terror radius.
That could hurt stealth killers. Imagine a survivor trying to heal and then they see septic touch proc, now they know that the Ghostface or Myers is nearby.
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@nikodemo said:
i just want to say, i LOVE the new Nightfall! Its appearance is just right and very scary! Love the horror element that Dredge is returning to the game!
i still wish it caused Blindness, but i'll survive because the vibe it gives off is so good.
KUDOS BHVR! Love The Dredge!
If you want blindness, use the Tiling Blade addon, it causes blindness, haemorrhage and mangled while in NightFall.
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'Overwhelming darkness' is his power.
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The thing is, while Tombstone Piece is a incredibly strong addon, Myers is still a weak killer. He is far from the worst, and part of that is due to his addons. If there was another killer who could just straight up kill a survivor, then it would be a whole other issue.
However, due to how his stalking works, he can't just kill whoever he wants, or he may lose out on tier 3 for the rest of the game. The Myers player needs to actually think, and because of how long it takes to get to tier 3 with the addon, he can end up giving survivors so much time to do everything else.
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@ElleGreen said:
https://forum.deadbydaylight.com/en/discussion/comment/2976853#Comment_2976853
bestie we both know they just make stuff up
Ok friend :3
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@ElleGreen said:
https://forum.deadbydaylight.com/en/discussion/comment/2976704#Comment_2976704
Its the Laurie from the first movie right after the movie ends she Is like 17 lol
Ok, but still, they said no children. So if Max gets to 17 then maybe. Though the DBD devs have stated that all survivors are over the age of 18.
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@ElleGreen said:
https://forum.deadbydaylight.com/en/discussion/comment/2975258#Comment_2975258
they are like laurie strode age they could
No, the Laurie Strode in DBD is when she is a young adult, around 18 - 20 years old. Max is 15 - 16, is still a child and won't make it in.
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Vecna could make it in, however Max is still a child and won't be.
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Honestly, 5th perk slot for killer
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@ThatOneDemoPlayer said:
Getting revealed through walls shouldn't happen.
You should only be able to reveal Ghostface if he's able to stalk you, but you don't have to be in his FOV, meaning you could still reveal him if he isn't looking at you
That is so much fairer.
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I would love to customise chase music. It would be so cool to always be chasing someone while listening to a proper heavy metal song or something from Doom Eternal. Not much chase music, excluding maybe the new legion or Nemesis, is all that good imo.
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This would make it a better Object of Obsession, we don't need that.
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I always thought that until the totem has been revealed it shouldn't be lit up. I also believe that Hexes should follow the spawn criteria that the Cenobite's Lament Configuration follows, where it cannot spawn within a certain range of Survivors when the game begins. While hexes are strong, having them be so RNG can feel like a detriment to the killer as you could've just started the match, not even first chase and 1/4 of your perks is gone instantly with no chance for you to defend it or anything.
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They could make it that brutal strength, when breaking a boon, actually breaks the totem too or something. Would make the perk more interesting.
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@RakimSockem said:
Yeah, there using to be Splinters and other killer offerings that allowed that.
Alternatively, there is the PTB which is free even for licensced characters I believe?
Nope, you still have to buy the characters. I tried to buy the Onryo, but it wouldn't let me because I didn't have enough auric cells, and you can't add Auric Cells on the PTB.
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This is definitely a very creative view of how the Alien could work in DBD. However the main issue I have is in order to get to the point of being the actual killer, takes a while. Thematically, it fits perfectly, especially as all the films start this way, facehugger impregnates someone, chestburster runs away, then the Alien hunts. However, with DBD's current gen speeds and this killer having 0 early pressure, it could end up making games unnecessarily difficult straight off the bat.
But the idea itself is really cool. I had a similar idea for an Alien chapter where the alien had vertical movement, being able to jump up to elevated vault locations whilst 'prowling'.
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@Valik said:
I think increasing the FOV by 5 would be a nice olive branch for all of our brothers and sisters out there who are feeling such a struggle.
It's not nearly as good, but I'd also suggest... you know... BUFFING Shadowborn?
Keep the FOV change, just make it a bit more viable so that people with motion sickness don't have to play with 3 perks, you know.
Just give it a nice update in accordance with the 5 degree FOV upgrade. It doesn't have to be amazing, just a little something.
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The darkness has become your ally.
Slightly increase game brightness and lower contrast.
Increase field of view by 10 degrees – this may stack.
While undetectable, gain 1/2/3% movement speed and become slightly transparent.
Become Undetectable for 8 seconds after being stunned.
“It moves as one with the shadows.”
~
There are two approaches one can take to Shadowborn. One camp states that the FOV increased is for those who have difficulty playing the game, that its visuals cause sickness and nausea – making this perk ideal for those who suffer. Another camp suggests that the increase is to counteract the tunnel vision effect that accompanies Undetectable, which may explain why it’s in the Wraith’s kit. Why not both. By increasing the viewing angle and brightness – it can quickly become a needed perk for many killer players without breaking the game. It will also be valuable for matchups against blending survivors. 3% haste while Undetectable is a solid buff to basically all stealth killers, and has great synergy potential for many perks. By giving the perk a way to reliably gain Undetectable, it remains a viable option for killers without Undetectable in their kit, or perks that support it. The primary reason behind making the killer slightly transparent while Undetectable is not simply thematic, it also allows aware survivors to see that this perk is in effect, and plan accordingly. When they see a Ghostface become slightly transparent after popping Night Shroud, survivors will know when to play loops safer. By giving killers a way to benefit while Undetectable – and giving Killer players with handicaps a means to play, it allows for more engaging gameplay without outright breaking the game.
Scratch Mirror Myers about to get spooky.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2886624#Comment_2886624
Who cares about balance? I just want to blow Survivors up
Very true XD
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2886580#Comment_2886580
Those are pretty interesting ideas, especially the 'bite' one, though I feel like that'd be a bit too punishing, especially with the harder Skill-Check.
If you were to remove the Zombies, yu could have infinite Cure Samples spawn in Supply Cases, but you could also spawn Cure Synthesizers on the map that require the Cure Sample to create the Cure, which would make Survivors waste more time
If you were interested, I've remade the whole Resident Evil Chapter, reworking both the current aspects of it, like Nemesis and the Survivor Perks, aswell as introducing my own spin on it.
https://docs.google.com/document/d/1spM7TF3qQ4si4Kwzz4qgpRExooAiKPZejrrb2NDBT7A/edit?usp=drivesdk
You definitely have some interesting ideas there. I like your ideas to change Nemesis' perks, Lethal Pursuer change is something that I would enjoy as it fits thematically but could be really unfair for the obsession. The Hysteria change would be perfect, but I think there should be a prerequisite before 'all' survivors become oblivious just because someone got hit, maybe they had to have been injured by you before and then the hysteria kicks in. Eruption I believe is fine as is.
For the Nemesis Changes, making him 110% would be a bad nerf, his movement speed is fine. As much as I want more range on his Tentacle Strike, 10 meters is a bit much even if you slowed him down. The Rush ability I always believed should've been a thing he had. And the Rocket Launcher, as fun as it would be, it would be broken as #########.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2886553#Comment_2886553
Maybe give the T-Virus side effects based on how long a Survivor has been infected.
Skill-Checks become harder and the Great Skill-Check Zone becomes smaller and smaller until it is fully gone. Maybe once 45 seconds pass, the Survivor becomes Oblivious and has the Blindness Status Effect to imitate the actual side effects of the T-Virus, that being necrosis of the brain
They could get creative with how the infection effects survivors and how Nemesis 'Evolves' as well, like if a survivor fails a skill check whilst healing they 'bite' the survivor they are healing and infect them, and Nemesis could then get more passive effects like movement speed after breaking pallets with his tentacle or gain a Rush ability.
His kit is nerfed due to the presence of the AI zombies that neither he nor the survivors can interact with in any meaningful way.
I had an idea that survivors could sneak up behind a zombie and grab them, do a few skill checks and kill the zombies, failing skill checks causes infection and then damage on the survivor when they are infected. And to encourage this, when there are no more vaccines left, survivors can extract a vaccine from the zombies there are attempting to kill.
I think Nemesis is a massive waste of potential and all he was given was a weaker version of Pyramid Head's kit.