D3_destr0y3r
D3_destr0y3r
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- D3_destr0y3r
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@Biggs said:
not for every event but for each chapter dude.. thats much better idea .
I don't think anybody meant to keep this forever.
But yeah they should have a different loading screen for each chapter, and maybe should allow you to choose form past loading screens
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@Biggs said:
yes but anything that pure black screen is much better why we cant have some nice arts regardig with main chapter theme ?
The Pure black screen's day should be over by now
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If it were to stay I think they should replace the anniversary logo thing to pictures from the game or something(The pictures would change like the quotes, maybe the could even match what the quotes said)
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@aregularplayer said:
no. we are going to get tired of it before the event ends.
Somehow I still think it will be less tiring than a blank screen with some streaks and a grey bar slowly turning white
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1380480#Comment_1380480
Don't bring them in if you're scared to lose them? The same as every other item.
It's not about losing them it's about actually getting to use them(Franklin's demise is just a satan spawned perk, anniversary or no)
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@coppersly said:
Why? It's not like you need to hold the crown to get it.
There are also anniversary event items if you hadn't noticed.
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@TheDarkWall said:
I could get behind this idea if it lasted for like 15 seconds or something. Also touching a gen or being healed basically means it should instantly be turned off. Hard no on protection hits giving DS.
Well it differs depending on what you do.
Also I said that protection hits would disable Ds not give it
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@Huff said:
https://forum.deadbydaylight.com/en/discussion/comment/1376752#Comment_1376752
I simply disagree with "Getting in a locker, cleansing a totem or getting on a gen or healing an ally doesn't mean you aren't being tunneled." PLEASE share with me an example, other than when you have DS, that you would say "Oh shoot, the killer is coming back to tunnel me! Better hop on a generator/totem/in a locker!" I'm pretty sure you aren't going to be able to tell me very many.
If you do any of those things, you likely feel safe enough to do it (because you don't know the killer is around if they even are.) If the killer leaves the hook, then you aren't being tunneled. That just means he came back that just means he came back and you didn't get away fast enough. Even if he was the kind of person that would tunnel, that's why you don't heal somebody up, do a generator, do a totem, or get into a locker. So, because the killer is "tunneling," you want him to have to deal with the perk. That's the whole point of my suggestion: it makes the survivor choose either to have the protection from being "tunneled" or get to progress the game -- not both at the same time, which is what people are doing right now in order to use the perk in a more aggressive playstyle. The whole point of making it deactivate when somebody commits to doing some objective is to discourage them from doing so if they think they're going to get tunneled.
It doesn't matter if the one person isn't doing anything with their DS, even if it lasts up to 60 seconds. What I'm saying is that with your suggestion, they still have their 60 seconds of immunity and don't have to worry about losing the effect if they want to get on an objective. I simply just disagree with that, because that's exactly what makes the perk so overwhelming in the first place. People just use it to do things right in front of the killer's face, which isn't what the case should be. I don't even think it needs any time extension. You're recommending it be base kit when it's already arguably the best survivor perk that exists in the game. The least you could do is compromise on that part. Survivors don't need 30+ seconds of immunity (and I say 30+ knowing that it's always going to much quite a bit more than that) base kit. Also, I never said to make it 80-90 seconds. I don't know where you got that. And you already go searching for other survivors and get DS'd after 55 seconds with the current version. That's why it needs to cancel out if people progress the game.
I don't know how else to word it to you other than that: Survivors don't need immunity from being picked up base kit. If it's going to remain as strong as it is, it definitely needs to remain a perk. I would only ever be okay with it if, like I said, it cancelled when you progress the game. That's the only way you're going to "not just punish killers for getting around to another survivor before the 60 seconds was up." As I said, make the timer progress 2x faster, it still won't matter. Even 30+ seconds of a stupid effect like that isn't reasonable with how fast games go. Either make it cancel out like I said if you're going to give survivors a strong base kit perk, or give killers something of about equal power. I wouldn't be opposed to survivors having DS base if I got to have Devour Hope, or Make Your Choice, or even an ivory mori. Just please for the love of god don't give survivors that stupid mini god mode base kit. That's one of the worst ideas I've heard.
https://forum.deadbydaylight.com/en/discussion/comment/1376653#Comment_1376653
Also:
- PH's execution doesn't work the same as a mori. It can't completely bypass both the 2nd and 3rd hook states, only the 3rd and final one.
- You said Ruin is unpreventable but name a way to prevent it in literally the same exact sentence.
- It still would affect killers who don't tunnel because killers would still have to deal with stupid DS protection, allowing for survivors to just do things right in front of their face still. Talk about "unpreventable impact."
"Oh shoot, the killer is coming back to tunnel me! Better hop on a generator/totem/in a locker!"
Tunneling isn't always instant. The killer can leave the hook to find another survivor instead of camping and then the survivor on the hook can get unhooked and...
- Get healed by a teammate, and then heal that teammate, disabling DS.
- If you have solidarity you want to heal a teammate before you get healed(Although nobody uses solidarity so that situation will almost never occur)
- They might not want to get slugged out of DS and thus after getting off hook and seeing the killer marching towards them might Jump in a locker, to force DS to be used or for the killer to leave.
- You may want to get in a locker if you have Inner Strength
- You may have resilience and instantly get on a gen after getting off the hook, that doesn't mean the killer won't go for you over all others the minute they sees you.
- You can do the same thing as the last one if you have second wind
- You can also instantly get on a gen anyway, whether it's a wise decision or not
- If There is a NOED totem then you want to cleanse that before you bother healing
- If there is a Devour Hope totem with 3 or more tokens then you want to cleanse that before you heal
I hope when you say a few examples those will suffice.
"If the killer leaves the hook, then you aren't being tunneled."
Actually if the killer leaves the hook it means you aren't being camped, but I get that you mean if they leave they are searching for somebody else.
If they look for somebody else they might not be trying to tunnel, but if they still continuously down you & only you then it is still tunneling. Especially if when you get unhooked they instantly go for you instead of the person who unhooked you.
You can search and fail but passing up another survivor for the one who got off the hook is tunneling!
To clarify I know that the killer who leaves the hook and comes back will also sometimes aim for the unhooker.
But leaving the hook doesn't mean the killer isn't tunneling.
"That's the whole point of my suggestion: it makes the survivor choose either to have the protection from being "tunneled" or get to progress the game -- not both at the same time"
Survivors shouldn't have to choose between this. You shouldn't have to not do gens, heal your teammates or cleanse totems just so that you don't get bonked on the head with a hammer and thrown on a hook again straight after the last time. You're also putting the survivor's team in a frustrating position where their teammate isn't helping them in anyway and is forced between standing around and doing nothing to be protected from something that shouldn't happen in the first place or actually do stuff and help the team but then have the killer whack you over the head with a spoon and put you on the hook instantly.
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@Huff said:
https://forum.deadbydaylight.com/en/discussion/comment/1374493#Comment_1374493
Like I said: "If the whole thing is 60 seconds and only will deactivate from a protection hit or another survivor being hooked," so yeah. I realized you said body blocking. I still don't think that makes a difference.
And even decaying at 2x speed (on a generator, as you put it) it still would be too long. It would realistically be more than 30s long still because you wouldn't be progressing it 2x until you actually get on the generator, so you're looking at still 30+ seconds of the same stupid annoying effect. I don't care if it's 60s long, because like I said it should stay a longer duration like that if we're making it exclusive to getting tunneled (like you seem to be suggesting.) I just think if it stays that long it needs to disappear the moment you aren't being tunneled, which would be getting into a locker, getting on a generator, getting on a totem, maybe not healing (because you're around an ally who might presumably be trying to protect you), but you get the point. You aren't being tunneled at that point, so it needs to shut off. Even if it were to work how you're saying where it had a 60 second timer you suggested ideas for it to be specifically against tunneling. If you're getting on a generator or doing a totem, you aren't being tunneled. You also could just literally not do any of the things you listed would speed up the process, and instead still try to be the annoying douche survivor that's sitting there trying to click their flashlights and be irritating to the killer. That way your timer still stays at 60 seconds, you still have your mini god mode, and it can't be deactivated unless you just screw up your flashlight blinds (because you wouldn't be taking a protection hit and the killer wouldn't be allowed to hook another survivor.) I just don't think it should be allowed to be used while you're not being tunneled, and the killer just happens to run back into you (which you yourself said was the point of these suggestions.) That all could easily happen in 30 seconds, and that's if the survivor was immediately back on a generator the moment they got off the hook. Is that still not stupid for the killer to deal with?
So like I said before, only way that's ever going to work is if the whole effect deactivates the moment the survivor progresses the game in any way or hops into a locker so they can't force a stupid locker DS grab. Iron Will arguably isn't as strong as DS, but with the recent audio from the Silent Hill patch being so buggy, it's like every survivor had Iron Will as base kit. That one effect alone is already incredibly strong. If they added DS as base kit the way you're saying, just like they unintentionally gave every survivor Iron Will, then the game just wouldn't be playable at that point unless you're facing ultra potatoes.
" I just think if it stays that long it needs to disappear the moment you aren't being tunneled, which would be getting into a locker, getting on a generator, getting on a totem, maybe not healing (because you're around an ally who might presumably be trying to protect you), but you get the point. You aren't being tunneled at that point,"
Getting in a locker, cleansing a totem or getting on a gen or healing an ally doesn't mean you aren't being tunneled. The killer can move away from the hook, then you can get rescued get on a gen and then the killer can show up and immediately start going for you again.
If it were to last a longer time like 80-90 seconds(I'm not sure exactly the time increase you meant), and if it were to disable if they went on a gen, totem, enter a locker, etc, then it would discourage them from doing so.
My version also discourages the same thing, however when the maximum mine would last is 60 seconds, it means that even if they don't do anything it will only last 60 seconds, that is still a lot. With your version(Although I'm assuming the time increase you meant) you could be searching for survivors with ages then find the DS user and still get Ds striked after 80 seconds
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@CLAUDETTEINABUSH said:
No. First of all what would replace the DS that Laurie has? Secondly, adding the most annoying perk in the game as basekit is downright criminal. Imagine old ruin as basekit, or moris as basekit. Those shouldn't happen.
Pyramid head literally has a Mori in his base-kit, and this is not the same as old ruin.
Old ruin or even just ruin now has an unpreventable impact unless you cleansed the totem instantly the minute you entered a match.
Ds and the changes I made(While not flawless) specifically target tunneling as a method, meaning a killer who doesn't tunnel doesn't have it effect them. (Although I would add a trait to Object where it disables DS but then buff object a small bit because of that.)
Also the devs have more perk concepts then they know what to do with, and if they didn't the community does. They can literally just choose one of the perks that would fit Laurie well
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@Huff said:
It literally just should not be 60 seconds. I don't get this comment:
https://forum.deadbydaylight.com/en/discussion/comment/1349876#Comment_1349876
You said "The way I hypothetically set it up makes it so that you basically have to tunnel straight off hook for Ds to work," but that's simply not true. If the whole thing is 60 seconds and only will deactivate from a protection hit or another survivor being hooked, what's to stop the survivors from still trying to make aggressive plays in front of the killer's face just because they have their stupid 60 seconds of mini godmode?
I don't even care if it was 60 seconds but the conditions need to be different. I think the most obvious way that it should be done, if we want to counter tunneling, is to even leave it at 60 seconds if you want, but make it deactivate when the survivor does interacts with anything that progresses the game more (generators, totems, etc.) If you're being tunneled, then you shouldn't be doing anything of that sort, and if you are confident enough to hunker down on a generator or something then you're probably not being tunneled. It also should deactivate when getting into a locker so people can't just do that stupid locker crap where they force you to grab them just for you to eat the DS.
The only way I would be fine with it being base kit is if this was the case: it deactivated in pretty much any case you aren't being tunneled. It will still be there if you need it for when you're being tunneled, but you wouldn't be able to abuse the crap out of it like it's an offensive perk.
Another thing I want to add: there's a lot of controversy around the thing that Peanits said, which I'm pretty sure is "It's not exclusively an anti-tunneling perk -- that's an idea that came from the community" or something like that. There's still obviously a lot of people who think it's a perk to fight tunneling, which I can't blame them for thinking. I've always thought of it like that especially because they added the condition of needing to be hooked in order for it to activate. So even if we're saying that it should be used for more than fighting tunneling, there's absolutely no way that it should be 60 seconds with how easy it is to use.
I also mentioned body blocking.
and when not being chased by the killer it shouldn't be 60 seconds long because it goes down faster when you do things
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@Kolonite said:
https://forum.deadbydaylight.com/en/discussion/comment/1349907#Comment_1349907
That would be a buff. The less amount of time between the notifications = more info. That's why people don't buy discordance past tier 1
I know, I mean that in order for it to trigger it would be harder, but it would trigger more often when 3/4 survivors were on a gen.
This way it's actual use is harder but the info you get when it is in use is better
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@NuclearBurrito said:
The BP of BBQ and WGLF could be basekit
Yes please
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@BBQnDemogorgon said:
Yes 3 hours would be the typical time. We don't know 100% but its always then.
Thank you, I assume so yes.
@Cheers said:
I believe it is, although I'm not 100% sure either.
Thank you.
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@TheCursedTitan said:
https://forum.deadbydaylight.com/en/discussion/comment/1349928#Comment_1349928
This is true, I don’t ask for a nerf but simply that not EVERY one in a swf can use one, like I feel a system where like overwatch you select one hero no one else can select it after you have but to balance it out for survivors who see this as an issue limit the type of perks a killer can have like you can’t have noed and devour at the same time regardless of how one activated later or not
That would be fair balance, but limitations like that are bad for killers and survivors
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@SnakeSound222 said:
https://forum.deadbydaylight.com/en/discussion/comment/1349951#Comment_1349951
That's what I remember it being for most updates.
The devs go off of UTC time. 3 PM UTC is 11 AM EST.
Well then that makes sense.
Thank you, I'm hyped for the new release.
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@SnakeSound222 said:
https://forum.deadbydaylight.com/en/discussion/comment/1349939#Comment_1349939
Wait when was this datamined? Seems weird to have it for 3 PM EST instead of 11 AM. I don’t remember any patch releasing after 11 AM unless it had too many bugs. The PTB was later because the devs didn’t want to ruin the surprise of Silent Hill.
Is their usual update time 11Am Est, Maybe the data mine was correct but he just got scheduled for earlier release?
I mean I will take getting him earlier without question because I'm hyped.
(It was 3Pm dev time, I just assumed they used EST, but maybe not
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According to the data mine, it actually should be 3PM Est
That data mine was right for the PTB release date and time.
It was also right about the live release date, so it probably will be right with time too.
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This is more a SWF problem than a problem about the amount of flashlights per game.
4 random survivors with flashlights aren't an issue, but toxic SWF groups are.
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I just saw 'Laurie Strobe', I'm down for the dbd rave
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@DeadArsenal said:
You can have DS in basic kit if I get BBQ & Discordance in basic kit.
BBQ could easily fit into being in the killers' base kits, probably getting the BP bonus removed though.
Discordance would probably need to be changed, maybe to =>3 players and fewer seconds, or stay 2 or more survivors but change to 3 to 5 seconds of the gen being highlighted
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@AvisDeene said:
I'd rather have Devour Hope as basekit vs NoEd.
Devour hope discourages camping so If it was to be introduced like that then tunnelling and camping would receive nerfs, everybody hates those 'Strategies' So it's not really a loss. If anything it would damage two of the most hated tactics which would be good.
If it was put into the base kit I think that speed boost would probably need to be moved to 3 tokens, the exposed status moved to 4 tokens and the Mori moved to 7 tokens(Extending the number of maximum tokens)
@seki23 said:
https://forum.deadbydaylight.com/en/discussion/comment/1349861#Comment_1349861
you should have said most unexperienced killers bring noed, luckily good killers usually dont like cheap tactics i find it sad taht survivors dont think the same when they bring 4 meta second chance perks everytime at rank 1 on top of that SWF, is what it is... ds should get nerfed aswell since is not an anti tunnel perk it w orks as an anti momentum perk to exaclty punish teh killer for doing too good, it should get changed againto work as an anti tunnel perk and not as is working right now.
I tried to enact those changes to make it purely an anti-tunnelling perk above, if you read the first statement(It's big so I don't really blame you for not reading it)
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@SquirrelKnight said:
So killers get nothing because they should just git gud and not tunnel?
The way I hypothetically set it up makes it so that you basically have to tunnel straight off hook for Ds to work, I mean if you tunnel directly off the hook then I think the 4 second stun and the survivor getting a chance at life without being tunnelled is the slap on the wrist killers should get.
I play killer and survivor quite equally and I feel really scummy if I tunnel right off the hook, I also know you know how easy it is not to tunnel directly off of the hook.
I will just add a bpdy block cancel to DS to the hypothetical changes because it just popped into my head while writing this
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@seki23 said:
its crazy and luckily wont happen because then killer should get a compensation noed base kit for example? or something stronger also the perk would get nerfed if that happened
Yeah noed would probably get nerfed too.
Honesty most killers run NOED anyways, so..fair trade.
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Meg needs a hat, Nea needs to define her eyebrows because in game Nea has strong eyebrows.
Other than that it's pretty spot on for in game accuracy
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@EmpireWinner said:
Yes
Thank you!
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1327891#Comment_1327891
I need to farm Bloody Party Streamers.
Yes, so why murder somebody for those when you can invite a professional over to do it for you?
You won't have to have their death on your hands
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1327144#Comment_1327144
That's charitable of you - I'd rather think they'd be the death of the party, so to speak.
Is it really a party if nobody dies?
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@Fibijean said:
Is there an "I'd prefer not to die horribly on my birthday" option?
I think the killers would all be the life of the party when they aren't working
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Deathslinger is a wrongfully convicted man, he is only tracking the bounties of people the warden needs.
So at a party he would just be a smart inventor dude who has been to prison and seen some things
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@Lutopian said:
I have been playing the open beta for about 3 weeks now, sadly it is gone but i want to give some feedback.
Pyramid head's ranged ability known as "Punishment of the damned" is completely out of balance. It makes common escape uses shuch as pallet and vaulting completely useless and actually bad. It can go through ANYTHING and has an unbelievable range therefore making chases unwinable for survivors. here is my ideas for balancing:
- take it out completely
- tremendously lower the range
- make the charge up time much longer
- create some type of map deflection system for ranged attacks
- instead of having it take away a health state have it inflict major debuffs
- give a survivor(s) direct counters to this in the form of perks
So from "Pyramid head's ranged ability" to "to this in the form of perks", you are incorrect.
Not objectively incorrect, just incorrect.
If you're a boosted survivor that is your issue, it's easy to dodge. when at a pallet or window like you said it's hard to dodge, but it's a zoning tool. If you miss/a survivor dodges then the survivor gains a lot of distance. It's a fair trade off and a lot of people think it needs a buff.
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@Walker_of_the_fog_96 said:
that is, yes, it will be terrifying until that toxic line with pink hair arrives and begins to tbag all over the map (and how to forget blendette? perhaps because of these the devs are forced to change the lighting of the map, that The atmosphere of the maps will be ruined for everyone, thanks blendettes!)
Instead of changing the lighting on the maps, they could just make claudette her own light source.
Whenver the killer looks in her direction they will be blinded with the power of the sun
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@Quentin said:
I think it would be a very good addition to the game because you can add exciting cosmetics to the backpacks and would open a bigger option of customizing your dbd character. How it works:for survivors you have a 1-2 second animation pulling your chosen tool out of your backpack and a 1-2 second animation in putting it back in this can also work for stashing newly found items. It will debuff flashlights a bit also and you have a new way to time your flashlight blinds. You can have one stashed item in your backpack and one in your hand but have to switch them if you want the other item. For killers you can pull out your killer add ons and put them on the weapon of the killer the animation for that is also 1-2 seconds and will be permanently unlocked on the killers weapon thoughts?
The survivor change sounds fun, but I'm not really sure what you mean by the killer one.
Idk how balanced it would be but I'm sure they'd figure something out.
Maybe a backpack could be added as an item?
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Carrie could be really cool, I'd like to see what power she would get because they could really make it interesting.
Xenomorph would also be interesting to see what power they'd get.
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You can teabag, you can poke your head around corners and say hi, you can make survivors 1 shot, you can temporarily delete your terror radius and red stain.
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I didn't even know this was a killer the community wanted but I think they're a really cool killer and it's easy to see why people wanted him
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@Maperson said:
https://forum.deadbydaylight.com/en/discussion/comment/1318224#Comment_1318224
Great, looks awesome, do you know when it will come?
They said "Soon", and they also said it was included in updates coming this year, so it is for definite this year, but who knows how many more months into this year
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@Maperson said:
Is it gonna be for console too?
Yep, for every platform but phone
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@BunnySkull said:
https://forum.deadbydaylight.com/en/discussion/comment/726396#Comment_726396
Pyrimid head would be awesome but its pretty unlikely
😄
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It becomes a comedy when the killers don't know what they're doing.
All you have to do is 360 them and they miss every time.