Dermott
Dermott
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- Dermott
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Comments
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Love Alien, but having power that is only tracking tool is not enough to be considered strong. Being m1 killer is no fun.
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Yea, the whole lobby interface could use some Quality of Life changes, such as:
General:
- Drag & Drop function
Allow players to click, drag and drop item/addon/offering/perk onto loadout to quickly equip it. Currently, if I want to change something in my loadout I need to select that slot and then browse and choose what I want. If more changes are needed in my loadout, then I need to select desired slot, browse and click on what I want. And every time I select a slot, it automatically leads me to the page the actual perk is on, which is often not really necessary because I wanted to swap it with a perk I was seeing before selecting a slot. It takes way too much clicks than it should.
- Right click to unequip
Simple right click to quickly remove something from my loadout could be very handy.
- Search function
Would be great if it would also search by tags, so typing "obsession" or "exhaustion" will show you only elements that includes this keyword.
- Mark as favorite
So it will keep the item on the first page of your inventory.
- Numbered page and scroll bar
For faster navigation. Right now we can "turn the page" one by one, which can be frustrating since we have few pages of perks.
- Loadout sets
Being able swap quickly between previously customized sets of loadout would be great.
Survivors:
- Show loadout of other survivors
Probably as overlay that can be easily shown/hidden. It will improve experience mostly for solo players. Unfortunately, I'm a little worried that will cause other survivors to dodge lobby if they won't like others selection of perks or be straight up hostile because of that.
- Copying loadout of other survivors
If you want to mimic other players' build. Only copies and equips item/perks you already have unlocked.
Killer:
- Survivors should be always visible
Interface shouldn't cover survivors' model (at least their hands) to show what items they are currently carrying.
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@DwightFairfield said:
it's not snarling, it's phlegm
and besides, this isn't just a Wraith issue, it's an issue with Trickster, Twins, Deathslinger, Pyramid Head, Hillbilly, Leatherface, Freddy, etc. etc.
Ambient noises (other than their own footsteps) should be lowered for all killers
Oh yes, it's nothing but another layer of noises that are unnecessary. Demogorgon is extremely noisy from killer's perspective.
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@FizzWare said:
https://forum.deadbydaylight.com/en/discussion/comment/2093921#Comment_2093921
I did consider this, but I figured the devs had their reasons to make it so. I don't necessarily agree with that, I just didn't want to sandbag my suggestion...
Playing DEVil's advocate, perhaps their opinion is that making all challenges active at once makes challenges easy to complete by accident, reducing the player's active attention in the tomes and archives (which are used to give the characters more backstory and expand upon the lore).
Maybe they also think that having them all be active at once is too much like the Daily Rituals, which are indeed, all active at once.
So, thinking of those, I definitely tried to cater my suggestion to whatever... vision... the devs have in mind for the challenges. I think it would preserve the requirement of active attention if players still had to select challenges themselves, but remove a lot of painful menuing that happens between games
Oh, there's intention behind everything, no doubt. It's designed that way for a reason. It doesn't let us progress easily and smoothly, hoping that will make me or others to buy levels for real money. You know, I thought I'd be considered as dedicated player by devs, considering how much time I'm spending in this game. But Rift says otherwise, it looks like I should even play during my work hours to grind these fragments to level up.
And I hate it, I've seen many threads how grindy or difficult the challenges are. But I'm shocked how there's almost no talk about having only one active challenge at once. IMO it's very harmful for the game itself and not friendly for players.
Playing DEVil's advocate, perhaps their opinion is that making all challenges active at once makes challenges easy to complete by accident, reducing the player's active attention in the tomes and archives (which are used to give the characters more backstory and expand upon the lore).
If there is a challenge that require to cleanse totems or heal others, then I don't how the player could complete them by accident, it still requires an input. He earned it, period. If there is a more demanding and situational challenge, then player (at least me) feels frustration because he's stuck with it and can't complete other, more simple missions like mentioned healing or cleansing totems.
Good reply and good thread, I hope it will drag more attention.
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Sure, why not. But I prefer having all challenges to be active all time, like other games with Battle Passes. Our system brutally bottlenecks progression and creates a lot of unhealthy behavior. Players enter the match with the intetion to complete challenge, which may greatly shift focus from actually playing the objectives to selfish gameplay.
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I totally understand you my dude. Imo this Battle Pass system is the most annoying and non friendly for players from the games I've played, both for free and premium tracks.
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While I agree with his footsteps are being loud, I wish most of his sounds (while playing him) will be toned down significantly because his roars, gurgles and footsteps are constantly played and are loud enough to be very tiring and unpleasant during game.
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Million bloodpoints? This is your price to forget how players and this game is being treated? I don't care about BPs or iridescent or even auric cells. This won't fix the game, I prefer taking our feedback seriously (during PTB, not post patch), taking actual care of problems that require to be solved first.
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I'm agreeing with OP. Playing as Demogorgon is very tiring and unpleasant because of constant onslaught of noises coming from him. You have repetitive stomping, loud piercing shrieks when kicking gen, during Shred and after hitting a Survivor, its too much. I really want to play more as Demo but the sound overload really puts me off.
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I prefer removing perk tiers than just receiving more BP.
Progressing through bloodweb is such a hassle, you should be excited about next web. But now, you honestly fearing that in a few next webs you gonna have to to choose between perks such as Monstrous Shrine or Predator, and if that is not enough, you gonna have to spend blood points on their next tiers to finally get rid of them completely. Often you feel like you didn't move your progress forward because you feel like you wasted your BP on garbage you don't need.
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Sorry to bump but bump. I understand that current PTB took (and requires) a lot of attention but I think it's a good time to highlight other issues with interface.
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Maybe Vulnerable?
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New features are cool but the new placement is horrible. For now, all info is placed on bottom parts of the screen which is very convenient and don't really blocks your view. These new changes puts all info over the borders reducing my field of view which is very important for both survivor and killer.
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@OniWantsYourMacaroni said:
I would love points for dodgeing killer powers like hatchets,billy chainsaw etc. similiar to deathslinger
I would even include dodging basic attack. When killer whiffs near you or hits a window or pallet you should be awarded for that.
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@Sif said:
https://forum.deadbydaylight.com/en/discussion/comment/1796437#Comment_1796437
Hardly a fair comparison since what I suggested is a legitimate strategy you can use to counter Victor.
Yeah, that is a general strategy to not die. But this is not a solution to a Twins' massive time efficiency problem and because of that, they prefer to slug.
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@Sif said:
https://forum.deadbydaylight.com/en/discussion/comment/1795250#Comment_1795250
I do think you're whiny crybabies. Just heal. That's what I do. Victor can't attack again if he lands on a healthy target and the target can kidnap him for 45 seconds.
I'm afraid that we are not understanding each other. It's like you would say to a camped surv "Just unhook yourself and stop killer to camp you", when I (and other people in other threads/vids) pointed out how much time consuming is switching to Charlotte, walking up to downed suyrvivor, picking him up and putting on hook. So it's better to just run around as Victor and keep them on the ground. The currenct mechanic for Twins is flawed and it's okay if you don't agree, but coming up with that kind of response and "whiny crybabies" is just weird.
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@Sif said:
You could just heal yourself and stop Victor from slugging that way.
Sorry? Are saying that survivor just should heal up and not be slugged? If it was that easy no one could have problems with that. But since Twins' mechanic works like that, it's hard to deter from that.
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Just played as Blight and I doubt it got fixed, still can't see over waist-height obstacles and when picking up survivor you grow up few inches.
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@AggressiveFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1783097#Comment_1783097
I love this idea! It would also make generators a little bit more realistic as well.
Yeah, it's great but I think it have a flaw - that "specific parts required" would be a less problematic for SWF due to communication. Solo players would run with parts from gen to gen where SWF will just say which gen requires that and that. I'd go with just general idea of parts, scrap, nuts and bolts, something vague instead of specific parts that are required to progress gens. Scrap could be scattered on map and that would make survivors to walk around and gather resource.
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@TAG said:
Here's an idea for the issue of picking up traps: What if Trapper can have Bear Traps teleport to him from a distance? Like, if he is in a certain range of one that he is looking at, there could be a little icon hovering over the Trap's aura (similar to the icon that Freddy uses to know which gen he is going to teleport to). Then he can hold his hand out, and the Bear Trap he is looking at can materialize in his hand. We're in a realm where the Entity can already do whatever the hell it wants, so no need to worry about flavor explanations.
Yes, yes! I was thinking about what if Trapper would be "Entity upgraded" instead of being just a dude with traps:
- Freddy-like target and channel ability to recall bear trap
- Audio cue for nearby survivors to Trapper or trap that is being recalled
- Visual effect of recalling for trap and Trapper
And then, you could throw some addons' that affects recalling, like reduces/hids a cues of recalling, or lets rearm from distance (probably Ultra Rare). We suggested many changes that are great but I think letting Trapper to pick traps one by one from distance could really help him with current gameplay pace.
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And killer can't kick gen when its being repaired, which leds to weird situations where surv will gladly tank a hit and finish gen in front of you. Sometimes it works on their favor sometimes don't but it's feels weird that survivors' interaction has higher priotity over killer's in these situations.
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The second variation seems the best to me. It goes with my personal rule - if unhooked survivor does anything that pushes the game forward like unhooking, doing gens or totems then I assume he's ready to be on hook again.
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Yes, they really should, don't know how much but we really need it.
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@bjorksnas said:
I think they should give 1 rift level, that way someone who logs in and plays 1-2 matches a day can easily max out the entire rift pass on just dailys alone
While I really want to dailies make some difference I think it's too much. Completing challenges should be the main income of fragments.
@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1530547#Comment_1530547
That's way too much and would make challenges basically obsolete.
But a fragment should be a good boost.
Yeah, maybe I went too humble to suggest only one fragment per quest but any change would be great.
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How about that survivor holds keyring and key just dangles on it? It's bigger item than key and would help with visibility. Use medkit/toolbox carrying animation and it should be good.
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@V1V3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1449502#Comment_1449502
Yeah, you think it would be better if daily challenges gave fragments like 3-5 or gain more by pipping?
Dailies giving only 1 fragment would be really ok, dunno about pipping because I don't pay attention to them. My biggest issue is how the actual challenges are constructed - it's linear, only one can be active which leads to most infuriating Battle Pass experience in games I've played.
I'm currently playing The Cycle on Epic and this game has the greatest construction of BP ever. Dailies and Weekly Quests lvls up you BP, challenges are various and really gameplay flow friendly. You complete them mostly by just playing, sometimes slightly different because game have wide gameplay variety. When I maxed their free BP I still had a lot of challenges to do, and at this time I decided to buy Premium Pass because they did amazing job. Season 3 just started and I'm pumped because it's almost the same in terms of difficulty.
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Around 100h, few challenges (about 3 or 4) left, so i omitted about 15-20 shards which means at max 2 lvls in rift. I got more detailed notes when I started and finished certain tomes, at how many hours and what Rift lvl. Although I completed most of challenges I still had to grind up almost 10 last levels, which is infuriating, it took too long.
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I'm for it. I think the regression mechanic could be looked at and adjusted to the current state of the game. Current values feel very weak and outdated. It won't fix the problem how fast gen could be done, but would help killers to put some weight on them. I thought that binding regression speed with numbers of alive survivors could be a good idea. Big work force = stronger regression, so it would put fair pressure on preserving progress.
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Totally agree.
In concept, Engame Collapse sounded great, but I was very dissapointed after realizing that 99%ing gates was the way to trick it out. Sure, it ended hatch stand offs and Im really glad for it but overall egc feels lackluster.
I would like to see how it would work with these changes:
- EGC starts when final gen is repaired.
- Timer wont slow down wheen surv is injured or hooked.
- Adjust timer, probably add minute or two
- Adjust exit gates spawns, restrict their spawns so they wont be on same wall or side.
I don't want free kills, I want mechanic that would spice up the ending.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/939941#Comment_939941
This game does as well.
Which... looks really odd sometimes when you look down at your own shadow when playing as the killer. Although some are pretty faithful to how they actually look for the Survivor, like Huntress.
Myers' shadow in particular looks incredibly goofy, especially when he's actually walking.
Oh yes, the discrepancy between animations and shadow is very common in games but I meant the actual abilities. For example, you don't lift your chainsaw overhead as Leatherface, but survivors sees that. Another great example is Genji from Overwatch, his Deflect is very visible for others as quick swipes followed by green effect but from first person perspective its presented as calm stance. That kind of stuff.
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His arms covers a large part of screen making you realy tunnel vision. His weapon held above head doesn't bother me as much as huge arms.
Dunno if increased fov will fix this alone, but remaking animation only for Killer perspectve will do. Many games uses different animation for 1st and 3rd perspective for same ability.
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This and better visuals, please. Many times I had to come very close to gen to spot sparks, increasing its intensity would help a lot.
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Well, Clown is kinda self-sufficent, he doesn't need lockers to resupply his power, so he can still continue the chase (kinda). The reload time and slow walk is for balance purposes, that's for sure. But I agree, reloading without addons seems to take ages.
I would like to see slighty faster reload speed but only for 2 bottles per reload. Maybe as (un)common addon? Maybe as base mechanic?

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Yes please.Curently, already good killers can use it effecively because of their mobility, while the rest of cast can have problem with utilizing those 30 seconds.Using this perk on already regressing generator would be great too.