Dreamnomad
Dreamnomad
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- Dreamnomad
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The killer cry threads... how is it the only side that can kill or injure anyone are the ones constantly crying on the forums? Honestly, you should quit. You don't deserve to play as the killer if all you are going to do is whine and cry about how the defenseless survivors are bullying you.
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I play on the PS4 and this kind of thing isn't rampant. It's pretty rare really. You are putting way too much mental energy and effort into this. Just move on to the next match. You just make yourself look silly trying to bait them into saying something. You and they both know there will be no punishment and frankly, it isn't that big of a deal to begin with. Seriously, just take a deep breath, relax, and move on with your life.
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I like the game. I really do. Don't think you speak for everyone when you think the game is broken beyond repair. I genuinely believe the game is pretty close to balanced. There will always be room for tweaks and changes. This game, like virtually all games, will never be perfect for everyone. But I personally appreciate their efforts to constantly improve the game and hope they don't stop making those efforts any time soon.
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@kyuu said:
Do his loreHe's a pre-historic psychopath that fell down a crevasse while pursuing a kill. Frozen in ice for millennia, a team of unfortunate explorers made the mistake of discovering and thawing him out only to be massacred. Sensing his unfathomable rage and strength, the entity recruited the Caveman into his endless game of murder. The Caveman is only too happy to comply.
That's the short version. Long version would have more detail about who he was pursuing when he fell into the crevasse and more detail about the team of explorers that found him and their tragic end.
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-Don't let him get stuck in his own trap ... I don't see the Hag trigger her own traps when she walks over them
The Trapper absolutely should be able to step in his own traps. Bear traps don't discriminate!-Increase the trap sensitivity if we want to pick up a trap from the ground, it happens so often that if the trap is right in front of the window I vault through it or it takes a really long time (seconds matter in this game!) until I get the right angle to pick it up
I'd be good with this.-Lower the time it takes to pick up a unarmed trap
He already picks up traps almost supernaturally fast. I don't see the need.-Let Trapper start with 3 Traps already, it takes so much time to walk around the map collecting traps
3 seems a bit high for a baseline. I'd be good with 2 being the baseline though.-Increase the amount of traps the Trapper can carry up to 3 as a standard
Again, 2 being a baseline seems fair. He has plenty of add ons to expand this number.-Replace the extra traps add-on with one that lowers or mutes the sound of placing traps (what's the point of putting a trap down if everyone can hear it)
I would never use that add on. Seems like a complete waste. The range they can hear the traps being placed is small anyway. They probably see you bending down most of the time that they would hear the traps being placed.The one change I actually really would like to see for the Trapper, I didn't see you mention. The thing that drives me the most crazy is when my traps are constantly messed with. I'd like to see the amount of time it takes to disable a trap increased.
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@DeadByFlashlight said:
That wiki is not official btw and actually the link you posted was deleted by a wiki mod upon a dev request
I know. I did specifically mention that they were asked to pull the page down. Until recently it did have information on the page. I'm sure a lot of it was speculation, but they did have images that they pulled from somewhere. The event is supposed to start in less than a week, so I expect an official announcement soon.
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I like the rank resets honestly. I feel more liberated to do silly things. Use perks or add ons I usually don't touch. As far as the impact to low rank players, that will sort itself out very quickly. God forbid you go up against a challenging opponent or two. If bloody clothes scare you then you can always dodge the lobby.
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Why is this needed? I think the only way a survivor should be hurt or killed is through the actions of the killer. The killer shouldn't just be able to scoop up survivors off the ground if they trip and fall. This is about the equivalent of a survivor saying a random generator should start out at 50% completion.
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@Aftertaste said:
Please do something with it!Don't be so vague. What do you think they should do?
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Wow, that is a wall of text. I'm not going to lie, I didn't read all of it. You do have a decent point about how easy it is for survivors to stop a generators regression. Personally, I think when the killer kicks the gen, it should damage the generator by like 3% or something to help discourage gen tapping during a chase.
As far as killers being bullied goes, honestly it just takes more experience to make the survivors respect you. If you start slaughtering them, they won't pull that kind of crap. Here is a basic strategy that works well on most killers, but newbies just don't do.
Don't try to fight survivors over the whole map. Choose about 1/3 of the map as your territory. Preferably where ever the generators are concentrated the thickest. If a survivor tries to run outside your zone, just let them go. I know it's hard as a new killer. You're like a dog with a bone. If you see the bone, why not chew it? Right? Here is why the strategy works. Eventually, all the good pallets in your zone will be destroyed.
Who cares if there are 20 intact pallets on the map if you never intend to chase survivors near them? Who cares if 3 gens are done if all the remaining generators are close together and easy to patrol? Who cares if a survivor gets away from you if they have to come near you to work on gens eventually? This works especially well when you pair it with perks that slow generator repair such as pop goes the weasel and overcharge. Like I said, it works on most killers. Though this kind of strategy works especially well with zone control killers such as Trapper, Hag, and Doctor. Give that a try and let me know how it goes.
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@iTz_KilLaZ_x said:
You deny the reality of how bad the balance is in this game. You are worthless to discuss with because you dismiss truths you don't like
What truths? You haven't said a true thing yet. Just opinions based on others opinions. Even "I'm quitting" has been a lie so far. If all you've been doing in game lately is Insidious Leatherface camping then the community is better off without you.
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@iTz_KilLaZ_x said:
Continue playing your non competitive game where the “powerful” killer chases survivors around pallets like it’s nascar. Very intense gameplay right? Doing gens and hitting “skill checks” is so fun. Lol bye
You're the guy who spends hours swimming in a pool and then when he's bored of it and ready to leave takes a dump off the diving board. If you want to leave then leave. No one will stop you. No one will care. But don't try to ruin the game for others before you leave. Don't make assumptions about what this game is like for other people either.
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@iTz_KilLaZ_x said:
You can have your view and I’ll have mine. I’m quitting anyways so go ahead and think you’re right all you want.
Okay. Bye. Don't let the door hit you on the way out.
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@iTz_KilLaZ_x said:
It’s a fact that most killers in this game rely on survivors mistakes. Marth88 is the man who showed me how bad the balance is. I’m not really looking to debate anyways. I am probably going to just quit. I just wanted to know if people still found this game fun
Dude, it isn't a fact. Water is composed of 2 Hydrogen atoms and 1 Oxygen atom. That is a fact. How viable killers are in this game is an opinion. Marth88 and his band of Claudettes didn't prove crap. The game he did his experiment on isn't even the same game we're playing today. The win conditions for killers and survivors aren't the same. New killers, new survivors, new perks for both, and balance changes have happened since. If you want to let one lame youtubers opinion sour your opinion of the game then I can't stop you. But I don't think the game is the problem here, I think your attitude is.
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@iTz_KilLaZ_x said:
How can I as a killer main have fun when only a select few killers are viable? So many killers rely on survivor mistakes and that isn’t fun to me... maybe I should just quit though.
That is a BS excuse. Every killer in this game is more viable than the whining on the forums would have you believe. Just change your attitude so that the objective is to have fun. The game instantly becomes more enjoyable.
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This doesn't sound fun at all. What are the survivors supposed to do if not work on gens? You can only break so many totems or loot so many chests. Then all you can do is crouch around the map avoiding the killer. That doesn't sound fun as the killer or survivor frankly. It sounds like a massive waste of time where you don't get hardly any bloodpoints. There absolutely has to be things for survivors to do if they aren't being chased.
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Here is a suggestion. Make it fun. Do less than optimal things. Run different perks. If you do anything repeatedly, it will get old. Play different killers even if you don't think they are the best. Challenges are fun. Make the game more challenging. Don't fall into the trap of thinking you have the optimal game play solved so you never experiment. And if you just can't bring yourself to do that and this game starts to feel like a job then you should quit or at least take a break. Don't forget that the only objective in a video game is to have fun.
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There was info here: https://deadbydaylight.gamepedia.com/The_Hallowed_Blight
They must have had some inaccurate information though since they were asked to pull it down. But it suggested that the event would be similar in nature to the BBQ/Chinese New Year/Christmas events. Burn an offering to create special gens/hooks. Finish them for bonus BP.
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@HellDescent said:
Will bbq offerings count as new ones?Nope. Past event offerings don't magically change into current event offerings.
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https://forum.deadbydaylight.com/en/discussion/23578/endgame-solution#latest
That is my recommendation.
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Seriously, you could have played TWO games in that time! Just smack the survivor and get on with your life. You can't blame the game for your poor decision making.
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@Mister_xD said:
@Dreamnomad said:
@Mister_xD said:
but im leveling my freddy atm... :c
i want to spend my points on him :cSorry. Your request to spend blood points has been rejected. Feel free to request an appeal with forms 104BP and 97L. Appeals will be handled in 4 to 6 weeks.
awwww :c
okay then sniffBut thank you for choosing Dead By Daylight for your asymmetrical horror needs. Please recommend us to all your friends!
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Hillbilly is a weird choice for MYC imho. It's like saying you don't have confidence in your chainsaw skills. Hag and Spirit both do well with MYC though.
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@Vortexas said:
To join me in insidious Leatherface camping every single survivor you catch on patch day.What are you trying to prove really? "I'm going to punish a bunch of people who had nothing to do with what I'm mad about!" Way to use that misdirected anger bro. You're like the guy who had a bad day at work and kicks his dog as soon as he gets home.
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@Grimbergoth said:
I have to agree with you on that , trouble is they would have to rework the placement on 99% of the totems and assign fixed spawns for survivors which they wouldn't do .
How long could it possibly take to adjust the potential spawn locations of totems? As for the survivor spawn location that would be super easy. Just make the game ask a question a simple question before it starts. "Is the survivor within 30 meters of an active hex? If yes, try again, if no proceed." Pretty simple. While they are at it, they should also do the same thing with killers. "Is the survivor within 30 meters of the killer? If yes, try again, if no proceed."
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@Vortexas said:
@Dreamnomad said:
Obviously the game developers don't want to encourage camping. That's why they make perks like BBQ, MYC, Devour Hope, Pop Goes The Weasel, etc. This is just another very gentle way of encouraging killers to not camp. You still can though. If you want to De-Rank while still killing survivors then they just did you a favor really.Thats not the point.
Most killers (myself included) only break out the camp fire after the exit gates are powered and we have one on the hook. Now we are being told we are going to be punished if we don't [BAD WORD] off, and let the survivor have a free escape.
That is NOT what you are being told. You are being told that you have 10 seconds to move at least 16 meters away from a hooked survivor unless another survivor is within 16 meters of the hooked survivor. If you stand 16 meters away and see a survivor try to run in then you can run in without any punishment and still have plenty of time to disrupt the save.
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I think totem placement should follow a couple simple rules.
1. Totems don't spawn within 15 meters of a generator.
2. Totems only spawn in locations where vision of the totem is obstructed by 75% or more (270 degrees).
3. Survivors spawn at least 30 meters away from active hex totems.If they just did those 3 things, that would resolve many of the complaints about hex totems.
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Obviously the game developers don't want to encourage camping. That's why they make perks like BBQ, MYC, Devour Hope, Pop Goes The Weasel, etc. This is just another very gentle way of encouraging killers to not camp. You still can though. If you want to De-Rank while still killing survivors then they just did you a favor really.
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@Doccy said:
Holy [BLEEP], actual constructive criticism? The Entity must have rewarded my effort. Give me a day, and I'll give you a good response in return. Cos you've got a lot of good points, and I've got some editing to do.
Feels good right? I've been thinking about Hex: Nevermore. This is what I think a balanced version would look like.
Hex: Nevermore - Once 2 generators have been powered, if there is a dull totem this hex is applied to it. Generators regress 50/75/100% faster. Receive an audio indication if a regressing generator outside your terror radius is being repaired. Survivors get a 15% penalty to generator repair and sabotage speed.
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Check out the following thread: https://forum.deadbydaylight.com/en/discussion/18924/alternate-game-mode-the-chameleon#latest
I think this or something similar is about the only way to do a "fake survivor" type killer. Voice coms would destroy this killer.
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@Mister_xD said:
but im leveling my freddy atm... :c
i want to spend my points on him :cSorry. Your request to spend blood points has been rejected. Feel free to request an appeal with forms 104BP and 97L. Appeals will be handled in 4 to 6 weeks.
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@Supernaut said:
I have Nea & Huntress at P2 L50, with every BP offering burned and 1m in the bank, ready to go!
I always have one Killer and survivor ready at P2 L50, for these events, so that I can max out the early Bloodwebs and make a massive stockpile, just in case it comes round again! :chuffed:You sir, are a smart man. Good job.
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Once per game? Umm, no thanks? If it had some kind of cooldown and a limitation so that it couldn't be placed within 16 meters of a hooked survivor, maybe.
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Okay, let's pretend I don't feel like watching the video. What is the short version of what he says?
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I don't think this add on is broken. But I better hurry up and use the 50 or so I have stockpiled before they nerf it =p
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I've seen this concept before as a Boogeyman type killer. I really hope they do use some kind of locker teleporting killer in the future. The concept is just too good. Though certain maps would need adjusted that don't have very many lockers such as The Swamp. I have to admit though that I would prefer to play as a Boogeyman than some nerd who was bullied. "The Bullied" doesn't seem like the kind of thing that would make very much money.
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You obviously put a lot of work into this and there are some great ideas in there. I do have some healthy criticisms though.
Perfectionism- I see no reason why the killer should get an audio cue when you successfully complete a skill check. The removal of a normal skill check range is handicap enough.
Dark Bargain- I really like this concept for an exhaustion mechanic. I think it could last a little longer though. Maybe 5/7/9 seconds based on rank. And the exhaustion shouldn't start to wear off until the invisibility is broken.
Perseverance- I think both the highs and lows should be adjusted. I think if you are hooked removing 2 tokens would be enough. Most of the time that would be all tokens anyway. I also think the maximum number of tokens should be adjusted to 2/3/4. 20% bonus action speed is a lot! But if you managed to get hit 4 times w/o being hooked then you deserve it.
The killer seems a bit overpowered to me. 20 seconds of aura reading is a lot. And not being able to use pallets during that time is very troubling. Whether the dash AOE attack is overpowered or not really depends on details. Like how big of a dash are we talking about. As for the killer's perks:
Obsession: Relentless Pursuit is tied too closely to the killer's abilities. Remember, this is a teachable perk. Other killers don't have innate ability to see survivors auras. This might even be completely broken with Freddy.
Tear it Down: This is insanely broken. 10% movement speed is a lot. 15 seconds is way too long for that much movement bonus. Pallets might as well not exist since you would be guaranteed to catch the survivor after breaking one. Especially if paired with Brutal Strength. If it was given the Spirit's Fury treatment where it only happens every 3rd pallet maybe.
Hex: Nevermore: I'm torn on this one. On one hand it doesn't do anything until a survivor is killed. So this intrinsically encourages camping which is not a good thing. 50% penalty for working on gens is too much and the audio notification of working on a regressing gen is just too much. The more I think about it, the less I like what this would do to the game. I think a healthier version would have a different trigger event than sacrificing. Such as after 2 or 3 generators are complete. I'm good with 100% regression penalty, but the progression penalty needs to be lowered substantially.
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@steezo_de said:
Caveman serial killer. Lock up them cave doors.That could be kind of fun really. Like a scary Encino Man. Some psychopath caveman that gets thawed out of ice and goes on a rampage.
Weapon: Club
Special Ability: Rampage - After a short charge time The Caveman charges 10 meters in a straight line. While charging, The Caveman is immune to pallet stuns and will immediately destroy any pallets he comes into contact with. If The Caveman makes contact with a survivor, the survivor is injured and knocked back a large distance. If the survivor is knocked less than a meter before hitting an environmental object then the survivor is put in a dying state from the impact. Rampage has a cooldown of 15 seconds.
Perks-
Internal Bleeding- Survivors hit by you suffer from Broken status for 40/50/60 seconds.
Concussive Force- Survivors hit by you suffer from Blindness and their vision gets periodically blurry for 60/90/120 seconds.
Broken Arm- Survivors hit by you suffer from injured status for 60/90/120 seconds. Injured survivors have a decreased repair and sabotage speed of 12% and skill checks are more difficult and numerous.
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@I_am_Negan said:
Will do
Hey Doofy, smell my finger!
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@starkiller1286 said:
That last part reminds me the old some old commercial where because of one thing going wrong it just escalateseems until they are either homeless or put in a correctional facilityI couldn't find the commercial you were talking about, but I did find this:
https://www.youtube.com/watch?v=tQAmvU6n_nc -
The Mummy
Weapon - Scepter
Special Ability - Slave Driver. The Mummy uses a whip to attack survivors at medium range. Each time the survivor is whipped, the survivor gains a negative effect. The third whip strike will put a healthy survivor into the injured state. Slave Driver attacks can not put a survivor into the dying state.
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Watch the following video. Skip to about 42 mins in and you can see what the player's hitboxes actually look like:
https://www.youtube.com/watch?v=56aSD99gmTIThis explains why sometime as a survivor you can see the killer's swing come up short, but you still get hit. And for killers, it explains why sometimes you might see an attack go through the arm of a survivor but not get the hit. Basically, survivor hitboxes are like giant weiners. As the survivors move, sometimes a limb will go outside the "weiner zone". 9 times out of 10 this heavily favors the killer though as the hit box covers a lot of areas that the survivor's body isn't attached to.
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@Condorloco_26 said:
@Dreamnomad said:
I had to google FNaF. For anyone else unfamiliar with it, they are talking about Five Nights at Freddy's. It's a silly jump scare game. I can't say I like the idea of Chuck'E Cheese animatronic robot killer in DBD. I don't think robots, ninjas, zombies, aliens, etc really belong. Though I suppose, a zombie isn't too far away from a spirit when you think about it.Still, you almost got a Ninja Ghost in the last DLC
You have a point. Maybe an alien robot next time huh?
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I had to google FNaF. For anyone else unfamiliar with it, they are talking about Five Nights at Freddy's. It's a silly jump scare game. I can't say I like the idea of Chuck'E Cheese animatronic robot killer in DBD. I don't think robots, ninjas, zombies, aliens, etc really belong. Though I suppose, a zombie isn't too far away from a spirit when you think about it.
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I play on PS4. Same name as forums. I can't say I recall running into anyone who's posted on this thread so far though.
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@Nickenzie said:
Dreamnomad said:I've said this on another thread, but I'll say it again here. IMHO in a perfect world, killers would revert to the old victory cube system where kills give pips. Survivors on the other hand should have something of a hybrid system. If you survive you pip. But if you don't survive then the current emblem system is used, but the standards are substantially raised.
This could definitely work out but if the secondary rank system got used, will their be any safety areas?

If you are asking if it would be possible to safety pip then the answer is yes. But the standards for what constitutes a safety pip should be a lot higher. For example, I've had games where I'm playing as the killer and one survivor in particular shows a much higher degree of skill when it comes to the chase.
Now, if I'm willing to put in the time then I will catch you with a pretty high degree of certainty. If that player is good enough to buy all his survivor buddies time to power the gens, but winds up paying the ultimate price for doing so then I think he/she has earned a safety pip in the least.
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@The_Crusader said:
I'm talking about when a survivor purposefully crawls towards you to rat out your location. They can take forever to bleed out. That's the problem. They can crawl from one end of the map to the other, so you have no chance of getting the hatch because the killer follows them knowing they're going towards you.
>
Slugged survivors move incredibly slow. It's not hard to be somewhere the slugged survivor isn't. I just don't see this as a problem.
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I've said this on another thread, but I'll say it again here. IMHO in a perfect world, killers would revert to the old victory cube system where kills give pips. Survivors on the other hand should have something of a hybrid system. If you survive you pip. But if you don't survive then the current emblem system is used, but the standards are substantially raised.
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@thesuicidefox said:
It's the ultimate troll. You can't bully him, if he never sleeps you then you can't ever get Evader or Benevolence. You get Iri Unbroken and Bronze Benevolence. If you don't do a gen that's all you get. If you do a gen you get a safety pip. And if someone is greedy to pip the rest get shafted. What are they gonna do?
You do you. All I'm saying is, what difference is there from doing this or AFKing? And should being "the ultimate troll" really be your goal in this game?
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@Mc_Harty said:
A more accurate take of your example would be this.
You take 1 hour to reach your destination. You then suffer from a -50% penalty due to weather. How long does it take to reach your destination with the weather?
Wow dude. This is going to be harder than I thought. Using this example it would take 2 hours to reach your destination. If you have a 50% movement penalty then in one hour you would be halfway to your destination. I don't think I'm going to be able to convince you though so how about you do this instead. Load DBD. Play as a survivor using self care. Get injured. Then run a stop watch while you recover. Then come back here and report the results. Assuming there are no additional modifiers such as mangled or coulrophobia it should take 24 seconds.