Dreamnomad
Dreamnomad
About
- Username
- Dreamnomad
- Joined
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Comments
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@fussy said:
Wait, you BUFF Ormond? Is it joke?
This was my only complaint with the update. Ormond is my least favorite map to play as killer. Map should be like 15% smaller.
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You might as well say "give me a billion dollars". It is just as likely to happen. People looking through rose colored glasses always forget about the things that sucked. There have been so many great quality of life changes made to the game over the years. Guess what wasn't in the game in 2019? Shared progression on perks unlocked. You want to go back to grinding out every perk on every character again? Not me.
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This seems like a net positive for killers imho. If you are regressing a gen more than 8 times then you should have already won the game and if regressing a single gen 8 times isn't enough for you then you deserve to lose the game.
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There is a learning curve to this game that has some pain points. I put together this guide if you haven't read it yet, hopefully there is some stuff in there you find useful. (I can't post a link to the guide, it's on the general page)
Some of your ideas I really like, some less so. I like the idea of adding onto the accolade system. I like the idea of raider accolades. I like the idea of builder tags.
I'm not a big fan of the idea of breaking down the sword or ranged weapons into components and letting the raider just customize their stuff. A couple reasons why, for one there are plenty of players that like dual wielding swords, guns, or shields. If you use two swords then you get all the benefits of both. Also, each weapon has their own identity and lore and stuff. I don't really care about the lore personally, but some people do. That also feels like it really limits the devs from creating new content.
If you haven't already done so then I would encourage you to join the MYM discord. It is far more active than the forums. Not that I'm trying to discourage you from posting here or anything. But I know it can be frustrating posting on these forums and barely getting any replies.
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Hello ... I'm playing on the PS4, a friend of mine is playing on the PS5...we both already have an active bass and have played the tutorial...I'm in front of my command center, I invite her, the invitation goes out, she gets it too and if you do that then click on it and after a short while you will get this message...what are we doing wrong? Thank you for help please
Welcome to the game and forums. I appear to be missing what the error message is. As long as you are in the sanctuary when the other player joins then there shouldn't be an issue. A second player can't join an active raid or when the host is in the base builder or watching a replay.
Willkommen im Spiel und in den Foren. Anscheinend übersehe ich die Fehlermeldung. Solange Sie sich im Heiligtum befinden, wenn der andere Spieler beitritt, sollte es kein Problem geben. Ein zweiter Spieler kann einem aktiven Raid nicht beitreten oder wenn sich der Host im Base Builder befindet oder eine Wiederholung ansieht.
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I'm not a PC player so don't know the answer. But I did ask on discord and even the PC players didn't seem to know.
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I wholeheartedly disagree with this post. Look, they aren't all going to be winners. That was true before blight as well. Nurse is a failed design (breaks the game). Hag is a failed design (too easily countered, takes too long to set up). Doctor is a failed design (the original skull merchant). Hell, I would argue blight is failed design too. He has too much mobility and too little counter play and add ons are too strong. Generally speaking, most of the killers post-blight are more complex in design. Sometimes it works out, sometimes it doesn't. But the fact they are still experimenting and finding new uncharted ground to make killers is impressive imho.
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No. What they need to do now is penalize first hook suicide players. There is no excuse for ruining the game for everyone else. None.
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Lol, pretty accurate. It's leave loop or eat crow.
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@humanbeing1704 said:
generally speaking I think most people only consider artist opee or whatever when they use the boring place crow at the other side of the loop strats and force people to leave loops
You mean use her power? That is like complaining about hillbilly curving at loops. Or Clown throwing bottles at loops. Or Trapper placing traps at loops.
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Of course it should. What are you talking about? That is very much a part of the balance of the killer. Survivors have flame turrets as a counter for the killer. If you aren't using those then that's on you.
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What a bizarre post. In your mind complaints about a killer are a good thing? Do you want your favorite killer nerfed?
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There will be people that will complain about anything. I really doubt a handful of whiners on the forums are causing BHVR to change course on whether they include new cosmetics. If BHVR and the license holders come to an agreement for more cosmetics then we'll get more cosmetics.
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Good idea. I'd like that as well. I'd really like it if they made it so enhancements were unequipped after using them. I always worry about bringing in nice enhancements on accident so I wind up rarely using them.
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Outpost: Calhoun City - This giant worm made the mistake of consuming a research facility focused on nanorepair technology. Now the nanomachines incorporate everything it consumes into parts of its body. Where does the machine end and the worm begin? What was its original purpose? The worm no longer knows. It only knows it must continue consuming.
Stats on Calhoun City are as follows - Raids: 104 Kills: 267 Kill Ratio: 2.6 Artistic: 46 Fun: 34 Ingenious: 27 Brutal: 14
https://www.youtube.com/watch?v=VN_Ti1ytfVsAbove video is a run from Baldusaur
https://www.youtube.com/watch?v=277F-Cdvmd4Above video is a run from DakkaBooms
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Just FYI, this is a known issue. You can see known issues here:
https://forums.bhvr.com/meet-your-maker/discussion/378404/meet-your-maker-known-issues-board
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lol, I'd be fine with that. It would probably make more sense to switch who gives the boost over moving advisors around though.
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As long as it isn't too distracting then I'm in favor of it. It usually isn't too hard to tell what happened though depending on what killed you. If it was a laser or flame or any other projectile (besides guard sticking barrel through barrier) then you must have been outside the barrier. If it was a dead mans switch guard then it wouldn't matter if you were in the barrier. If it was a guard at close range then it was likely sticking it's barrel through the barrier.
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Balance in this game is virtually impossible to achieve. That isn't a reason to not strive for it. But we all just need to acknowledge that there is no reality where every player will be happy with the balance or mechanics established in this game. There are YouTubers with killer win streaks in the 100's. Which is absolutely absurd when you think about it. There are also YouTuber survivor win streaks that are really long.
Neither of these things would be possible if player skill wasn't a significant part of whether you win or lose. So before writing off the gen speeds or anything the survivors do as the problem, you have to ask yourself if you played flawlessly. Did you do everything in your power? Was there any perk or add on that you could have brought that would have changed the outcome? Instead of worrying about things that are beyond your control like the gen speed, focus on the things that you do have control over.
But more importantly the question you should be asking yourself is "did I have fun?". Ultimately that is the objective of any video game. If you aren't having fun then it might be time for a break.
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Welcome to the forums! What platform are you on? I haven't really had many issues on PS5 unless someone has gone absolutely nuts with second wave stuff.
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Outpost: Tecumseh - This is my first outpost of Decayed Hope. It's only a small outpost but I've had a lot of really fun replays from it. The main area is an arena with some launch pads to play around with. The sewer area is more trap oriented. I think a larger scale version of this would have a lot of potential.
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@LancerEcho said:
I'm not sure that was true of the previous season. As I ranked up I noticed a far higher saturation of BS bases the higher into master I went. It could be that as the season drew towards the end people had their rewards and there were mostly only hardcore people left.
As far as I know, rank has nothing to do with what outposts you get.
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Outpost: Caruthersville - I've been on a "science has run amok" kick lately. The idea behind this one is that an alien artifact was discovered in an arctic crater. A research team was trying to use alien artifact to develop an alternate power source for mankind when the alien biomass begins growing out of control.
Raids: 88 Kills: 228 Kill Ratio: 2.6 Artistic: 50 Fun: 34 Ingenious: 19 Brutal: 8
https://www.youtube.com/watch?v=VWmbsPWt1_M -
I don't know if I agree with no mods on normals. I agree that normal should be the place for new players to learn the game. But I think the game does a pretty good job of doing that now. If an outpost gets too many kills then it bumps up to dangerous. And it doesn't take very many kills to do that. It's hard to keep a outpost at normal if get gets higher than 2 kills per raid on average. I've had outposts that average sub 1 kill per raid bump up on occasion.
Now the one thing that I do think needs to be addressed in the dynamic difficulty system is how easy it is to game it. If you make an outpost that by default is normal but in practice is actually deadly, then as soon as it gets bumped up to dangerous the builder can just go and delete 2 guards and replace the exact same guards and boom... back to normal. So as long as the builder is willing to periodically reset their outpost then they can easily maintain an outpost in normal that belongs in dangerous.
With all that said, I wouldn't throw a fit if they made it so mods/augments are by default dangerous. That would negate things like spontaneous and guard armor which can be frustrating to new players.
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I don't know. Honestly, I never really got into the lore of the game beyond the basics. My son loves to speculate and talk about Harvey. He's not real happy that I kill him all the time in my raids =p
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The reason there is less new content on this particular sector is because they spent so much time working on expeditions 2.0. The more fair way to think of things is that we got half the sector early with all the enhancements and changes during the mid-sector update. I absolutely love the new environment, blocks, decals, props and the launch trap is going to be an instant classic. I don't know if I'll ever create an outpost that doesn't include launch traps.
If I was going to be critical of this sector, I'd say that I'm not especially fond of the lodestar. Unlike the demolition cannon which filled an important part of the custodians missing arsenal, I don't feel like lodestar is going to change the meta at all. There isn't a single outpost where I've thought "I should switch out X and bring in the lodestar". I'm fine with it in the sense that it won't cause any harm or imbalance the game in anyway. It just isn't my thing is all. And that's fine. Not everyone is going to vibe with every new addition.
I expect we'll get some new trap mods in the mid sector update. But for now I'm just digging the launcher and new environment, blocks, decals, and props. I got plenty of new stuff to keep me busy for a while. The beautiful part of this game is that the players make the outposts so there are always new outposts to raid. I'll post some opinions on some of your specific suggestions later.
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If they did make such a change then I'd prefer it was toggleable option. I'm pretty happy with the current user interface. But I'm in favor of adding choices for those that want to use them.
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Well, it's not technically impossible. You can use grenades to break tombs as well as getting traps or guards to break them for you as well. With that said, I think it would be nice if the lodestar could break tombs.
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I really wish the default was to auto-unequip too. I would be much more inclined to actually use enhancements if I didn't worry about bringing them to future raids on accident. They can always add the option to keep equipped in the option menu for people that prefer it that way.
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I'm all for a broader audience. I don't know how the Nintendo Switch compares to PS4 in terms of performance but the game seems to struggle on that platform. They might need to lower the settings of the game to make it run on the Switch.
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@Marcus_Soul said:
Please allow us to "flip" props, decals, etc. so that they can be rotated, but also mirror-reversed. While you're at it, allow us to change its size? I dunno, maybe?
I don't know if there are technical limitations as to why this isn't done but assuming it doesn't cause a bunch of bugs or increase loading time significantly then I'm all for it. If they do implement a thing where you can scale the size of decals then I'd hope that they have default settings like 125%, 150%, 175%, 200%. That way if you wanted to increase say the size of the DBD scratch marks but you wanted to do it for an entire area, you would have a quick way to do it and have them be a consistent size. Going through and trying to increase the scale of 200 decals and have them be the approximate same size manually seems like a nightmare.
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As long as it is optional and doesn't affect game balance then I don't see the harm. If I could go into an Egyptian themed outpost and see Egyptian themed guards and traps then I would feel like it only improves the immersion in the game.
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I think there are a lot of ways they could and should monetize this game. One of the lowest hanging fruits is to allow us to buy outpost capacity to increase the current limit of 200. That should hardly take any time/effort/money on their part. Skins for guards, traps, and HRV would be welcome additions too. Maybe a premium track for expeditions. Decorations for the home base would be cool too. It's like they are afraid of money. Give us the opportunity to support the game and we will.
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@MythicMikeneto said:
https://forums.bhvr.com/meet-your-maker/discussion/comment/3605237#Comment_3605237
It really was mainly art.
This was built near the start of my mission to create sustained nornal content for new players.
I shifted my focus from building the trap 'machine' then making the arcitecture fit it: to instead bhulding arcitecture and assing traps to it in a way that made sense.
Shockingly many new players die multiple times (upwards of 7) in this build. It has allowed me to seee the extremely wide gap in raider skill. I recommend builders attempt to build sustained normals and watch the replays yo really understand how low the raid skills can go.
Very interesting contrast to read your review of Ohm's build then mine. From that, I wouldnt assume you 'enjoyed' the raid experience of Harvey at all (this is to be expected from a higher tier/skilled raider). It is clear you apprciate it for the efforts I had put into building it. Thanks for taking the time to check it out.
I believe Harvey could be the 'poster child' for normal content. It often saddens me to see min/maxed builds in normal that take as much advantage as they can of the difficulty system to prey on new players.
Seeing skilled raiders do normals is also sad to a lesser degree, because their 0 death will help keep the easy content in the normal tier and... well... it's solid entertainment to watch them get killed (even just once) by an outpost way below thier weightclass.
Don't get me wrong. I'm not trying to throw shade at your outpost at all. It clearly wasn't intended to be difficult. I'm on board with building normal outposts that are built with the intention of catering to and inspiring newer players.
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Ohm is Futile - Jenks
https://www.youtube.com/watch?v=UQlGhFRZYBQI really enjoyed this outpost. High pressure with threats coming at you from every direction. Neat little shortcut exit at the end. All that and it looks really nice too.
MythicMikeneto - Harvey
https://www.youtube.com/watch?v=fKlHw-OX9A8This outpost strikes me more as an art sculpture than anything else. A striking combination of shapes and colors.
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@xIx_ZeNo_xIx said:
I definitely appreciate the fact you're like the only one who responds to my posts. Thank you for the advice I'ma try out some kill room ideas
No worries. The official forums aren't the most active place. I try to encourage people to post here but most players are on the discord and/or reddit. If you want more players to interact with about MYM then I'd recommend checking them out (but don't forget about this place).
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I don't know. I feel like impalers are in a pretty good place. They have pretty much the same activation speed as a bolt trap and I don't think anyone would underestimate a bolt trap. I think the key to impalers and all traps for that matter, is in the placement. If you just slap an impaler on the corner of a hallway it isn't going to get any kills. Either the raider will run right past it or they will notice and destroy it before dying.
I find the best place for impalers is as a support threat. If you have a kill zone and the raider runs to some area seeking safety, that is the best spot for an impaler. If they leave the spot then they are dead to all the other threats, and it is easy to miss an impaler when there are alerts and noise every direction. I especially like to put the explosion mod on such a trap so that even if they notice the impaler and react in time the explosion will get them. But using other threats or eye draws to distract the raider is going to get you the best results.
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The bigger issue I have with swords is when I'm trying to destroy a death piston on a corner. Naturally there is going to be an incinerator behind the death piston so you don't want to fully expose yourself but when you go to break the death piston, you are locked in an animation that pulls you along the wall without destroying the death piston. It is extremely frustrating and happens consistently. But if a guard and trap are right next to each other, the melee weapon prioritizes the trap which will usually get you killed too. Bottom line is melee weapons need some fine tuning.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602352#Comment_3602352
Can killers tunnel a survivor?
I can't believe I have to say this but generators aren't people. Survivors aren't ruining the generators game experience by finishing them before they have a chance to play. What are you even talking about?
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You can't "tunnel" a gen. What are you even talking about? Is this an episode of The Twilight Zone? Am I being pranked?
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@CrimsonMothKing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601627#Comment_3601627
I think if it were to apply to powers, it would only apply to Duration based Undetectable. So with Skull Merchant it would apply the extension, but Wrath and Ghostface wouldn't be able to use it, as there is no time limit/duration on their undetectable.
If insidious was the "lethal pursuer" of undetectable then it would apply to powers.
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@Avo said:
More than the article, I was interested in your relationship with your son and the things you have in common. I hope you two will always be happy
That is very sweet of you. Son is 14 and he's a lot of fun with a huge imagination.
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I'm honestly fine with Blight getting gutted. I don't like to play as Blight or against Blight.
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@WaveyTrey said:
At the start of the trial you become undetectable for 120 seconds. The effect ends when a survivor is downed by the killer by any means.
When all generators are completed the killer gains undetectable until the exit gates are open.
Neat idea for a completely different perk.
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5 seconds doesn't sound like much but that could really be an issue with a killer like Skull Merchant and Wraith who can go in and out of stealth easily. If it only applied to perks then I don't think it should be too much of a problem. Maybe if it was 2 or 3 seconds would be more balanced.
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Tools of Torment - 5/10 I didn't hate pre-work Skull Merchant as much as most people but I rather like where she is now. The twin survivors look good but I didn't care for their perks. Overall this chapter falls somewhere in the middle for me.
End Transmission - 7/10 I like singularity but I find him difficult to play on console. I wish when you switched to a camera, if there is a survivor in view it should be centered on them. It's just too hard with a controller to focus on survivors fast enough. But I digress. Unique and interesting killer (if difficult to control) and decent survivor.
Nic Cage - 10/10 It will forever make me laugh that Nic Cage is in DBD. They nailed it with the perks too. Not competitive but strange and fun which is perfect for Nic Cage.
Alien - 8/10. Great chapter overall. The alien tunnels were an unexpected twist. Powerful and interesting killer. Ripley is less interesting to me. I don't particularly care for her appearance or perks.
Chucky - 10/10. Absolutely nailed this killer which is amazing considering what they were working with here. I will freely admit that I'm one of the people that didn't see how this killer could be brought into the game but this is one of those times where I'm super happy to be wrong. Using his soul to carry survivors was pure genius. His size (3rd person perspective), animations, voice work, power... all perfect. I can't praise the devs enough for this chapter.
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A lot of endurance effects have pretty short timers. Like waiting out a dead hard or made for this. So a lot of times just game knowledge and recognizing when a survivor is using a perk or item to give themselves endurance can let the killer play around them. I'll admit I'm not the best at this though. I'll still eat obvious (in retrospect) dead hard plays.
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This thread really isn't a discussion about SWF balance. There are like a million threads about that already. Anyway, I agree with the OP. It would be nice if there was a way to see the perk descriptions once the game starts. I have pretty reasonable game knowledge but there are a lot of perks in the game now and it can be difficult to remember each icon by sight as well as all the details about the perks.
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I think there is a lot of potential for clans/guilds in this game.
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@xIx_ZeNo_xIx said:
Not only that I kind of wish you could copy an outpost you have successfully raided. Like the end screen should have an option to "copy outpost" because I've come across a few good and fun bases I'd spend 20 or more deaths on that I'd love to copy and make changes to it too.
Maybe the option could include spending a large amount of currency to copy someone's base.
I don't see this being possible without the other players consent. Building a really nice outpost can take an incredible amount of time and effort. I wouldn't want everyone going around plagiarizing my work without my consent. Plus that could lead to running into the same outpost constantly which wouldn't be good for the game either. If you see a really cool outpost there is nothing stopping you from trying to make your own version. But you got to put in the time and effort.

















