Dustin
Dustin
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Pretty disappointed with the perks quite honestly considering the concepts are great. Hoping mid chapter they get slight buffs because as it stands now they're too situational. Not in a sense that you use them in a strategy but you're only going to have rare moments to utilize them in game compared to other perks that have more up time. For example we'll compare with a perk that isn't even amazing
Trail of Torment
You guide your victims along a path of pain and punishment.
After kicking a Generator, you become Undetectable for 15 seconds.
During this time, the Generator's Aura is revealed in yellow to all Survivors.
Trail of Torment can only be triggered once every 120/100/80 seconds.
Dark Devotion
The display of your Powers creates a whirlwind of panic that spreads throughout the land.
You become obsessed with one Survivor. Hitting the Obsession with a Basic Attack causes the Obsession to emit a Terror Radius of 32 metres for 20/25/30 seconds.
You are granted the Undetectable Status Effect for the duration. The Obsession hears the Terror Radius they emit for the duration.
You can only be obsessed with one Survivor at a time.
"And terror shall take hold of a defiant non-believer, who shall falsely announce my arrival." (The Tablet of Adiris, 48.9)
Trail of Torment's tell is the aura on the generator. Dark Devotion's tell is the obsession getting hit. Both are easy to figure out once the killer has used it once. However Dark Devotion has more up time for so little downsides and yes you can argue you have to find your obsession but if I had to pick between the two it's going to be Dark Devotion. The aura is such a downside on its own with such a short duration. It's comparable to Tinkerer but that has a short duration because Hillbilly is meant to use the perk more than other killers. The 80 second CD is such a huge downside at most it should be scaled like 80 / 70 / 60 with a longer duration.
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@Orion "It's going to be written in the lore and not shoved in anyone's face."
And if that's the case then that's fine. Keep everything subtle and up to the player to realize or figure out for themselves. If someone has something explained to them every time a chance is given it annoys them. It would be the same if I posted about my preference each time I posted. Would be unnecessary.
You could easily argue that I'm worrying about this too much but this is a touchy subject and one misstep and it not only makes BHVR look bad but it makes the game look even worse. I do care about the game and the topic but I want to see it done the right way. This topic is such a minefield as it is.
While on mind have you a statement from BHVR regarding this topic only being in the lore? As I said it doesn't matter too much to me as long as it's done in such a way where it's not what defines the character for example and always the main topic.
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Personally while I don't mind the inclusion of LGBT why does it matter if they are included or not? This game is about four survivors escaping a killer controlled by an unknown entity in another realm. If BHVR is smart about it sure I'm fine with it but if all the story turns into focusing on how a character is a gay person like with what Bliz started doing with Overwatch characters then that's only going to annoy and push people away. People play games for fun not to take part in a political statement. Just don't turn the game into a message in Identity Politics and it's fine.
Just on the off chance that I'm accused of being homophobic also. I am a gay man and I do not see the point in forcing the information in someone else's face. For example now that you know this about me does it change your view of my post? Probably not but I'm not going to shove the fact in your face every time I make a post. That's my same view when a game dev or company announces they're going to be more supportive of certain things especially in games. Almost every time it feels like a "mandatory" thing when most of the time they don't actually care and just come off as obnoxious. Again I look to Blizzard when I say this. I just don't want to see BHVR take a misstep with this after making such an announcement because believe it or not they're one of my favorite companies that work on games.
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I'm holding off because all the killer perks are meh. The one perk I've been wanting for a while and even suggested was getting Undetectable when performing the break action on gens. However it has so many downsides on the perk it's too situational unless you're like a Hillbilly or something.
It's a no go unless they buff the perks or at least make them a bit more reasonable. Don't care about the survivor not because she's a bad character but it doesn't make sense to me that she is paired with Pyramid Head.
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The main thing that takes away from my enjoyment of this game is matchmaking time. I primarily play killer and I find that no matter what rank I am and no matter what time of day I queue at my queue time is consistently between 5-10 minutes. I'm primarily located near Chicago and my patience wears thin and I usually quit playing after the third match. Been like this for about 3 months to the point where I barely even play anymore.
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I'm not a fan of adding mechanics to any game based on player rank. Either people who want it can't access it due to lack of rank or people who have access to it purposely derank because they don't want it. If this were implemented at all keep it as a custom game mode option or make it an optional event. Alternatively make it an Ultra Rare offering survivors can use to make their own game harder.
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Tony Hawk survivor DLC when?
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I think his power is interesting but it will always bug me how standard his power is considering it's Freddy. Being able to conjure up a large number of things and kill survivors in various gruesome ways in the movies. We're stuck with the one dimensional 2010 Freddy that just drops blood puddles and alternatively the more interesting part of his power being the dream pallets. I wish Freddy had more interesting things he could do on the map and maybe tone him down in other ways to make him less cumbersome to play against. Pyramid Head for example got a lot of treatment I would like Freddy to have as an example. Pyramid Head sends people to a cage at his whim if they're tormented. Why doesn't Freddy get something cool like that? It's Freddy Krueger the Dream Demon. He should be able to do all sorts of cool stuff while survivors are asleep.
Granted I believe this Freddy is better than his initial predecessor but I still find him lacking in a sense. He's perfectly balanced while not being too weak or strong he's almost right in the middle. I just find people suicide on hook a lot against him because he's boring at times and quite honestly he should have never been given the "Survivors receive oblivious" while asleep because in my opinion that encourages camping and tunneling more on Freddy. They could have done something more unique for Freddy in this regard or maybe just made it so that each survivor asleep reduces Freddy's terror radius by 4 so in theory you could reduce his terror radius by 12 - 16 depending on if someone was hooked or not. Although I don't mind the red stain disappearing while survivors as oblivious / asleep.
I'd like to see Freddy have more unique map objects he can create and rework him so he doesn't need addons for his power. He would be so much more interesting that way. For example let him make a fake totem for survivors to waste time on or something along those lines. Get rid of his slowdown addons for efficiency and give him something more cool or interesting. Maybe when all the maps have breakable walls let him create a fake breakable wall that will fool a survivor to think it's safe to walk past and he just walks past it and hits them.
tl;dr - Freddy balance wise is fine but personally I wish his power was more dynamic for the dream world to be more thematically interesting.
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@chase131119 said:
It's not bannable but it should be.
Honestly no it shouldn't. If it's a feature people are going to use it. Blame BHVR for making part of the game loop unfun
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The next killer will be Mathieu Mcote, The DieWrecktor. He's going to be 8'12" and he'll beat survivors to death with his fist.
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I've honestly seen a lot of compelling arguments for Jason, Candyman, Alien and Pinhead. I want it to be Candyman but I'm genuinely convinced it's Jason or Alien.
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Bloody Party Streamers are so rare because there are so many map offerings in the bloodweb of the same rarity. Honestly wish map offerings would be moved to purple or something and leave all bloodpoint offerings at rare, uncommon or common. I honestly hate getting map offerings on the bloodweb.
@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1295457#Comment_1295457
Honestly I wish the devs just gets rid of tiered Bloodpoint offerings for every category and create 100%/75%/50% to all categories for all of them by merging them all into one.
This too.
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My ideal rework for The Cannibal
- Chainsaw charge works the same as The Hillbilly - Hold the button down to fill it up and the power will activate automatically at 100%. This is to prevent any accidental activation uses. This would also mean he can regress the meter by releasing to slowly let it regress. Ideally the longer this was held the faster it would build up and release to prevent camping.
- Cancelling the power does not give The Cannibal a slow penalty to enable him to mind game at pallets
- Base movement speed set to 100% when charging
- New Passive that involves the bump mechanic and his tantrum - The more The Cannibal bumps into objects the longer his penalty gets each time but the farther his sweep can go with less steering control with a max of 3 tiers. Revert tiers by downing survivors with either melee or the chainsaw. Something like this anyway that makes Tantrum more part of his power in a useful way. Alternatively just add a regressing meter that does the same thing if Bubba bumps into stuff and it would make the bump addons more useful.
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@Xx_Daniel_xX69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1291435#Comment_1291435
This is my opinion but I find his other addons suck.
Yeah I can agree with that. His other addons need buffs or be reworked into more interesting stuff and the CD for both his addons and base need to be adjusted so the addons for cooldown feel not so mandatory. But what is it like a 16 second CD for shroud with both? Yet 40 without them? Yeah there's a reason the addons are overused so much.
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My only issue with Ghostface has been his cooldown addons. They feel too strong in comparison to the other addon but at the same time without them Ghostface feels a bit weak. I feel like with the addon his Shroud has too much uptime but without shroud has too much downtime. Wouldn't mind the addons getting nerfed and lowering the cooldown of Shroud so there's more control over the CD and different addons get used. Although from the survivor side I do feel like his reveal mechanic needs to be more clear but that's been a day 1 issue. Not everyone understands it's center screen and not your survivors center view.
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I'm on the boat that says Survivor should get a consolation prize for being mori'd the same as being killed as obsession. Killers should also get a consolation prize for keys allowing an early escape.
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@PodgeNotRodge said:
https://forum.deadbydaylight.com/en/discussion/comment/1286908#Comment_1286908
Fair enough, seems scummy people do. Like my father was kinda cool about it. He stayed behind in egc just to give the Legion a kill cause the poor guy couldnt do anything. I'd hate to think others would purposely exploit it as it's just feeding the unnecessary toxicity.
For that one specifically it's just when Legion vault's those two windows when using Frenzy. That's probably the only one that I was shown that can be caused completely by accident. Regardless it's still gamebreaking but BHVR should know about it at least. If they somehow don't they should now.
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Someone I know reported this about 2 weeks ago along with about 6 other game breaking bugs regarding maps so hoping those get patched next update. That one specifically was one of them it's just mentioning them publicly sometimes makes people abuse them so that's why he didn't do that.
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@Seiko300 said:
https://forum.deadbydaylight.com/en/discussion/comment/1254301#Comment_1254301
I feel like your idea could be reversed actually, you want to incentivize getting as many stabs in as possible so think if the legion got faster the more stabs he got in. 0 stabs = base feral frenzy speed, 1 stab = 5% more, 2 stabs = 5% more and so on and so forth, maybe increase vault speed too at the same time. Numbers can obviously be tweaked as much as you want lower 5% to 1% if you want to but the core idea and concept still exists. Rewarding the legion the more he uses his power as effectively as possible.
This makes it easier to get those cross-map feral frenzy hits in, sometimes you see the killer instinct of a survivor far away but you know you'll never make it all the way over there in time. It also encourages you to continually spread damage around as much as possible more than he is already incentivized, rather than tunneling someone down.
I don't think he should be punished for using his power to its maximum effect. I mean, you don't see the Oni getting super fatigued and lethargic after he literally downs survivors with his demon rage. Regardless of whether he gets nobody or 1 down, 2 downs, or even 3 downs the cooldown animation never changes. Seeing as how Legion is nowhere near as good as the Oni I don't see why he should suffer that kind of increased cooldown just for successfully using his power to its max potential, that doesn't sound like the best idea.
Truthfully I'd just drop the penalty to a permanent 3 but given how BHVR approaches some balancing I'm just going with an idea I had based on Nurse since they treat him similar to her.
I understand where you're coming from though with your suggestion.
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I use Inner Strength a lot and I'm going to outright say no as it would be too powerful.
Inner Strength already counters Nurse's Calling because when you heal you go in a locker, it counters mangled because it's a fixed time for the heal that cannot be extended from what I know and it helps clear secondary objectives. Not to mention you don't need a teammate to heal so I'd say it's in a great spot right now.
Like listen. The perk is great where it's at now where it's a nice situational perk. It doesn't need to be the ends all of healing perks where it's so strong you don't even consider a medkit, self-care or other healing items.
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Deathslinger is in a really good spot now that the maps have been adjusted. Would recommend learning him as he's quite powerful in the right hands but takes effort to learn.
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There are three reasons I would say no and I'll order them of importance
Toxicity - Look I don't know what you do about this but both PC and Console has trash talking to the point where you have to sometimes turn your stuff on private or constantly block people. I don't know what BHVR does at this point with this issue but this doesn't give a good look for non-toxic people who just don't feel like dealing with that ######### and doesn't care and has better things to do. Worst part is if they add you off of DBD it's 100% out of BHVR's hands. I've had people add me on alt accounts with racial slurs just to try and flame me since they knew I wasn't going to accept it. Yeah it's sad but it's obnoxious. Bonus points for if you're on PC where you have to deal with the onslaught of entitled people who want to criticize every mistake everyone else made but themselves. Somehow this kind of behavior needs to be discouraged and good behavior needs to be encouraged
New player experience - To keep this one short this game needs a proper set of resources for new players so they don't have to use YouTube to answer questions. For example what are totems? Pretty sure this isn't explained at all in the tutorial. You could argue that not knowing is half the fun in this game but what about us vets? Does that mean our fun is gone? I feel like the tutorial system and hint / tooltip system needs a massive overhaul. Being a new player sucks honestly. If anything I feel as though the community should band together and vote on what tooltips we need updated. Yeah I get this is something that takes a lot of resources but I genuinely feel as though it's needed.
Examples Short videos in client that showcase a characters power and perks
Map overviews
Proper tutorial explaining all current game mechanics - Maybe like how Hag traps work for example.
Not saying the player needs their hand held but please just explain basic stuff.
Graphical Settings - This ones relatively straight forward but I feel as though this game lacks graphic settings that should be mandatory. Accessibility options should be one of them for colorblind people.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1255509#Comment_1255509
Yea this would work too. However I could see survivors abusing this in some cases by purposely going AFK for 60 seconds then doing some dumb trick with it. I think it would make more sense to break killer's collision if they don't move a small distance for a period of time, because there's no way they could abuse that.
Very fair point on purposely going afk granted they'd have to waste 60 seconds doing nothing. However I'm just glad it seems more people are coming to the conclusion that this can be fixed so players don't need to deal with this in the first place.
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@thesuicidefox said:
IIRC there is a trick with items where you can drop/pick up the item repeatedly to break your collision. IDK if that would have helped here, but I remember someone telling me that's how you get past a killer that would body block the basement stairs before they patched it.
Just take screenshots/clips of it, rush gens, trigger EGC, and then report the killer at the end of the game.
IMO BHVR should have a killer's collision break if they don't move more than 1m after 30s. There is valid reason to bodyblock in the corner if you are like Plague or Billy, as long as you use it to get the insta-down on the guy there's no fault. But there is 0 reason to sit there all game like that. There's never a tactical benefit to it, it's always to troll.
This is why I keep saying AFK crows should get rid of collisions. Shouldn't need to exploit gimmick game mechanics just to avoid a troll killer ruining the game. They shouldn't even be given that opportunity in the first place the game should have these people in mind and prevent issues BEFORE they happen rather than after the fact.
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Quite honestly I'd love to see a rework of all offerings. The only real offerings in the game are for bloodpoints. Nothing else really changes the game that doesn't annoy the other team and make the game unfun such as Fog or Mori's.
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@Khar said:
lol that dwight put himself in that situation. That does NOT happen on accident.
Might have been going for a last second cleanse where he was willing to take a hit but the Hag ends up just standing there. I've seen a few situations where this has happened just because a survivor commits to a totem or other objective.
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Spots like this is why I still believe AFK Crows should give soft collisions so survivor can just phase through killer. That way hostage situations would be less likely to need to be reported by standard gameplay without bugs, it would save time sifting through reports for mods and it would be less of a headache for players.
Plenty of reportable stuff in game that could be solved with a simple approach. Absolutely no reason in standard gameplay a survivor should be trapped in a spot for over 30 seconds. Therefore giving them soft collisions shouldn't interrupt standard gameplay. The mori spam was changed I have no clue why this wasn't addressed first because this is clearly a bigger issue. At least with Mori Spam they bled out and the game would end. Yet for some reason this is still in game with no fix?
tl;dr - The moment a survivor has a crow on their head they should slowly be able to push through a killer at around 1/4 the max movement speed. It forces the killer to act and it avoids the hassle of needing to report people.
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I'd like to see Feral Frenzy stats scale based on how many were stabbed almost similar to how Nurse Fatigue scales with # of blinks.
For example 0 Stabs is like a 2 second stun and every stab past that adds .5 seconds to the fatigue timer capping at 4 seconds. Maybe give Legion a small buff each time he stabs someone that wears off? Only thing I'd really change at the moment because breaking out of Frenzy feels awful to be honest. Especially when Spirit and Hillbilly exist for example with mobile abilities that feel much better to use. Even Nurse doesn't feel that bad getting fatigue stunned compared to Legion.
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Insidious for one reason - They added that penalty for being close to the hook but they insist on keeping this perk as it is. Even without insidious the penalty is redundant so either remove the penalty they added or rework Insidious to have consistency with what they want for the game.
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The main problem I see with this whole suggestion is I understand why it's there. When a gate is open m1 killers essentially have no chance for any reward if they pursue more survivors. If the one survivor they had hooked (if any) gets unhooked they're almost guaranteed to get out if you leave them. If you stay there's also Borrowed Time so you're pretty much forced to camp or hope survivors are careless. Point is though it feels pointless to pursue survivors at times because your best case scenario in this field is camp. This is the main reason I see NOED being used in the first place.
Now don't get me wrong from a survivor POV they earned that option but it's just not fun to deal with as killer. Although I can't agree with an exposed effect in the exit gates as I agree it would cause odd standoffs and I feel like it isn't the right solution. The ideal solution is forcing survivors to decide on whether to actually leave or go for the save. It's so easy right now to just open a gate, heal each other at the exit gates and just dive bomb the hooked survivor. Maybe having it so the more people who are at the exit gates the quicker the EGC timer goes? That way healing is in a less desirable place forcing survivors to make a decision quicker. Maybe prevent healing at the exit gates? Although I'd compare that more to the exposed suggestion so not really sure.
For the most part I believe for most killers this isn't an issue but let's say Wraith for example his end game sucks unless he runs NOED. Same thing with most other m1 killers. Everyone heals at the exit gates usually when you're doing your business on the other side of the map with another survivor. Then as they're fully prepped they kamikaze the hook and just tank hits for each other.
The alternative suggestion would be no speed boost on hit during EGC but I don't know really. That would be such a strange and specific change too.
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Dead Hard is the only exhaustion perk that doesn't annoy me and where I feel I have a little control over dealing with in the chase personally. It's fun to use and play against and it has a bit of a skill curve to master so you're not predictable using it.
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@Speshul_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/1240731#Comment_1240731
The Lery’s treatment? You understand that Lery’s is more survivor sided now right? There are up to 3 pallets that MUST be broken in order to reach/catch the survivor (unless you play Spirit or Nurse).
The only reason Lery’s gives killer as many kills as it does now is because it’s an indoor map, making harder for survivors to find and complete generators so you don’t get “gen rushed” as quickly.
The Lery's Treatment as in heavy focus on one specific map to be remade instead of small touch ups to several. It doesn't matter what state Lery's is in now the point is a lot of focus went into overhauling that map graphically and for gameplay adjustments.
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@Dwight_Fairfield said:
Great that the infinite loops are gone, but the maps have way too many dead zones. Just big areas of nothingness.
I agree with this but I'm hoping they revisit a few maps they touched up. Honestly though I feel like some of these small tweaks aren't enough and some maps could use the Lery's treatment.
Also yes I know they said in the Q&A nothing they did is now set in stone. I'm just expressing that I agree that some of the maps in this update could use another pass.
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Unpopular opinion but I really wish they would just rework Thompson House to be half indoors and create a really cool farm house to represent what the wealth of the Thompson's might have been like considering how large the farm is when you consider all the maps in the realm. Overall I like the changes but still feels really underwhelming. Seems a bit more empty though yeah I'd agree. The changes to the actual house though I like such as the hole in the floor. It could maybe use an unsafe pallet in there somewhere though.
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Will breakable walls be changed to have a purpose to break rather than feeling like a mandatory action a killer has to do?
Ex - A loop is super strong without a breakable wall being broken. So far none really open viable shortcuts that purely benefits killer.
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@Jholla31 said:
I would assume it would be similar to the "open gate" interaction as killer. A bar that only takes about a second to fill once you press the corresponding button, but the animation doesn't start until the bar is full.
I'm assuming this too and while I'll obviously find out tomorrow I'd like clarification on the rule. I thought it was ridiculous it was a reportable offense in the first place considering the survivor still bled out and they could have changed how it worked in the first place. Although at least were at the second phase of that statement anyway so better late than never.
Still excited for the map changes though god damn.
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Personally I'd like a quality of life buff (Kind of) where Legion's stun at the end of Feral Frenzy was reduced to 2 seconds. However each stab increased the stun by .5 seconds. If it really even needed to be longer anyways.
So basically
- 0 Hits - 2 seconds
- 1 Hit - 2.5 Seconds
- 2 Hit - 3 Seconds
- 3 Hit - 3.5 Seconds
- 4 Hit - 4 Seconds
Scale it kind of like that the numbers could be adjusted etc etc. Although I'd like a debuff on survivors or a buff towards Legion to work the same way tbh. Admittedly I'd prefer it to just be reduced but I imagine if BHVR changed it they'd do something similar but then again I have low hopes for Legion.
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Resistance is fun but it's a $60 entry price and is also tacked onto the main entry reason people will be spending that 60 dollars. I'd be surprised it gets an established playerbase after launch unless Capcom supports the game.
The being said I love the game and admittedly am enjoying it a bit more than DBD. I feel like there's a bit of depth and strategy to the game and has a lot of potential. With 6 survivors, 4 masterminds and a few more maps planned for launch I can see it being a fine alternative to the asymmetrical genre. Not sure it will compete with Dead by Daylight it's more doing its own thing right now.
That being said survivors could use a handful of nerfs and mastermind Danial could use a few quality of life changes specifically for Mr. X to avoid getting cheesed by survivors.
Two immediate issues I believe are noted is it's peer2peer iirc and matchmaking uses the steam matchmaking (What ever it's called) so games are searched and chosen based on your download region in your steam settings which can mean you could be like a state away and never find someones game in US.
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So far the beta is really fun and I feel like it's definitely a night and day difference from playing it and just seeing it played. Prior you had to change download regions to certain areas to play in matchmaking but it's fixed now it seems.
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These are the things I would like to see for various killers. I've posted these before in one way or another but this is just a shortened version of what I'd like.
Trapper
- Increase Trap Capacity (Not starting traps only capacity)
- Make it so that when re-arming traps they are moved to where they originally were set if they were stepped on by a survivor. BHVR mentioned if there was demand for this they would look into it I believe.
Wraith
- Increase movement speed while cloaked and adjust addons similar to the changes made to Pig Ambush addons. This is to make him less addon dependent.
- Passively give Wraith faster vault speed while cloaked
Clown
- Remove all speed penalties Clown receives while throwing bottles or cancelling bottle throws
- Increase Clown's Reload Movement Speed to 110% and rework Reload Movement Speed addons to something else.
- When Clown reloads he only reloads for one bottle and the reload time is adjusted based on this. This will still be the same time to reload if you were out of bottles. It would also be a balance adjustment to addons that increase bottle count as you're reloading per individual bottle. To clarify let's say all bottles missing is 5 seconds to reload because they're one second each. However if you end a chase early and just need one bottle you'll just spend 1.25 seconds reloading instead. Simply hold reload for as long as you need to get more bottles.
To clarify on this and tl;dr here's fake numbers to better explain what I mean
Current Reload - 5 Seconds = Replenish any missing bottles no matter the number of missing bottles
Suggested Reload - 1.25 Second Per Bottle = Replenish all bottles over 5 seconds however can replenish just single bottles in 1.25s
Cannibal
- Chainsaw Sweep automatically starts when the meter is full to avoid accidental early releases at 99%
- Movement speed penalty removed when cancelling Chainsaw Sweep to enable mindgames
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I mean I had a Bill one game blinding me by shining a light at the back of my head one game one day so I'm pretty well on the "flashlights are broke" wagon. This happened about 3 weeks ago?
I have noticed the angles are a bit messed up though which is why I've been dodging flashlight lobbies the past week. Normally I love going against people with flashlights because they're usually useless but I've had some pretty questionable blinds on me lately.
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Yellow mori should be basekit quite honestly and I'd be fine with the other two mori offerings being harder to acquire.
I also don't consider yellow mori basekit worth even considering keys basekit for a few of those post. If you're downed as the last survivor on the map you're almost always dead anyway. The only reason to think otherwise is if you have DS active near an escape.
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Does the White Ward retain survivor addons? If not maybe that should be updated as well.
I wouldn't mind a crafting system personally if it wasn't overly intrusive to gameplay.
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The only thing I'd change at the moment is nerfing the addons that reduce the CD on Static Blast. Even if they're very minor I personally felt Doctor's 60 second CD was what grounded him to be pretty fair to play around. My opinion may change in the future but atm I felt those changes were unnecessary. Meanwhile the addons no one used returned being the tapes.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1161537#Comment_1161537
I said the same about Legion and his double hit in Frenzy. Works with button addons but one of these effects should be basekit.
To Deathslinger, I'm really not sure if I can judge him correctly. On PTB he seemed pretty weak, after some weeks now I notice how strong he is. The ability to quickshot and pull survivors like 10m through windows gives him a lot of power. And with MnA and STBFL, which are quite meta on him, he can end chases probably faster than Nurse or Spirit. If someone can aim, chases are really no fun.
And "dodge" is the wrong word. You can make it harder to hit, like against Spirit or Nurse, but it depends totally on the killer. Someone said "same projectile speed like Huntress, so it is dodgeable". 40m/s on a (max) 18m distance is less than 0.5 seconds to "react" (and most cases you have about half the time). While survivors are pretty sluggish in their movement, you cannot react, you have to predict. You also don't dodge the Demogorgon Shred, you fake windows or try to time right with his audio cue (which Deathslinger doesn't have), and Shred is at 18m/s.
I think we need more time to find out when to take a hit, when to drop pallets and which loops are "safe" or mindgameable against him. At the moment, it is really hard to escape him. And I'm pretty sure that most of the people that say "looped him the whole game, he is fine" just had mostly luck. I would like to see videos of that. You cannot run looking backwards all the time during a chase.
I have to wait and play more games to find out how well he does when chases end quickly, Dead Mans Switch with Nemesis might assist pretty well I guess. But what he definitely could use to allow any kind of counterplay is an audio cue when he starts aiming and the same minimum "charge time" like Shred for example.
Regarding the "Looped him the whole game" thing from experience Deathslinger is pretty map dependent and I've found that's usually what wins him the game. Usually maps with barely any high walls are the ones he excels in. Blood Lodge surprisingly being one of them (As an example).
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Definitely doesn't need any nerfs. You need to play pretty flawlessly to get a 4k. He's quite easy to juke as well I really don't get why anyone is struggling at the moment. Rank 1 both sides btw. Every single Deathslinger I've played against so far has been bullied pretty hard minus maybe a few and they usually just end up getting 2 kills tops.
He's for sure strong in chase but he has no map pressure. That being said while he's strong in chase he has counters and ways to fake out his power. Old Legion for example (Because he was mentioned above) you couldn't do that because he would use his power and get a guaranteed hit with no risk or penalty for missing and he could vault pallets. With Deathslinger a window or a pallet can buy you time which in reality is all you need against a 110 killer. The main thing I'd suggest is pay more attention to him so he doesn't get close enough to harpoon you in the first place and don't somehow 3 gen yourself. If he commits to a chase he has to waste so much time to get into harpoon distance in the first place just for that first hit.
I'd also suggest playing him more to make it more predictable when he's going to try and shoot you. Always keep something in between you and him.
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I'll take part of my post from another thread
In order of my most wanted map themes.
- Amusement Park - With various attractions and working objects like a Merry-Go-Round. Imagine a chase happening on an actual moving Carousel.
- Prison / Asylum (Like an actual asylum) - Could be in the Lery's Realm as one of the areas Herman practiced medicine in as well.
- Spooky Mansion - Ideally with an outdoor area like a garden or greenhouse too. As stated above maybe from the Victorian Era
Honestly I'd like to see the Coldwind Farm maps re-imagined. Wasn't the family that owned the farm relatively wealthy? I'd expect Thompson House to actually be a relatively big farm house overlooking each other area in the realm. For the most part yes I'm suggesting make that map more of an indoors map. If anything more similar to the house in Texas Chainsaw 3d where Bubba lives.
Realistically though I just want a map editor / access to the unreal engine build to make custom maps.
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Loving the theme and also mad respect to Jon for incorporating that camera sound from the intro of the films.
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Honestly it's becoming more noticeable when it makes me miss an attack. Does it "dress up" attacks if they're ever going to somehow miss? A lot of the attacks I end up missing because of this feature I would have hit if it didn't lock me onto the survivor and make me attack towards a wall when I could have lunged around it.
I've noticed with dedicated servers I'm occasionally missing point blank attacks as well when it blatantly should hit when no exhaustion perks are into play. It's actually becoming a bit frustrating and when these ghost attacks happen it's game changing because the killer loses a lot of momentum over this.
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1156662#Comment_1156662
Oh no I can already hear it. D:
The pained grunts and grumbles. His death rattle followed by the game over screen filling in and his friends asking if he's ok.
Also the potential for some really cool perks themed around Solid Snake and the Metal Gear franchise would be pretty killer.