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Dustin

Dustin

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Dustin
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  • @Bongbingbing said:

    I think he means the screams and grunts. Survivors talking in the trial would ruin the atmosphere of the game, It'd honestly be silly in my opinion.

    I used to think this too but honestly after playing long enough I don't see voice lines for specific events being a bad thing as long as they're not super common. I would be fine with survivors having a 20% chance to speak dialogue for specific things such as stunning the killer, blinding the killer or making the killer whiff an attack by vaulting. It might tilt the killer but at the same time I can see it enabling players to be more immersed as the survivor they're playing as. Instead of staying their toxic self in post game lobby.

    That being said if we do go back to old characters with new voice dialogue give me Robert Englund Freddy. I want to hear him yelling at survivors with one liners and also calling them #########.

  • Unless you're comparing the original NOED to DS then no they aren't equivalents not at all. Even so that would be reaching.

  • So it's just a survivor and we don't even get the iconic Cabin map? I think it's awesome that we got Ash and Bruce is even in the trailer but it feels like it's a bit empty without at least a map to tie into the update. You could easily argue Blood Lodge exist but it's just not the same.

    I'll give props where it's due though Ash seems to have a lot of customization options so that's sick. Devs should give Hillbilly a Deadite skin though to look like Ash when he was possessed in the second movie.

  • Personally I don't really consider there being any crutch perks left after the DS nerf. A lot of people are saying NOED and surprisingly Adrenaline and that's what I'd actually compare NOED to is Adrenaline.

    Both perks hinder the player by taking up a perk slot until the gates are powered. It's essentially useless and both can end up not being used by either being sacrificed or survivors destroying all totems before or after noed activates or just flat out outrunning the killer. These perks are pretty much a compromise of sacrificing early and mid game for a potential boost near end game.

    At this point I think the only stuff you can look at that could be considered crutches with the current designs they have are items, addons and offerings. I could definitely name a few on both sides but if this thread is just about perks then none.


    tl;dr - Zero crutch perks for both survivor and killer at this given time.

  • NOED is more punishment for survivors who consider the game safe once the gates are powered.

    Although I do believe two adjustments should be made to noed being Dull Totems need to reward more bloodpoints and Emblem points as well as NOED itself needs a subtle indicator that the killer has it aside from movement speed. Something visual that observant survivors can tell so they can play smart. Because while I think NOED is fine for the most part I know being the first one to get the surprise noed smack sucks when there was no indication of that prior

    Aside from that the perk is fine. I wouldn't compare it to any of the survivor crutch perks quite honestly. Not sure I'd even call it a crutch perk because it's a perk where you cripple yourself until the gates are powered by having one less perk. I feel like no one would even use it if they had access to more perks without them being teachables. Like if NOED was a teachable I'm quite certain no one would use it. Just add more good perks to the available general perks.

  • @ChesterTheMolester said:

    https://forum.deadbydaylight.com/en/discussion/comment/383930#Comment_383930

    Yes i remember that, i would have cared only when they didn't give the option to disable it, which most have. The ones who were still crying after that were kinda the same elitist shits that try to kick you for playing SWAT after the perk release cause "muh meta" (despite being quite viable) while thinking they are gods gift to gaming.

    And im not sure if it should be an addon simply because people could become dependant on them.

    I know right my friend was the same way. He was saying only noobs would use sprint and crosshairs and if that's all they use they shouldn't play it's like mate what is wrong with you.

    Regarding a crosshair addon I'd somewhat agree on being dependent on them could become a problem but at the same time it will eventually boil down to do they choose the crosshair over another addon? I don't see it as being the worst situation since it would primarily be to help them understand where hatchets will travel.

    The thing I'm keeping mind with that addon suggestion is it's a compromise of what I'd be willing to accept because I'm pretty sure BHVR doesn't do optional features. There still isn't any colorblind options in this game for those who are color deficient so based off of that I can't see an optional crosshair happening. Plus BHVR's solution to everything is incorporate solutions into addons or perks. Not that I'm a fan of that solution I just accept it.

  • @ChesterTheMolester said:

    https://forum.deadbydaylight.com/en/discussion/comment/383918#Comment_383918

    There should be one for the sole reason to help newer players, if inexperienced players have a chance to learn Huntress with some minor help that doesn't affect gameplay that much then we might have a few more players maining her then more Billies, cause there has been no shortage of them.

    Yeah I agree I just remember the drama when Killing Floor 2 added crosshairs. It's funnier with that game because it's primarily a PvE game like who cares honestly.

    Worst case scenario for Huntress is if they ever rework her addons they could give her a common addon that gives her crosshairs similar to how Nurse has a very rare addon that shows blink location. Although honestly my bias is that addon for Nurse should be a common as well.

  • I'm in full agreement with everything you said in OP. I'd also agree that almost all of her addons should be reworked and her base kit should be buffed. Faster reloading at lockers would be a welcome change. I'm a bit biased but I personally believe her Iridescent Heads have never had a place in the game no matter how players spin it. They could perhaps rework it to have no downsides but make it cause Deep Wounds who knows. It just feels like such a lackluster and boring addon.

    I can see the crosshair thing being a subject of debate but I've personally never seen a reason to care about optional crosshairs. Most of the time if you miss without a crosshair you'll probably miss with one as well. It's only going to help inexperienced players get better it's not going to affected those who already play her.

  • To stop disconnecting you have to remove the incentives for disconnecting. You could make it so disconnecting no longer depips but then people will slowly throw / afk although it would be an easier excuse to ban them if it results in that.

    For other disconnect reasons such as playing against certain enemies or on certain maps it's going to take a lot of iterations to balance everything to have a nice middle ground for both sides.

    If those don't happen you're not going to stop disconnecting with how lenient BHVR is on the matter. Although with that in mind I'm very much against banning players for DC'ing because I feel like it's not fixing the issue. I'm hopeful that when dedicated servers come around BHVR has a plan specifically for this issue that only servers can solve.

    With that in mind regardless of the reason I'd support the removal of depipping down a rank completely so it's only the pips on that specific rank number. Since BHVR made ranking up more difficult I don't really see depipping being necessary.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/373398#Comment_373398

    Yea but that doppleganger wasn't like Evil Ash from the movies. He looked exactly like Ash but was just evil. It makes more sense for it to be Baal or Eligos.

    I'd imagine if those were the candidates it would be Baal as he would be more humanoid. Although for both characters their primary role is deception or possession. Although I'd be surprised if it was Baal because you can't exactly allow a killer in this game to instantly kill someone to wear their skin like a suit. If I recall correctly Eligos just outright takes over their body.

    That's why I can only really imagine Evil Ash being a killer because he'd primarily use brute force. Although if BHVR could think of a cool way to use Eligos' or Baal's powers in game I'd be down.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/373385#Comment_373385

    Won't happen because rights to Army of Darkness is owned by a different company, and that film is not canon in the show (which Buckle Up proves that this chapter will be based on the show not the films).

    Yeah I know it's based on Ash Vs Evil Dead but I still want some sort of chance to see more iconic stuff referenced with killer addons. Although in Ash vs Evil Dead in season 2 Ash does get a doppelganger regardless it's happened in almost every movie / series with him aside from the first / second one. Although I'm trying to remember which one he gets possessed in as it's been a while.

    I'm hoping this potential chapter at least gives us the cabin with the broken out bridge and maybe references to the necronomicon tree that would be sick.

  • Make Ash's undead doppelganger the killer so there is two Ash's on the map.

  • "I literally haven't seen any place where survivors are the vocal majority, this place is worse than the DBD steam forums, but thankfully a lot better than reddit"

    I mean opinions aside every time I go to reddit it's just a survivor circle jerk. I won't deny these forums and the steam discussions have their own circlejerk going on but at least both of those forums don't downvote legitimate discussion because they don't like it or agree with it. Granted that would have been an issue on this forum if the feature didn't get removed. You'd just have a second reddit without the thread ranking features.

    Mind you I've played since Myers and watched that subreddit for as long as I can remember. It's occasionally been neutral but for the most part it's just shitpost making fun of killer mains. Not to say it all isn't funny.

    Edit - Aside from the reply system seemingly being broke..

    I agree with what Boss said

    @Boss said:

    People come here mostly to complain or suggest.

    Those who have it good mostly don't complain or suggest.

    Now put the pieces together...

    Granted I do believe some people including myself aren't satisfied with how some problems are addressed and at times even have unrealistic expectations (Freddy buffs) but still.

    Like I don't agree with slowing generator repair speed or slowing healing down to a certain point. Survivors need alternative objectives that benefit them and buy more time for the killer. A win win for both sides if you will. If you keep slowing down the game for survivors they'll either get bored or adapt for another playstyle killers hate.

  • I don't use Ruin because it would get destroyed quickly by survivors who memorize totem locations or they would power through it. It's more convenient to make a build meant to snowball and go all in. I use Haunted Grounds / Devour Hope though on occasion.

    The only time I use would Ruin is on Myers when I run Ultra-Rare addons. However I only rely on 3 perks anyway while using those addons and the fourth perk slot is just a throw-away so I just throw ruin on it. Otherwise I never use it even on killers like Trapper. It's just a liability having it equipped.

    So if I were to scale that barely a 1 out of 10 but I feel as though a rating for this question may not be consistently judged among players.

    Edit - Actually I interpreted the rating as using Ruin not relying on it. If the number is relying on Ruin then I'd scale it at a 0. Because in the one scenario where I use it it's a throwaway perk slot and I rarely play double ultra rares on Shape.

  • @NathanExplosion said:

    https://us.v-cdn.net/6030815/uploads/732/HMH4GCCOKOW4.jpg

    It's been more than a year that i'm waiting in vain for this one :(

    The only cosmetics i would ever buy in this game.

    Yep pretty much this is like one of like three things I'd bother buying as a cosmetic.

    Like getting cosmetics for other licensed killers sure I understand it probably won't happen. This outfit for Leatherface is dare I say more iconic than his original outfit with the apron. Personally for me this outfit is what I remember the most because of him wearing it at the end of the movie. Which is why I can't fathom why BHVR or the license holders can't arrange for this to happen.

    If Friday the 13th chapter ever happens Jason has so many options for cosmetics because his appearance changes a lot throughout the movies. Could easily get $50 out of Jason + all his outfits / designs.

  • Adrenaline (Rare) - One time use item (Not add-on) that can be used while healthy, injured or in the dying state. On use while healthy or injured it gives a short 4 second speed boost. Can be used while running and takes 3 seconds to activate.

    While in the dying state you can activate Adrenaline by holding the action key to activate a 5 second animation. Regardless on whether you're successful or not the Adrenaline is used. During the animation you pick yourself up and the killer can hit you to put you back into the dying state during this animation. Once the animation is complete you enter the injured state with deep wounds applied.

    Pros & Cons

    1. A new consumable item for survivors that could be brought instead of a medkit, flashlight or toolbox.
    2. Gives a counter to slugging for survivors in exchange for the item they can hold
    3. Alternative to Unbreakable for survivors

    Disclaimer - Yeah I know people don't like self-res items but this would be a one time use item that could potentially be lost either by the killer doubling back to hit you or Franklin's knocking it out of your hand.

  • The inflated ranks happen because of the 4v1 nature of this game.

    A couple of survivors in a game are carried by the other survivors in their game and reach a certain rank. At that inflated rank these inexperienced killers feed off of boosted survivors and because of that they rise in rank. These boosted killers then repeat the cycle back towards survivors.

    In both situations where survivor and killer get an easy win they don't really learn anything from those games so when they finally encounter someone who does know the ropes they get dumpstered.

    Nothing you can really do about that in a game like this though since you either know the ropes or you don't. There's not really a comfortable in between for skill. At the end of the day it amounts to time played and how quickly you can adapt to a situation.

    NOED has nothing to do with any of that either. For specific issues with killers I'd blame it on the fact that this game does a poor job introducing various tactics and just throws you in. You have to play both sides equally to get a good idea how players adapt to situations.

    In my opinion though a bandaid fix for this would be introducing some optional objective system for killers similar to Last Year where each killer has their own special objectives and doing these objectives gives killers bonus emblem points or other rewards. This would pretty much be the daily system but in game every single game. Where killers are gently pushed in a direction to accomplish a goal rather than them resorting to tunneling because they can do what ever.

    Ex - As Doctor

    *Shock survivors 7/8/9 times

    *Shock 2/3/4 survivors while they are working on an objective at least once

    *Place 2/3/4 survivors into Madness Tier 3 at least once

    Those would be visible objectives throughout the trial and would vary based on killer. To clarify again though this would be an optional thing to make a subtle suggestion to the killer to be active on the map.

    Main thing to note about the example I gave is in order for the optional objectives to be fully completed you need to interact with all 4 survivors. Also note that this bandaid fix is suggested under the idea that killers are tunneling one target all game. At the end of the day you can't solve that but making other options more appealing seems like a good route regardless of solution.

  • I see a lot of room for storytelling with a prison map. Various prison blocks for different kinds of prisoners, execution rooms, and other various rooms for staff as well as the outside area. Depending on the time you choose you could also have these awful prisons that violate human rights in comparison to modern standards.

    If you want to fit it into the current set of maps you could say the prison map was visited by the Doctor during his time outside of The Entity's Realm when he was just starting out his experiments.

  • Leatherface

    1. Family Dinner Suit (Variants from first and second movie)
    2. Pretty Lady Mask
    3. Alternative mori animations such as Leatherface utilizing his hammer to smash a survivors in head several times to finish them (These would just be part of base kit that have a chance to play when certain conditions are met)

    Freddy

    1. Robert Englund - Head slot with modified voice

    Hillbilly

    1. Cosmetic replacement for Chainsaw such as an oversized circular saw
  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/352675#Comment_352675

    Because tiers only become relevant if the main effect is present on all tiers. What would be the point of SC 1 and 2 if only SC 3 allowed you to heal yourself?

    @RoMainPuppy said:

    @Dustin I always try to max the perks I care about, which can be a pain sometimes with bloodwebs being as random as they are. I just don't understand the point of having tiers if there's little functional difference between them. . What's the point of going past Self Care 1 if all it does is boost medkit healing? What's the point of grinding for BBQ 3 if BBQ 1 will do just as well but earn you less BP? I'd be fine with less of a grind tbh, so I guess my point is they should either make Tiers matter or do away with Tiers all together.

    The system you suggest is a good one, and I'd honestly appreciate something like that over the stupid RNG mess that is current Bloodwebs. How would prestiging factor into this?

    Going to be real here this is mostly making me believe I'm the only one here who only bothered with Self-Care specifically for the medkit part. Although both of you make a fair point since the last time I used self-care was when it gave a larger boost to the medkit efficiency so fair enough point proven.

    I still hate the grind though and don't understand why the devs keep adding tiers. If they want to do away with them they should just make the next wave of perks only have one tier. I don't believe anyone would be complaining. Although I guess that's a topic for another thread.

  • I like Freddy's base kit and would prefer BHVR simply adjust how survivors wake up and how long it takes for survivors to go to sleep without addons. I do find Freddy very one dimensional and personally I wish he had a sub ability like The Pig to add a bit of variety to Freddy games. His end game could use adjustments too but with Freddy you have to accept that if you make it to end game you're on cleanup duty.

    Main things I like about Freddy though

    1. Walk through survivors who are awake so you cannot be body blocked without bug abuse
    2. Cannot have aura read from survivors who are awake
    3. Global aura reading for slept survivors

    Like yeah there are some other things about him I could list but if those things disappeared I'd most certainly not bother playing him again. As trivial as some of those seem those are part of what makes Freddy fun for me. They're not necessarily the most important to be competitive but if I want to be competitive I'm going to play Nurse.

  • Are you actually arguing that the low tier versions of a perk are being made too strong when the maxed out version has stayed the same and is stronger than said lower tier versions of said perk? Do you not max out your perks to notice this or what's the deal?

    Although with that in mind the devs should just quit wasting time and just remove T1 and T2 versions of all perks and bump them up to T3. Easier to balance and no one has to worry about not having a maxed out build. That or make upgrading perks more convenient like you buy them on the bloodweb once and once they're in your inventory you dump bloodpoints onto that perk specifically to level it and now it's easier for everyone to get the build they want. That way they can keep their grindy bloodpoint economy but RNG won't shaft players.

  • @fluffybunny said:

    https://forum.deadbydaylight.com/en/discussion/comment/347224#Comment_347224

    I was under the impression that the perk would make two terror radiuses running around.

    Maybe I misunderstood stream I'll take another look. I had the impression the Obsession takes over your terror radius and yours then becomes 0. Which is why I imagined it being a perk meant for breaking chase. If that's the case and both the killer and obsession have a terror radius I can't possibly think of a use for it.

    edit - Timestamped at 30:00

    Yeah in the video it's stated that your terror radius becomes 0 as killer.

    https://youtu.be/b7_D5nkTsp4?t=1801


  • @Wolf74 said:

    McLean constantly said that "for a few seconds…"

    So it sounds like it is very short and... pretty much useless.

    Yeah this is pretty much going to be what makes the perk for me is how long it last and if there is a delay of some sort. I like the idea of it but I'm struggling to think of a use for it.

    If you hit them with the intent on breaking chase the ideal scenario is you run into a solo survivor and the obsession runs into a solo survivor so the one the obsession finds quits doing objectives because they believe killer is nearby. Meanwhile the one you find is caught off guard due to your 0 terror radius.

    Otherwise I just imagine you hit the survivor and the obsession runs to the other survivors who are grouped and the perk does nothing.

    Again just speculation but I'm unsure what to make of this perk. Other two killer perks I can already see plenty of uses for.

    I'd assume this perk is meant to be paired with Infectious Fright and anything that can cause the survivor to go down after a set amount of time like bleedout or plague so they're essentially a ticking time bomb that calls out other survivors.

  • @fluffybunny said:

    https://forum.deadbydaylight.com/en/discussion/comment/347173#Comment_347173

    I'm very interested in that perk. That way when the obsession approaches, you may hear a heart beat. I hope it lasts for a good amount of time, though.


    I think the devs mentioned on stream that it is a short duration so I imagine it's going to be 5-10 seconds maxed out. I'm assuming the general idea of the perk is hitting them and the speed boost they get to run away will be good for you cutting off chase and deceiving survivors. Although I don't know what to do past that if you can't manage to find someone in the duration that the perk is active.

  • All of the perks look really solid and I feel as though it's good killers are getting more strong perks to add more variety to the game that don't involve Exposed.

    Although the Obsession perk that transfers heartbeat may vary in mileage until I know the stats on it. Reminds me of the Red Herring perk concept for the Scream chapter someone did.

    Edit - Corrected perk name and providing source

    1,427 votes and 267 comments so far on Reddit

    As for the killer itself I like the pattern of adding more objectives in the game based on the killer. In my opinion I'd like to see all killers have the same treatment where they're either given passives or map oriented abilities.

  • @Peanits said:

    Not killing someone isn't bannable. If you force someone to farm when they don't want to, it is, but throwing gas bottles at them isn't forcing them to do anything.

    Honest question how do you force someone to farm? Or would this fall in line with just holding the game hostage?

  • I don't see why it would be reportable although you make the game pretty boring doing this. Admittedly I've done something similar by seeing how long I can drag out a game as Doctor by shocking survivors without killing them. Needless to say it doesn't last very long and since it's boring I haven't done it past the only two games I've done this. Although the second game was just to grind all my shocks so I don't have to play Doctor again outside of stealth doc.

    Disclaimer - Not a mod take my opinion with a grain of salt.

  • @TAG said:
    What exactly makes it a slap in the face? I don't see what's really wrong with Deathgarden getting a licensed character and Dead by Daylight not getting one in a while?

    tbh Personally I would have loved to get a Terminator as a licensed killer in DBD. I know even though it's a smaller portion of players he has been requested a few times as well. My personal bias is T-800 with Arnold's likeness but I know that would be expensive to seek out so I'd take what I could get.

  • I can see the argument that NOED can get a killer a single kill when they shouldn't have killed anyone but if a killer manages to kill all 4 survivors because of NOED the survivors are just as bad if not worse.

    Even with that in mind it's just a single kill. A lot of perks can change the outcome on whether or not a killer would get a kill and the same goes for survivor perks. A lot of perks determine whether or not a survivor escapes. It's really as simple as break totems I don't see how that's so difficult. Unless you really want to justify mindlessly plowing through all generators like there's any fun in that.

    I would agree and say it definitely feels unfair to be the first person to go down to NOED because of the surprise but if there was no surprises this game would be boring. I would be down for some obvious indicator for those close enough to the killer to show they have NOED such as a subtle red glow around the killers weapon.

  • @Peanits said:

    The skill check appears immediately as the killer starts to pick you up, so it can't expire as you're being picked up. It works either be expired before they grab you or not.

    That's pretty cool so I don't even need to be on the shoulder yet. So killer can't immediately pick someone up by hook and spam the hook button to ignore ds. Guess that really does get rid of dribbling too.

  • @Condorloco_26 said:

    @Dustin said:

    I thought DS expired after 60 seconds or did I misread. It won't be available after first hook?

    It doesn't say it expires after 60 seconds of your first hook. I think they must clarify this

    Yeah that's my mistake I misread it. The perk only becomes active for 60 seconds after being unhooked and during the active time you can activate it and then the one time use is over.

    Does the timer pause while being picked up though because I can see some unfortunate circumstances where it expires mid ds.

  • @Condorloco_26 said:
    End game or open gates hooks will be free escapes always now. No one is going to use DS after their first hook.

    I thought DS expired after 60 seconds or did I misread. It won't be available after first hook?

    edit - ohh. It's per unhook so there's two opportunities to use it.

  • I like the idea of obsession changing but what's the point if the only obsession perk in the game is DS? This would discourage chasing someone if you had STBFL after they DS you but this is also going to make the obsession perks for survivor harder to use which I'm fine with tbh.

  • I'd prefer each killer only having a handful of addons that actually change playstyle over a bunch of addons that are just slightly stronger versions of each other tbh. Then buff killers base kits that actually needs buffs.

    Won't happen though because it's an excuse to have garbage on bloodweb for the fake economy they have to keep the grind up. I used to not care but honestly it became a slog only playing killer just to try to accumulate addons just to be stronger.

    I wouldn't be against survivor getting the same treatment as well but honestly it's a completely different situation for them and doesn't really matter.

  • @George_Soros said:
    Ignoring the event and using an ebony mori every game while everyone else is busy collecting lanterns.

    I love doing this. Since the first event I always stockpile ebony mori's specifically for events.

  • Slugging survivors and throwing bottles at them while they're on the ground as Clown

  • It should be impossible to derank past a bracket but it should get gradually harder to pip as you rank up. That's my only opinion about it. How that would be balanced I can't say but it's the easy answer for an annoying problem.

    There is no solution to smurfing unless you did something crazy like all accounts on the same PC share rank. You should be able to climb faster in worse ranks when you're doing better than every single player though.

    @OGlilSPOOK20 said:
    Who cares? This game shouldn't even have Rank anyways. This game is nowhere near competitive.

    Although I agree with this. Past a certain point rank only separates playtime.

  • @KingB said:
    Cote as killer and ochido w swf as survivors. Everyone gets a character and perk wheel. 

    Cote modeled to be an actual killer in game specifically for a match against Ochido. Cote has voice lines for attacks and specific actions such as moris.

    As Cote picks up the lifeless body of a survivor he chuckles and says "I think I've done a pretty good job so far" as he discards the body to the wayside.

  • Every killer should be viable in high ranks however there should be some killers with a high skill ceiling and some that is easily playable by everyone.

    Nothing will compare to Nurse but every killers specialty should be a their power is like a set playstyle on steroids. Like there's zero reason for some killers to be so dependent on addons. Addons should offer alternative playstyles not be mandatory just to play them normally.

  • @Raccoon said:
    You keep saying that dedicated servers are going to fix lobby dodging. 

    How?

    Dedicated servers won't fix lobby dodging but implementing any form of punishment for lobby dodging when peer2peer is a thing would be stupid. Sometimes I'd rather not play in a game where I have 200 ping you know what I mean?

    Dedicated servers may reduce lobby dodging for that specific instance as well as MLGA probably won't work. After that I can't imagine there would be much else of a reason to dodge unless you need to back out to pick someone up in an SWF or you don't want to play with a specific player. Which would only be an issue for survivors seeing other survivors names or killer seeing survivor names. Only solution for that is completely hiding usernames / profiles.

  • @Peanits said:
    If you gotta' dodge flashlights with tightened blind angles, shorter pickup animations, and complete freedom to just face a wall and hard counter them, that's a you problem. You don't even need lightborn. It's a blessing when people do that because that just means one less person on generators whenever I'm chasing an injured survivor just do they can get into position to flashlight the back of my head as I pick up their friend while facing a tree.

    Macro clickers are still annoying though. For a game that depends on me having my audio turned up enough to hear stuff I shouldn't have an obnoxious sound spammed deafening me. Granted I haven't played since maybe December so I don't know if that was addressed.

  • This would be a preferred punishment for DC'ers not lobby dodging tbh. If you want to address lobby dodging wait until dedicated servers are a thing.

  • @SuperPrincessChaser said:
    Hiding around in the trial, or working on a Gen and hearing "STAAAAAAAAAAARS!" being screamed (probably because they'd use the Umbrella Chronicles Nemesis) would be something else. I already love the way you can hear things going on in the distance, like the screams from Doc or the Nurse's wails, Nemesis running around and smashing through things would be incredible.

    You just hear someone get gibbed by the rocket launcher off in the distance

  • If we're going purely for console mascots or platform specific characters

    Microsoft - I can literally only think of Master Chief so I don't know lol.
    Sony - Marcus Kane or Calypso from Twisted Metal 2 although Hagrid Jeff Johansen could pass as Marcus Kane

    @TAG said:
    Anyways, I vote Frank West.

    I could imagine that.

    @Killmaster said:
    Jill Valentine please

    Only if we get a Tyrant as a killer whether it be Mr. X or Nemesis

  • @Cardgrey said:
    O.o

    Assuming you're posting this because of your post on page 1. If you don't want users to completely skim over the post you should probably fix it so it doesn't look like your post is just another quote of another users post.

  • @Mochan said:
    Newsflash: rank measures your ability to consistently perform objectives. If you can't consistently perform objecives, you de-pip. And de-rank eventually.

    It absolutely measures your skill. Only the best players who can consistently achieve objectives get to Rank 1.

    Stop whining and pretending that Rank does't measure anything, just to keep your fragile ego that you are an actual skilled player, intact. If you are Rank 1 you're good at this game. If you are Rank 15, not so good.

    And for the record, I am Rank 15. I accept this and realize I have a long way to go.

    From my point of view rank doesn't mean anything after a certain amount of time because DBD is a very simple game and there isn't many mechanics for you to learn. Like in comparison to a lot of players I'm trash but I easily get rank 1 no problems as survivor or as low tier killers like Leatherface / Freddy. Granted as Freddy I feel like I'm on suicide watch every few games but you know how that is. I've just played long enough that I know what to do because the game barely changes even with each chapter. There's nothing for me to learn so I can just do what I do every game and be fine.

    (edit - To clarify on easily > I rarely have games where I depip until around rank 1 or 2 but I'd say it's every 5 or so games because I mess around a lot. The only thing that keeps me out of rank 1 is rank reset.)

    I do feel like rank 20-11 and rank 10 and onward is drastically different. Once players get to rank 8 or so usually all they have to do is keep playing because there isn't that many players who actually outperform everyone because no one can be bothered to. Although I know some people who struggle to get past rank 12 for example and I feel like the only barrier is understanding certain game mechanics rather than some players just being slightly better than you.

    Granted I don't see the rank system needing a rework because newer players need something to give them a good first time experience but for high level play I don't see rank mattering at all. If you'd even consider this game having high level play aside from a small pool of players.

  • I want this, but i'm gonna be a dick and say the following thing...

    Inb4 we'll now get the same two maps in a row the whole time.

    This is the main issue I see with the idea.

    I feel like such a system should be a mix of the player having less of a chance getting maps they've played on in their last 5 games and more of a chance of getting the map they've played on the least counting from a full rotation.

    So the last 5 games I've played will count those maps towards less likely to be picked. Although there should be some system that counts all the maps in a full rotation so you've played all maps at least once once before you finally rotate through all of them.

    Who knows maybe it's already like this but I've had nights where I've played on Shelter Woods about 9-10 times in a row.

  • Personally I would prefer an event where the killers objective was hooking and all hooks on the map were event hooks. They could play a normal game but it would emphasis using as many different hooks as possible to continue to gain points and there would be less of a reason to farm with survivors as killer. No need for offering bullshit to activate them either.

    For survivor honestly it should be a mix of everything from totems, generators and sabotaging. As well as a bonus for escaping.

    Honestly though I hate the events they make queue times awful. I really hate the idea of shared objectives also. Hope they surprise me and it's actually good.

  • As the killers currently are I'd need a lot more convincing to believe Freddy isn't the worst killer. Leatherface is definitely down there against the right survivors. Both killers arguably are the most dependent on addons in comparison to other killers though. What most killers should have adjusted on them is what The Pig is having adjusted for her. The combat straps are almost too good so to make up for this fact BHVR is buffing her base ambush speed and nerfing the addon. Leatherface / Freddy could use similar changes quite honestly. Although both definitely can be exploited the most even with this in mind.

    Regarding Leatherface personally for me the only issues I have is when there are multiple windows close by which forces me to stick with the mallet when the chainsaw would obviously be more ideal. I've never had an issue with survivors running circles around any obstacles unless the collisions are really wonky. Usually I can offset this though by angling Leatherface away from the wall and facing outward on the circle. His chainsaw sweep is still large enough to hit the survivor but if he's facing a certain angle from a wall the tantrum doesn't seem to trigger. Although maybe I just have dumb luck and have never bumped into a wall doing this.

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