DwightFairfield
DwightFairfield
About
- Username
- DwightFairfield
- Joined
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Comments
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I think its unfair because you don't know about it until its too late, I think when the last gen is powered everyone should be notified about it.
That's really the only change I'd make to it, other than removing the speed boost.
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probably, i'd just go up to Mathieu and say "hello Mathieu"
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@Ruma said:
https://forum.deadbydaylight.com/en/discussion/comment/2359501#Comment_2359501
You are the leader.
no i am
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I complain about things
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I think if they slow down their development cycle they can add better, higher quality survivors, maps, perks and killers.
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I think all of them should have unique voices and sounds, something to make them more unique.
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I think an extra perk slot tied to the character would be fun, but I have no idea how good it would be.
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stats are a reductive and superficial way of looking at a game.
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2/10 times, and those 2 times are a miserable sweatfeasts with typically toxic endgame chats because the Spirit player doesn't want to admit how terrible they are at the game, and my teammates want to lick as much salt off the floor as they can.
I think Spirit players are as bad and unhealthy for the game as Spirit herself, I don't care if the killer is good, I want to be able to beat them without degrading my soul.
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Most Megs I've come across are either noobs or extremely toxic to everybody.
Now I know that this doesn't mean all Megs are bad, but it's not going to stop me from groaning when I see one.
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I'd add a 50/75/100% decrease to uninjured breathing sounds to Calm Spirit. Iron Will is fine as is.
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That's it, I'm gettin' me mallet.
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Best example; had a guy get mad at me for not running borrowed time, then the killer pointed out he wasn't running it either.
It was funnier than I care to admit.
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They're horror villains, so I think if they looked attractive or cute it would kind of defeat the purpose.
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Dwight
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Dwight really got a good one, which I'm happy about.
However Kate looks angry about something and I think her facial animations need a touch up.
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Demo gor gun
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Keep it exclusive to Injury, make the skill check zones 40% bigger individually, and succeeding a great skill check has a 5% progression bonus.
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I'm not good at the game so I guess I'm always taking it easy on the killer
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I'd rather it just be a killer, but i would love it.
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Maybe make it at Prestige three one perk becomes basekit, and you get to choose it?
Every level you unlock another perk alongside the bloodied skin.
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I loved the map and because of my uncanny ability to remember patterns I had ease tracking my way through it.
It doesn't make the map not big, not confusing, and not survivor sided, but I enjoy it.
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Spirit, Legion, Nemesis, Myers, Trickster, Twins, Hag, Trapper, Leatherface, Hillbilly, Freddy, Wraith, and Spirit again.
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I keep enough cakes to match the year of the anniversary.
3 Gruesome Gateau, 4 Ghastly Gateau, and 5 Sacrificial Cake
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I think most people use it for the aura rather than the save-a-hex function.
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Hag, Spirit, and Legion
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Demogorgon, but you were close
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I think in time it will become a survivor meta map.
Not just because of its size but because of its unwavering consistency. Every room looks unique and unlike Hawkins or Midwich it would be difficult to get lost by confusing one room for another.
The gates are miles apart and the ability to climb floors is a luxury most killers don't find access to, so doing gens won't be an issue.
I think in time survivors will learn the map and never lose on it.
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@BioX said:
That wet blanket emotionless poor excuse for a human being is your favourite? !?!
yes
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He doesn't need more zombies, he needs revamped zombies that are a threat, not an annoyance.
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meh
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Probably a Xenomorph, its the only Sci Fi property I can think of that would both be fun and functional. Terminator or Predator would be cool, I guess, but they wouldn't really fit in with a horror game. Aside from that, most other Sci Fi things I can think of, like The Thing, would break their restrictive "humanoid killers only" rule.
Also, BEhaviour has had a Terminator deal which they used in Deathgarden, and it was a reskin for one of the hunters. I don't think they're getting that again.
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take a guess
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Feng, Meg, Claudette, and Elodie
Female survivors tend to attract toxic players because of their shorter stature and stealth cosmetics, and they tend to travel in SWF packs, which makes games against them a slog or a misery.
I also just hate Elodie, I think her screams peak my headset and I think her cosmetics are as stupid as her backstory.
I prefer to see Cheryl, Tapp, Adam, and Jeff, but they're such a rarity.
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I just want Ethan
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Probably NOED, but just be prepared to be called every slur in the Thesaurus if you use it.
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Why does the game have a profanity filter when it's an M-rated game and there are swears in the perk flavor text.
Like I get racial slurs and all but either have all the profanity or none of it.
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meh
It's a "non-event", it's just extra BP and a fancy new thing no one will use because it paints a giant glowing target on your head.
If it was a Bloodhunt with 3x BP it'd be better, but it is what it is.
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It's because he's free, so toxic players who don't want to spend money and/or get good at a better killer will just play Wraith.
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I am a Dwight Master
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I think Nemesis should get buffed, maybe not game breaking buffs but he needs something.
The entire point of Nemesis is to be an emotionless, single-minded, walking tank with more weapons than a Repulsor Executioner, and the fact that he's at most C-tier is very disappointing.
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Dwight
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Here's mine.
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I did it once, pulled agro on myself and was sacrificed, definitely not worth it
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Chapter: Corruption of the Hopeful
The Abomination
100% Movement Speed
Tall Figure
16 Meter Terror Radius, No Lullaby.
Lore: "A previous Survivor molded into a beast by The Entity, the emotions it creates as it kills for salvation far exceeds the emotion its repugnant form induces in its targets. It unwillingly serves The Entity in the vain hope that it'll be freed from its wretched mass and return to normalcy, a feeling which The Entity exploits for its own benefit."
Appearance: A human coated in pulsating blisters and pustules, it moves by hobbling on one of its legs, as the other is too swollen to maneuver correctly. Its face is human, and completely unaltered, but constantly expressing sorrow or pain (Spirit-style facial rig). Its breathing is shallow, and when it interacts with survivors it apologizes (Mori, Hitting, Hooking) and when it loses a survivor it gets angry and yells "No" or "Dammit" or whatever. (Missing an attack, losing a survivor during a chase, watching someone escape)
Power: Vile Mutations
The Abomination's form slowly alters as the trial continues, fueled further by the fear its alien nature causes. (For Gameplay purposes each Mutation has a graphical change, keep it Cronenberg)
Every time the Abominations hits a survivor, it gains a token. At 0-2 Tokens The Abomination has Devour Hope Built in, At one token it can down survivors in one hit and at three tokens it can kill survivors. This is to prevent the game being held hostage due to lockers.
At Zero Tokens: The Abomination has a passive 20% increase to wiggle time, and a 20% faster window vault. The Abomination resembles a normal survivor, this is changed to reflect whatever cosmetics they're wearing. (If cosmetics are Black Hair, Male with White Shirt and Brown Pants, then survivor resembles that, they use their fist as a weapon.)
1 Token: Gain 8 Meters to your Terror Radius, gain 10% Haste status effect. At One Token The Abomination morphs into a massive body horror behemoth, screaming in pain, which is a global sound.
3-4 Tokens: Gain 8 Meters to your Terror Radius, gain 10% additional Haste, your aura can not be seen by Survivors, you gain a 25% speed bonus to the break action and a 50% passive recovery from being stunned. At 3-4 Tokens, The Abomination mutates further, growing bigger and having their weaponized arm grow mouths that gnaw and bite at nothing.
6-8 Tokens, It gains a 5% Haste bonus and 16 meters to its terror radius, hitting a survivor from healthy to injured causes the deep wound status effect. At 6-8 Tokens The Abomination's stomach opens up into a giant teeth filled mouth, this replaces its arm weapon.
At 12 Tokens you can kill survivors as if you had a Mori, including the prerequisite of having them be on the last hook state. This counts as a sacrifice for gameplay purposes.
Secondary Power: Terror
Survivors are used to something familiar, The Abomination's appearance removes that relief in familiarity and causes panic with its presence
When Survivors make mistakes or are attacked by The Abomination, they are inflicted with tiers of Terror.
Tier 1: Survivors have a 33% chance that a skill check will be replaced with an incredibly hard skill charge (overcharge style), missing the skill check causes no progress loss but pauses the progress bar as if it was. Failing does not cause an explosion or loud noise notification. Succeeding counts as a normal skill check.
Tier 2: Survivors hear a passive auditory terror radius regardless of if they are in terror radius range.
Tier 3: Survivor's animation are replaced with the madness animation, the chance for the skill check is increased to 50%, failing the skill check now reduces progress but does not cause an explosion.
Tier 4: Survivors suffer from fake hexes and status effects, the icons will appear but they have no gameplay purposes and no effect on survivors. Failing a skill check results in a 10% progression loss.
Tier 5: Survivors hear chase music at all times, this has no accompanying visual.
Survivors lose Terror Tiers by succeeding great skill checks, healing teammates, and losing the killer in chases.
Survivors gain terror by failing skill checks, or by being hit by basic attacks.
Moris:
At Zero tokens, The Abomination hops on top of the survivor and beats them to death.
At 1-2 Tokens, The Abomination stomps the survivor's face into the ground
At 3-5 Tokens, The Abomination grabs the survivor by the back of the head and smashes it repeatedly into the ground, before lifting it up to examine it. It then smashes it again and gets up.
At 6+ Tokens, The Mouth opens up, tears the survivor's legs off, and as they crawl away, it tears of their head.
Perks:
The Worms
The Entity has imbedded itself into you, every failure induces pain.
You gain bloodlust 50/75/100% faster during a chase, your lunge distance is increased by 15/20/25% when you gain bloodlust.
"As it carries you to the hook, you will feel the squirming"
Hex: Head on a Swivel.
A Hex rooting in the power of perception, stealing the abilities of survivors like a parasite.
For as long as this Hex is up, Survivors cannot see auras, and scratch marks are more clustered and stay for 3 seconds longer.
When this Hex is destroyed, the Hex icon does not disappear, but does not have an associated effect. This does not disappear even after all totems have been destroyed.
Hex: Eyes on You
Paranoia spreads like flies as second senses backfire.
You start the trial with one obsession, when your terror radius is heard by the obsession, every other survivor hears the terror radius.
When you hook a survivor, the obsession changes to the survivor you hooked. This terror radius acts as a killer's terror radius for gameplay purposes, and affects Perks, but not Killer Power.
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He doesn't care, he's just vibing
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The last one I played against was a hacker, so I'm not counting that.
Probably a few months ago, the rework neutered him
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to fabricate grind
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@Sypherpathic said:
https://forum.deadbydaylight.com/en/discussion/256192/a-message-to-my-fellow-survivors
I agree to a point, but just doing 'objectives' isn't necessarily how everyone wants to play. I assume you mean gens -- gate -- escape.
Sometimes, I want to get into chases or get totems or get some fun rescues.
How do you define lost? Have you lost the game if you don't escape? I disagree. There are a lot of ways to win - to me, if it was a good match and hopefully it was a good match for everyone - then that's a win.
I'm not competitive so don't care that much about rank although I do prefer not to -1 if possible, so it is still a factor. usually, if I get caught early and triple hooked right out of the game, that's the worst sort of match - at least for me. I usually spectate and hope the rest of the game is good for everyone else.
Anyway, that's what's tough about a 5 person game, not everyone is working on the same method for enjoying the game as you are.
When I say Objectives, I mean the things that would typically result in an escape; Gens, Totems, Escaping Chases, Healing, Unhooking, Gates.
What I am complaining about is people who directly ignore this to earn points for themselves at the expense of their teammates. If you're being chased the other survivors should be doing something to benefit the team, instead most of my Solo Que experience is simply two Neas chasing after you with a flashlight hoping to add the poor Billy to their epic juke and clutch montage.
Going for flashlight saves and chasing after the killer every chase when there's no practicality is where I draw the line. There is no purpose other than to try and show off. If the occurrence happens where you can save someone, go for it, but trying to force it is going to throw the game and ruin the time and experiences of your teammates. It doesn't matter how many times you save your teammates if you still have to do five generators.
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Gotta say its a nice change to see people doing the objectives, even if they are rank 15s
