Exerath1992
Exerath1992
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- Exerath1992
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why is you're kid watching you play dead by daylight?
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@Lightpkm said:
Ok let's end this stupid post.
1. Victor has multiple counters such as, hide in a locker and wait for the switch, making you movement erratic can throw off his aim baldly enough to allow a kick the baby moment, if you do manage to get a survivor with victor all they have to do is either hide far enough away for 45 seconds and hold victor hostage or immediately yeet him off. If you find a safe pallet just drop it and keep jumping side too side if he gets to close.
Man that's a lot of weakness I just listed just for victor now on to Charlotte.
2. Charlotte is just the wraith with no power its honestly better to just play m1 killer in most situations than use victor.
Charlotte and victor are weak killers only because the power is easily countered and the killer has a lot of weaknesses. Every killer has weaknesses but some have less than others. Unfortunately this killer has alot of them that just hurt them too much.
Also thos is not reddit or anything please just make comments on the person's comments, stop digging up old post trying to get a upper hand. It's a game and we are here to share our thoughts and help fix the game.
There is a good amount of weakness but there are plenty of strengths as well. I think the main thing they need to do is reduce the recall timer to 20 seconds, allow it to be used any time, and allow charlotte to throw victor at survivors when she has him attached
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@gibblywibblywoo said:
Grasping
Opinion
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@tj0108 said:
https://forum.deadbydaylight.com/en/discussion/comment/1787473#Comment_1787473
that would be incorrect, i am devotion 5 level 53 and have 1300 hours on dbd and by looking at your posts your only in the 300s. learn to mind your own ######### buisness and speak when your spoken too. you say you hate the negativity but alot of your comments on peoples posts are just negative. learn to stfu, your a purple rank killer (allegedly) who cant handle red ranks, you wouldnt have a clue how the game plays at rank 1.
I gotta say, you've just been a huge dou©# since you stepped in here. He's allowed to have his opinions and telling him to speak when spoken to right off the bat only speaks to how pitiful and spiteful you are. You don't own this forum, you need to cut that superiority stuff out. That's toxic. We all have opinions, and the forum is where we can discuss them, as @Unseen_Force did in his opinion post.
An opinion that I agree with, BTW. This killer seems to be a high skill floor - medium payout - low B killer, but I'm more concerned about "is it fun to play?" And hell yeah it is.
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@[Deleted User] said:
I mean, any killer that you randomly lose your power for like a solid minute because of a bug, often multiple times a game, is definitely not a killer I would call strong.
If they fix some of the massive issues, the frustrating bugs, I think they could be okay though.
Its still in pre release, while we can't count on it, we should operate under the assumption that they will fix major bugs like that.
@[Deleted User] said:
I'll make my mind up when they fix the bugs.
When the twins actually work, they seem alright to me.
They're not top-tier, but near Demogorgon's level. They're definitely not worse than Clown or Legion.
I think Charlotte needs to be able to recall Victor, idle or attached (to a survivor), back to her body. This would help her in chases, because Victor can be positioned at an useless side of the map.
Versatility is the specialty of this killer, and this buff would only reinforce that.
I love this tweak, the instant recall anytime helps her downside without directly making her stronger against the survivors. I've been thinking she should have the ability to charge a victor throw while she has him attached (same stats and effect as his leap)
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I think they have a lot more potential than people give them credit for
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@Mr_Lemon said:
https://forum.deadbydaylight.com/en/discussion/comment/1784178#Comment_1784178
If I knew I would tell you the only bad mistake I made in any of those was in the doc game committed to a chase or two too long, aside from that I really didn't do much wrong it's just sadly with how this game is there's nothing you can do against a good swf or even lone survivor who's communicating and knows what they're doing.
Hmmm. Yeah, the matchmaking can be frustrating if you keep getting good squads, but im sure there's room to improve. Better mind games maybe? Idk, just know you'll have a day with a lot of wins to make up for it.
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What did you do wrong to let them escape?
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@RamblinRango said:
https://forum.deadbydaylight.com/en/discussion/comment/1783571#Comment_1783571
That's a great idea! Literally a small blood point bonus for the living and some extra BP and gameplay for you. Definitely a step in the right direction towards something new.
Well, living survivors get information on killer perks, not blood points. But hey, its your idea, sculpt as desired
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@Exerath1992 said:
https://forum.deadbydaylight.com/en/discussion/comment/1783531#Comment_1783531
I see what you're saying, death still needs to feel like a penalty. How about:
Upon death, suvivors enter a ghostly realm where they can not be seen by0 or see other players that are living. There is a greyscale filter and survivors do not have items/perks. Survivors may exit through the exit gates at any time to leave the trial. They can go around the map to locate and pray at death altars, each requiring ~30 seconds and at least 5 extremely difficult madness skillchecks. For every 2 death altars prayed at, the living survivors are informed of one of the killers perks, with a maximum of 3 revealed. Once all 6 alters are complete, dead survivors are provided a small amount of blood points in the survival category upon the end of game or exiting the trial.
This gives some miniscule value to help the living survivors and score some bonus blood points for the dead survivors, but is very boring and tedious so its still a punishment
Also, the altars are about as difficult to find as dull hex totems, maybe even harder due to the greyscale.
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@dezzmont said:
https://forum.deadbydaylight.com/en/discussion/comment/1783403#Comment_1783403
Its not an idea. It is hardly even a concept. It is the pitch for a concept. You got like 5 more stages to go before this actually becomes a real idea.
I am going to say that the core thought process here isn't a good one though. Player elimination being something you will go very far out of your way to avoid is sorta core to DBD, and for the people most affected by losing games without much control (solos) the cost of death is extremely low as they can immediately enter another game. For SWF you can't, but your also in theory more in control over the match than anyone else: A duo has more control over the match than two solo survivors and a killer combined. So if you biff it early as a SWF group having to wait is a very fair 'cost' to that control: You had all the tools to live and everything was stacked in a way where if you played well you really couldn't die, and you died anyway. So any death is a fair one for you.
The fact that SWF REALLY don't want teammates to die compared to Solos who can be a bit more casual about it and say 'These guys are potatoes, I am going for the hatch' is also a key balancing mechanic because it allows the killer to apply more mental pressure to the more coordinated players, which is kinda important. Keeping death sorta unpleasant so SWF make mistakes trying to save a teammate from it and thus accidently ensuring it is actually part of the game's design and why the devs have said pretty much flat out they will not nerf camping or tunneling any more.
If no game state ever makes you feel bad, then the game's entire emotional arc gets screwed up and suddenly chases are kinda boring and doing exposed centrally located gens doesn't make you nervous and thus doing well in bad situations doesn't feel GOOD. It just becomes rote 'Hold W and press M1 at gens simulator' once survivors aren't stressed enough. That stress is kinda a hugely important spice to making the game work.
Its like trying to make getting struck out in Baseball feel less bad because 'that was your turn to play the game and the mean old pitcher didn't let you...' If you take away the consequences for poor performance and let every batter walk to first or whatever no matter what, suddenly the game just kinda sucks and there is no real tension in batting, even if you need to land hits to win.
I see what you're saying, death still needs to feel like a penalty. How about:
Upon death, suvivors enter a ghostly realm where they can not be seen by0 or see other players that are living. There is a greyscale filter and survivors do not have items/perks. Survivors may exit through the exit gates at any time to leave the trial. They can go around the map to locate and pray at death altars, each requiring ~30 seconds and at least 5 extremely difficult madness skillchecks. For every 2 death altars prayed at, the living survivors are informed of one of the killers perks, with a maximum of 3 revealed. Once all 6 alters are complete, dead survivors are provided a small amount of blood points in the survival category upon the end of game or exiting the trial.
This gives some miniscule value to help the living survivors and score some bonus blood points for the dead survivors, but is very boring and tedious so its still a punishment
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It seems like some people are too casual with the term "gen rushing". Actual gen rushing is when at least 2 gens pop within the first 2-3 minutes despite having good gen pressure, because survivors spread out and brought good toolboxes with great add one like "new part". But i can't even complain, they just did their objective effectively, I just wouldn't feel bad about tunneling against gen rushes. Face camping is toxic and should be avoided unless a survivor teabags mid chase
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I have a game mode concept similar to this. Its not killers trying to kill each other but rather 2 killers competing with each other to get more survivor kills. At the same time, there are 2 teams of survivors, 3 survs per team, trying to get their exit gates powered first. Check it out here:
@Exerath1992 said:
New game mode idea, I would love to hear community feed back on this! I think it could be really fun and i am open to balancing tweaks
Update version 3: added routing/rerouting/contested generator clarifications, tweaked scoring rules, and added mori clarification
Blood feud - Competitive simultaneous 3v3 survivors and 1v1 killers
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~Overall match rules~
Teams: 2 Killers compete against each other while 2 teams of 3 survivors compete against each other
Maps: Maps are expanded to account for the increased population
Aura reading: Each team/killer has an aura color associated; survivor teams are green and purple, killers are blue and red. Killer instinct, loud noise events, and auras of killers, survivors, generators, exit gate switches, and lit totems are in the color of the team/killer associated with it
Special restrictions: Moris and keys are disabled for this game mode (including perks and abilities that allow the killer to kill a survivor by their own hand)
End game collapse: EGC starts when both teams have opened one of their exit gates, when all team members from one team have exited, or when a killer closes the hatch. End game collapse timer goes down slower the more survivors are left in the match
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~Survivors role~
Scoring: Survivors compete for generator completion, unhooks, and escapes. 50 points per unhook (self unhook doesn't count), 100 points for completed generators, and 150 for escapes. -100 points every time one of your team members is sacrificed. Survivor teams lose 1 point per second for each member of the oposing team that has escaped. Escaped survivors on both teams neutralize point loss.
(Score loss example: If both teams have 2 escaped survivors, neither teams get point loss. If one team has completely escaped, and the other has one escaped survivor, they lose 2 points per second)
Extra perks: Each survivor may bring 5 perks in this game mode
Aura reading: Survivors can see the other teams auras for 6 seconds when they complete a generator
Generator Routing: There are 10 generators total in the match. Each team must route power from 4 generators to their exit gates to power them. It works the same as repairing.
Rerouting: When a generater has been partially routed to the opposition teams exit gates, a member of the other team can reroute it for 5 seconds to begin it's regression. They can continue rerouting it to make it regress at 75% normal repair speed rate. Once the generator becomes neutral, they begin routing the power to their own exit gates at normal speed. Once a generator is fully routed, it can no longer be rerouted
Contested generator: If members of opposing teams attempt to route/reroute the same generator, the rerouting survivors have a 25% route speed penalty. Rerouting skillcheck chance is increased by 1% per second, to a max of 30%.
Exit gates: Each team must route 4 generators to power their 2 designated exit gates. There are 2 exit gates for each team. Exit gates for the same team spawn on opposite sides of the map. (For instance, green teams gates could spawn on the north and south boarders, while purple teams spawn on east and west boarders.) Teams are blocked by the entity from entering the other teams exit area
Light indicators: Lights near an uncompleted generator with routing progress flash in the color of the team that has progress on it. Powered exit gates have a light bar above them glowing with the color of the team they are designated for (teams are unable to tell which 2 exit gates will be theirs until they are powered)
Hatch: The exit hatch spawns when either team has completed 3 of their generators. The exit hatch opens when there is no more than one survivor on each team left. Either or both of the final team members can exit through the hatch, but not at the same time (2 second delay between exits)
Hook mechanics: Survivors do not have a hook state meter. Instead, survivors have a "second wind" timer, which is 60 seconds by default. Once the timer reaches 0, the survivor can attempt to break free repeatedly with no penalty. Survivors can attempt to escape early 3 times on their first hook, but each attempt adds 10 seconds to the 2nd wind timer. 2nd hook may be struggled against to quicken the second wind timer up to 25% faster. Survivors die on their 3rd hook, as usual
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~Killers role~
Scoring: Two killers compete for the most hooks, downs and kills. 50 points for downs, 100 points for hooks, and an additional 150 points for sacrifices. -50 points every time one of your generators is repaired. Killers lose 3 points per second they are within 16 meters of any hooked survivor.
Generator mechanics: Each killer has 5 generators they need to protect to avoid loss of points. Each killer can see all generator auras in the color of the designated killer. A killers generators are grouped together, giving each killer half of the map they need to protect. Generator related perks only affect your own generators. Killers can kick the opposing killers regressing generators to halt the regression, which creates a loud noise event for the opposing killer.
Totems: Lit totems will spawn on the side of the map where your generators are.
Aura reading: A killer can see the opposing killers aura for 6 seconds after they hook a survivor.
Contested survivors: When one killer hits a survivor, that survivor is protected from attacks, grabs, pick ups and collision from the other killer for 10 seconds.
Killer conflict: killers can preform basic attacks on the other killer to stun them for 4 seconds (you can not stun them again for 10 seconds.) Stunning the opposing killer can cause them to drop survivors or interrupt generator/pallet/wall breaks and power usage. The attacking killer is stunned for 2 seconds. Special attacks do not stun or affect other killers, but do count for collision (shred, chainsaw attacks, hatchets, afterpiece tonics, vomit, chain shots, demon dash, rush bounces, victor leaps, and ambush dash all collide with the opposing killer.) Traps are not set off by opposing killers.
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Really cool! A few questions:
-why would you want to push survivors away? Maybe to get them off a gen I guess, but pulling them toward you does the same thing. Maybe there should be added benefit for pushing, like hindered, exposed, or an injury. Take this with a grain of salt because im not sure what kinda max range you are going for.
Perks are really good, I love fog of war. Opportunistic giving such a long aura read seems powerful, maybe hardcap the time to 6-10 seconds and make the range a variable 16/20/24 meters. Excrutiating pain is OP, there needs to be a long cooldown or a condition that needs to be met for it to work.
Footwork and team player are beautiful. Touchdown is a might strong, maybe make it 20%/30%/40% but make it within 12 meters of the exit gate.
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Im sick of hearing balancing complaints. Bug complaints, totally resonable. But damn, everybody comes to this forum just to throw a fit. I wish more of you constant complainers just looked at some of the fun stuff SOMETIMES. There's some great chapter concept threads that get no attention because everyone's too busy being pissed about tiny things
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1781911#Comment_1781911
body blocking does not work against survivors with a brain
enduring and spirit fury do not work all the time and can be countered by dropping pallet early. it also takes two perk slots to fix the looping issue of legion
come on please, give me some more basic common tips, i really need them so i can justify playing legion over blight
I almost always 4k as legion. My strategy is more in the endgame though. I used to bring a perk to make chases easier like unrelenting, enduring/spirit fury, bamboozle etc. But now I run thana, nurses calling, tinkerer, and discordance. Clearly, discordance and than a make it where they have to really work to get gens done without me catching them team up. Nurses calling lets me always find them if they do heal, and tinkerer lets me know where to prioritize gen pressure and get those sweet jump scares. The whole game, my main objective is trying to keep my best 3 gen in tact. Then I usually get a kill before we get to the 3 gen point. If the gens are close enough, I patrol them and if im chasing and see tinkerer or discordance pop, i always drop chase and go for the defend. Frenzys movement bonus makes it where i can almost always get to a gen before it pops. Eventually, they try to hail Mary it and slip up, and i start snowballing as they get frantic.
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Killer is stressful and its challenging to keep track of all the things you need to. But i love it. Even when i lose, as long as it was a fair game, i just have to respect the survivor skill. I feel like survivor is less fun unless you're really good at it, cause you spend so much time feeling helpless
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I just spent $20 so i could get the last of the killers. The plague, Oni, demo, and executioner are good for map control. And honestly, the legion is better than people give him credit for if you combine discordance with tinkerer and get a good 3 gen at the end game. I think discordance is one of the most underrated perks in the game.
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Well the lore is fine but the power is... A bit uncreative. Just go in a long Insta down, fast pallet break mode with a long cool down? Doesn't sound like much fun, like a boring version of the shape. Idk, not she what i would do to make it more interesting.
The first killer perk is just bloodlust, which everyone hates already.
The 2nd and 3rd killer perks aren't viable because several killers already have a "press ctrl" power, so the button conflict is an issue.
Help me live is way too strong. Needs to only last an incredibly short time like 3-6 seconds.
Chase me and where are my people are okayish, but because they use ctrl how would that work with deadhard? More button conflicts.
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Often when im accused of tunneling its becausebtge person I tunneled didn't avoid me effectivelynwhen unhooked, they were found because could hear moansbof pain, you were hard to chase down in the first place, you were cocky with flashlight or te abagging, or the other survivors unhooked within my vision and immediately started trying to body block. If survivors start body blicking early, it makes me think "there's a reason they're protecting this player, they may have certain perks that they want to have available for later like borrowed time or a good toolbox, and if they are protecting them they may be important to kill early"
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Larry from the new movie "come play" could be fun.
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@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/1777822#Comment_1777822
In theory yes it is stronger but I never had issues on the PTB against randoms and against my bro and his friends on kyf and they all rank flip flop, unbreakable, tenacity and a perk of choice.
But think ahead, if they all run those perks then they are not running exhaustion perks, BT, random stuff which is way better than power struggle.
It's very situational and rarely happens.
Idk, it sounds like flip flop, unbreakable, Power struggle and an exhaustion perk like DH would be pretty strong. Yes DS is a favorite but if you can in fact continually use power struggle then that combo used right might make survivors hard to catch and harder to hook
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I just think that while she has victor attached to her, she should be able to throw him at survivors. Gives an actual use to the "summon him back" option they're implementing to avoid taking victor hostage
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As a killer, i don't mind hiding. Of I come up on a gen and know someone was just working on it and I can't find them, I'm like "props, you get to keep on living." What I hate is teabagging in chase, double flashlight blinds, and multiple survivor body blocking. Sounds like you avoid all that so you're cool in my book
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The power is a lot, maybe just make people swarmed when the interact with the object to keep it simpler? And do tokens come back if an infested object is cleansed? Its very interesting, and I like the locker porting a lot. The boosting of the new attacks is a bit of a steep curve, I would buff the base stats and nerf the boost from infested objects.
Track your prey is a bit overpowered, I would get rid of the exit locker mechanic. Jaws of death is fine, I would maybe reduce the range or add a condition to the aura reading. The queens wrath is really cool, I would maybe change it to 1/2/3 tokens gained with a hardcap max of 6.
Really nice chapter, great lore. Good work man
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Starlord? Rorschach?
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Haha love it, best chapter yet
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@Rullisi said:
I'd love the idea of a don't starve chapter.
Thanks! I think it has promise
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/1779946#Comment_1779946
Webber would make any Blendette feel like a bright neon advertising board 😂
I think he'd have to have bright colored clothing and glowing eyes to compensate
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/1779910#Comment_1779910
I can totally see your points!
well, the reason I didn’t make a survivor concept was that I couldn’t think of something better than that Jake perk... I think your peel ideas for Webber and Wendy fit very well though, and the Entity also grabbed Nancy and Steve when they were older than in the Show!
Thanks, I forgot that they can be abducted outside of the source material, perfect option. And I know Webber would feel weird, asthetic wise, but i think he would look really cool and the first non-human survivor would be a cool change of pace
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@Mooks said:
First of all: Love it! But I got some questions.
Darkness: Why make Darkness a status effect? I though the filter would work just by being in the terror radius and survivors would suffer from the Oblivious status effect. Maybe additional status effects like hindered or exhausted with addons.
Shadow Claw: How would it go through vaults (I imagine vaults wouldn’t affect the claw at all?) and what happens if the claw gets hit by a pallet. Also interaction with survs in a locker? (Especially after the fiasco with Victor...)
Light sources: Not fully repaired gens of light sources felt weird, because that’s where survivors wanna be anyway to complete their objective. Having to decide to go to the safe place OR the objective would fit better I think. Maybe make the lightsource of not completed gens flickering on and off?
Survivors: You took the two children and I love those characters very much and they do have some kind of synergy in DST lore.. but I would rather see Wickerbottom tbh (perks revolving around her knowledge/books and insomnia). Also Webber as a survivor would feel very weird 🕷 I do like the Spider Affinity and Monster Meat perks though!
Perk - book of birds: extra ravens appear in the trial. When the killer disturbs a bird, you are notified if they are more than 48/40/32 meters away. (Can survivors get spies from the shadows? Idk, I'm a killer main)
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@Mooks said:
First of all: Love it! But I got some questions.
Darkness: Why make Darkness a status effect? I though the filter would work just by being in the terror radius and survivors would suffer from the Oblivious status effect. Maybe additional status effects like hindered or exhausted with addons.
Shadow Claw: How would it go through vaults (I imagine vaults wouldn’t affect the claw at all?) and what happens if the claw gets hit by a pallet. Also interaction with survs in a locker? (Especially after the fiasco with Victor...)
Light sources: Not fully repaired gens of light sources felt weird, because that’s where survivors wanna be anyway to complete their objective. Having to decide to go to the safe place OR the objective would fit better I think. Maybe make the lightsource of not completed gens flickering on and off?
Survivors: You took the two children and I love those characters very much and they do have some kind of synergy in DST lore.. but I would rather see Wickerbottom tbh (perks revolving around her knowledge/books and insomnia). Also Webber as a survivor would feel very weird 🕷 I do like the Spider Affinity and Monster Meat perks though!
The point of making darkness a status effect was so that i could easily make certain aspects of shadow cloak not affect survivors within the light radius while other aspects still would without making it too wordy.
Shadow claw would go over pallets and windows, but if it collided with a pallet being dropped it would dissipate. And lockers would be a way to get away from shadow claw as well, but because of the range and other killer abilities, it wouldn't be as impactful as it is with the twins. I'll add the clarification.
I understand that it may seem "safe" when survivors are repairing a generator, but if you think about it, its still a vulnerable situation because you won't get the darkness filter, meaning you won't know if the darkness is lurking just outside the terror radius. So when you're working on a gen the killer can still come up if they turn off shadow cloak, or you have to watch out for a shadow claw which could turn off the lights or give you exposed, either of which would leave you very vulnerable. Plus, the light radius is non-existent before 25% and its very small for a while after that.
Hmmm, I didntbrealize those 2 were children, maybe they weren't the best picks. I just had the perk ideas so i ran with it. If you have some ideas for wicker bottom i would happily include them. I could see a book of birds perk that affects ravens in some way. That would be pretty cool.
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Honestly, yeah, but its been good for me. About 2 out of every 3 matches I've had this week have been against survivor squads about 4-6 ranks lower than me, allowing me to get a 4k with 0-2 gens completed. Its been good for my self esteem, but I've felt bad for the poor survivors. I even was trying to give the last survivor hatch in a no-gens-compete game cause i felt bad, but she kept struggling out of my grasp 3 times in a row even though i was clearly looking for hatch. Then i have up and just went to break gens and pallets for like 5 min and she still ran into me and i was like "I'm over trying to be nice. If you're this clueless lets just end it"
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@chargernick85 said:
Notice some of the newer skins say negative 10% but didn't really take off anyting there still the normal 1080 auric cells is this a glitch that is going to be fixed soon to show the 10% off or are these not on sale at all?
On the topic of this sale, im so stoked. I spent 20 bucks and got 5 killers, and I'll probably have enough iridescent shards to get the twins when they release (I'm assuming since its an unlicensed killer, we will be able to get them with shards, right?)
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<eyeroll> another one of THESE posts. -_-
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@Mooks said:
I like the overall idea! Definitely way better than the generic 2 killers vs 8 survs mode.
With these aura readings accessibility/colorblind options are even more needed, but that’s not in your hand obviously.
Do trappers traps don’t affect the other killer though? He can step in his own steps after all.
Well, for trapper i guess making the killer get stuck and then release themselves makes sense. I just didn't want killers going around popping all the hag or Freddy traps. But if you think about it, killers aren't supposed to hit each other with their abilities and if trapper was the only one that could it would give him a bit of an advantage.
And yeah, BHVR has needed to add color blind options for a while, and this game mode would make it very needed. Good eye!
Thanks for the feedback!
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Naw, theys just salty, dont pay it no mind. Entitled survivors get pissed about anything
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@zoozoom6 said:
https://forum.deadbydaylight.com/en/discussion/comment/1776233#Comment_1776233
because i forgot he existed i guess
Lol no worries.
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Why not pyramid head though?
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@JudgeAlex1 said:
https://forum.deadbydaylight.com/en/discussion/comment/1774536#Comment_1774536
As someone who has rarely ever had my game "ruined" by someone disconnecting from my game, as both survivor and killer, I entirely disagree with your assertion. Yes, on occasion it can be frustrating but with over 1400 hours, I think I have seen enough disconnects in my lobbies to have a firm opinion on this.
It's also the game's job to have a stable access with dedicated servers, but that doesn't always happen, so there's two sides to that coin.
Yes, it is an adequate reason to DC. You spend money on a game to have fun and enjoy yourself. If the game becomes unpleasant at times, and you want to opt out (especially when bad design is the root cause of the frustration) no one else should be entitled to your time.
Understand not wanting to be punished for unstable internet but @MandyTalk has a good point that its your responsibility to have a stable connection. I doubt you dedicated server assertion would actually cause a disconnect if you did have a stable connection. But I digress, its an understandable complaint.
Your complaint that "the game stopped being fun" is totally bogus. Of you CHOOSE to leave, you CHOOSE to eat the DC penalty. You say "I've never had my game ruined by teammates DCing" is anecdotal evidence that does not reflect most players opinions. It sucks when your teammates DC and makes the game harder. Period. Learn to set the controller down and go get a glass of water or something instead of disconnecting.
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Nothing, it would have to be earned with in game currency. I got this game when it was free, have unlocked 4 killers with iri shards, and for my birthday I bough the shape, ghost face, and leather face. If i was gonna spend money, it would be to get demo, Freddy, the pig, deathslinger or pyramid head
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@Onyx_Blue said:
https://forum.deadbydaylight.com/en/discussion/comment/1773458#Comment_1773458
Yeah, I had the Hologram ability from Halo and Mirage from Apex in mind as I was thinking of it.
Those are some interesting tweaks there:
- I did contemplate a track mechanic, but ultimately felt it would be too easy to get a down or hit if the hologram did all the chasing for you as well as being able to chase a seperate survivor with her true form.
- a cloak feels like it would defeat the purpose of a clone. The idea being that there are two 'active' killers in the map when triggered.
- The TR idea would be cool, splitting it into 12 each may be too strong though, 16m may be good for the Clone and 24m still on the real one. Because that way it would give the survivors some small tip off that Clone is the one gunning straight toward their gen, hook etc if they ate smart enough to determine the TR distance.
- Lab Rat, maybe instead of crippling the heal time, the bonus effect could be to afflict Hindered for 25 seconds-ish onto the Injured Obsessionrvivor that fully heals via a Self-Heal action?
- Commando having the function to crawl as soon as you are hit into Dying is designed with the intention of allowing survivors to gain more ground towards and Exit Gate or Pallet. With the bonus function of making them silent on the floor to give it more worth.
- In The Face Of Danger is sort of a situational perk designed to give the survivors a boosted chase tool when the killer gets momentum off a kill. Making it a little harder to chain immense pressure, while also being not overly strong of a tool, but useful and situationally clutch too.
- Yeah definitely link your ideas! Always fun reading them.
I would LOVE to get some feedback on these chapters I've created. I'm most interested in peoples thoughts about the blood feud game mode and don't be afraid of the dark. And I've put a lot of blood, sweat and tears into the Repo one
Repo! The Genetic Opera: Survivors get missed payments when they go too long without repairing or cleansing, and 3 missed payments makes them oblivious and exposed when they're not repairing or cleansing. Killers power allows him to see survivors auras and status effects during a chase, and gives him movement/vault/break/stun recovery bonuses for every survivor he can see with his ability.
Don't Be Afraid Of The Dark: A swarm of implike Fae that leave ambushes on objects they interact with. When survivors get Fae attached to them they are basically annoyed (very slightly hindered and can't hear as well) but can preform skill checks to remove them, at the risk of revealing their position when failed. The swarm can go into swarm mode to automatically leave ambushes and attach fae to survivors, but the swarm can't attack in this mode
Left 4 Dead: basically a killer that lets you cycle between different powers as the game progresses, and gives you more control over that power if survivors gen rush. Too complicated to actually be implimented but its a fun idea
Game mode - Blood Feud (1v1 killer simultaneously with 3v3 survivors): survivors compete to power their exit gates faster while killers compete for hooks, kills, and try to defend their designated generators.
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@Onyx_Blue said:
https://forum.deadbydaylight.com/en/discussion/comment/1773458#Comment_1773458
Yeah, I had the Hologram ability from Halo and Mirage from Apex in mind as I was thinking of it.
Those are some interesting tweaks there:
- I did contemplate a track mechanic, but ultimately felt it would be too easy to get a down or hit if the hologram did all the chasing for you as well as being able to chase a seperate survivor with her true form.
- a cloak feels like it would defeat the purpose of a clone. The idea being that there are two 'active' killers in the map when triggered.
- The TR idea would be cool, splitting it into 12 each may be too strong though, 16m may be good for the Clone and 24m still on the real one. Because that way it would give the survivors some small tip off that Clone is the one gunning straight toward their gen, hook etc if they ate smart enough to determine the TR distance.
- Lab Rat, maybe instead of crippling the heal time, the bonus effect could be to afflict Hindered for 25 seconds-ish onto the Injured Obsessionrvivor that fully heals via a Self-Heal action?
- Commando having the function to crawl as soon as you are hit into Dying is designed with the intention of allowing survivors to gain more ground towards and Exit Gate or Pallet. With the bonus function of making them silent on the floor to give it more worth.
- In The Face Of Danger is sort of a situational perk designed to give the survivors a boosted chase tool when the killer gets momentum off a kill. Making it a little harder to chain immense pressure, while also being not overly strong of a tool, but useful and situationally clutch too.
- Yeah definitely link your ideas! Always fun reading them.
Well the cloaking was super short just so that if a survivor sees you use it, tget won't know. If they see you split in 2 they will know and will always be able to tell which one is the clone based on movement. I guess the main thing is to do something to make the clones movement less obvious, like, may be you could do something like mirage and make it where clicking the alt power button makes the clone mimic your actions. Just thoughts though, its a very good power already.
Glad I could help with some insight!
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1774728#Comment_1774728
Op used Discordance and Tinkerer in the clip they posted
Ohp, well, then I will go back to what other people said: don't commit to losing chases
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What you should do is get a gen info perk like discordance, tinkerer, thrilling tremors etc
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@DarthRevan21 said:
Sounds gr8 i love the idea of competing against another Killer. gives me mad Freddy V Jason vibes.
That's exactly what i was going for! I love the idea of a survivor whos dead on hook being carried and as soon as all hope is lost the other killer comes up and knocks you free, not to save you, but because they want the kill. Then the killers start messing with each other and you escape
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/1773856#Comment_1773856
Of course, go ahead! Would love to see my concept more fleshed out.
the fire barrels as the source for torches is a good idea, I didn’t know how such a thing to get a torch from would look like and this would work very well!
Cool man, I'll get to work on it soon and tag you
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Pretty interesting concept. I wouldn't mind seeing it fully fleshed out
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@Green318 said:
ummmm. I think Don't Starve is a bit too cartoony for DBD.
I think its obvious the cartoony character would be adapted into the art style of DBD. And if you haven't played it, it can be damn near heart stopping if you hear that hissing sound just before Charlie gets ya