Exerath1992
Exerath1992
About
- Username
- Exerath1992
- Joined
- Visits
- 2,349
- Last Active
Comments
-
I think clown isn't effective enough, but if they gave him somethingbwhen he steps in his gas cloud that would be cool. Like, 10 second undetectable maybe.
-
Get over it. Get good at looping. Stop crying.
-
@Eschatologue said:
https://forum.deadbydaylight.com/en/discussion/comment/1650113#Comment_1650113
The source material.
I've had the misfortune of watching it when it came out, I was just out of high school, 2008 I think. And it was horrible on both musical and cinematographic levels. Stylistically, and I will be blunt here, it is 100% pure concentrated, refined cringe.
Which is a shame, because I really like the body horror aspects of organ confiscation themes, and would probably really enjoy a good ribofunk rendition. Subject matter, though, is not it. There is a similarly titled movie with Jude Law (i'm not sure if it is the one you refer to above as remake, if yes then you're wrong - it has nothing to do in origins with subj), and similar themes are tastefully, if briely, touched upon in Lexx.
Still, the way these themes are dealt in subj, as well as the whole of filmmaking, is on writing levels of a middleschooler on ritalin overdose. I don't want any element of it in a game, that I still somewhat (arguably) enjoy.
Well I know the jude movie wasn't an actual remake, I probably should have said theme ripoff.
Well im sorry you're not a fan, but nothing wrong with a little difference of opinion. I know some aspects of it are a bit campy, but I think its an absolute cult classic with a very "Rocky Horror Picture Show" meets "Dark city" and "the crow" feel. Very interesting characters, most of the music was on point, very strong political statement about corporations controlling the government, no love interest BS, strong character development throughout.
But I digress, its totally fine that you don't like it, we all have our differences. Most people would probably cuss me out if I admited I thought the godfather was boring.
-
@Buttercake said:
I would buy it. The movie wasnt bad...I just dont want Legendary Paris Hilton. 😆
Oh i feel ya, amber sweet would definately not be in there haha
-
@Eschatologue said:
No
What don't you like about it? The theme, killer power, or perks?
-
@CountVampyr said:
I hated the movie with a fiery passion.
Why? Are you talking about the original musical or the scrappy remake?
-
@Godot said:
I'm not sure what this is but it doesn't belong here, it belongs in the Feedback & Suggestions, right? @MandyTalk
There are tons of "new season ideas" that appear in general discussion, what do you mean?
-
I feel ya, glad there's another fan out there!
For things you see, maybe removing quick and quiet and reducing the time and trigger distance would help balance?
For anatomy, we could increase the duration of the downside, because its supposed to be a high risk, high reward perk. You get to quickly heal both survs, but then the killer knows where you are and can instant down both parties. You think maybe increasing the duration to 30-45 seconds would be more feasible?
Yeah, i know the killers power is complicated, but i was trying to do something that wasn't a simple movement or stealth power. Maybe instead of multiple debt tokens, you hear get an "in debt" status effect that does certain things when the killer is looking at them with surgeons eyes? I want to keep it similar because I like the idea of a killer that has a power that gets stronger the longer you're in a chase or the longer you pressure survivors away from gens. We don't have anything that gives bonuses for getting bloodlust and i think that would be a fresh new mechanic
-
the first game I played with my wife we worked together to repair the gen in the auto shop, and we didn't know it opened the garage door. Trapper had been standing at the door with insidious and we just about crapped our pants.
-
So, I think a "Repo! The Genetic Opera" season would be awesome. Zydrate comes in a little glass vial...
New map: graveyard
Killer: Repo-Man
Weapon: long handled double ended scalpel?
Height: tall
Base Speed: 4.6 meters/second
Terror Radius: 24 meters
Mori: he removes the liver of the survivor
Power: Legal Assassin - all survivors get a "missed payment" token every 45 seconds they aren't repairing a generator, being healed, or healing another survivor (self-healing does not apply). You must do one of those actions for at least 2 seconds to reset the countdown. Tokens are maxed at 3. Survivors repair speed is slowed by 3% for each token they have. When the exit gates are open, survivors with 3 tokens are hindered. When A survivor is hit or finishes repairing a generator by themself, it removes one token. All Tokens can be cleansed by entering a dying state or alt-searching a chest, using up the item in their hand upon completion. If there is no item in their hand, the alt-search uses up the item in the chest
Toggle ability - surgeons eyes: Killer and/or survivors get various status effects when the killer is looking at a survivor within 32 meters while surgeons eye is activated, based on the number of tokens they have. Turning off surgeons eyes slows the killer by 50% for 2 seconds. You can not use Surgeons eyes while carrying a survivor. Surgeons eyes effects persist for 2 seconds after line of sight is blocked.
0 tokens: killer moves 50% slower
1+ token: killer moves 4.4 meters/second and his terror radius is reduced to 16 meters
2+ tokens: survivor is afflicted with aura blindness, exhausted (if they aren't already), and hemmorage (if injured).
3 tokens: If the killer has bloodlust, he can see the aura of survivors (this does count them as being "seen" by surgeons eye, but not for the purpose of maintaining bloodlust.) if he does not have bloodlust, survivors being affected by surgeons eyes are afflicted with oblivious.
Perks:
-Let the monster rise: if a survivor vaults or drops a pallet within 8/12/16 meters of you, you get a rage token. Once you have 6 rage tokens, you can break pallets/doors/generators and vault 40%/50%/60% faster for 30 seconds. You lose all rage tokens 5 seconds after the chase ends. This has a 90 second cooldown
-Thankless Job: while carrying a survivor, you move 6%/8%/10% faster if another survivor is within your terror radius. You can see the aura of any survivors that leaves your terror radius until they re-enter your terror radius, or 0/1/2 seconds after you drop or hook the survivor
-Night Surgeon: When hooking a survivor, any survivors within your terror radius scream and are hindered for 10/20/30 seconds
Killer notes: I could see monitor and abuse being a staple for this killer. Survivors are going to be constantly trying to break the line of sight in chases to get their exhausted type abilities back
Survivor 1: GraveRobber
Perks:
-Anatomy: when you fail a skillcheck on another survivor while you are injured, you are both instantly healed, but the killer can see your aura and you both suffer from the exposed status effect for 15 seconds.
-Things You See... When another survivor is put into a dying state within 12/16/20 meters of you, you gain iron will, urban evasion, quick and quiet, and can not scream for 15/20/25 seconds.
-Sub-Market: when any survivor is getting items out of the basement chests while you are in the basement, the item is automatically ultra-rare with rare/very-rare/ultra-rare add ons. The killer gets a loud noise event at the basement entrance 1/2/3 seconds after that item leaves the basement.
Survivor 2: Shilo Wallace
Perks:
-Sympathetic killer: when a killer carries a survivor, they move 6%/8%/10% slower if you or another survivor is within his terror radius. When you or another survivor leaves the killers terror radius while he is carrying a survivor, you/they heal, sabotage, and repair generators 15% faster until 4/6/8 seconds after the survivor is hooked or dropped
-Blood Condition: when injured, you bleed slightly more frequently (stacks with sloppy butcher). If you preform a fast vault or leave a locker in a sprint, you stop bleeding and your moans of pain are silenced 6/8/10 seconds. This can not be done again until you are fully healed.
-Genetics: if the killer is able to see the aura of another survivor within 24/32/40 meters of you, so can you. The aura is blue instead of red and stands out even if they are not behind an object.
I would live to hear the communities thoughts on this season idea. If you feel anything is unbalanced, im happy to discuss the best changes for it.
-
Anybody like this idea? (I'm coming back to copy and paste from here bit thought I'd give it another chance to share)
-
Worth mentioning that killers still have advantage at hatch. If survivor gets there a bit before yountheres not much you can do. But killers have the option to close the hatch OR you can stand on top of it and body block it. That way if there's gens left you can wait there for them to wander by or till they do a gen and reveal their location before you rush into the EGC and have to guard 2 doors
-
The biggest thing I hate is when the 2nd to last Surv DCs to give the last guy a faster hatch escape. That's not just poor sportsmanship, that's using exploits IMO
-
Naw, that's by design. You can get hit mid animation, just not once you've reached the other side, usually.
(windows have a level of "protection" based on the tile that means some block the killers hits sooner in the vault animation. I'm not sure which windows have more protection thrown in.
-
I mean, maybe there's a compromise here. If there are no other hooks within x meters of the sacrifice hook, the hook will not break
-
If sat just reduce spinechills range if the killer is undetectable. That way theres time to get away with a bit of a headstart but not enough time to hide effectively
-
Sure, good questions. Playing as a survivor, you have a good idea of survivors goals when looping and their mindset, so you're probably gonna be fine as killer.
Basic tips:
If a chase goes on more than a couple of minutes, drop chase. Don't let a good Looper distract you for too long, go after someone less good and you can try to get the good Looper when they're going for the unhook or when you can catch them off guard.
Try to chase survivors towards other generators if possible so you can contest at the same time if its being worked on. Otherwise, try to push them towards the edge of the map where you have advantage. Of try and get them to go upstairs or on top of a hill, because they get slowed when landing where as the killer doesn't.
When being looped in places with line of sight blockers, try walking around corners or through doors backwards to hide your red stain every now and again.
When picking up survivors from the dying state, get into the habit of looking at the wall while you do to prevent flashlight saves.
When hitting a survivor out in the open, try to aim to their right at first and then sweep the camera to the left as you attack. This seems to increase your attack hitbox, making it harder to juke
Don't feel bad about tunelling if the team is good. Killing people early helps relieve gen pressure.
I'll give more tips if I think of them. Let me know if you have more specific questions
-
Where everybody going to see these upcoming changes? Can't find it anywhere.
-
Gen alert perks are the key for me to always have something to do. Discordance, thrilling tremors, gearhead, or tinkerer should be on every killer imho. You always have something to do, and if you get a good 3 gen you usually can have a good advantage. But unsure of your levels
-
@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/comment/1644609#Comment_1644609
No, I was waiting for someone to get back on that gen cause there was no exit.
Rough, but fair lol
-
Haha, that's good, did you see him coming from the window?
-
I was running insidious billy on the neighborhood with the add on that makes chainsaw silent outside my TR. Hooked someone inn the basement and when i got out on the porch I saw a surv bee-lining to the house. I hid to the side of the porch and pro's insidious, and as they got close revved the chainsaw up and downed them as they reached the front door, since they couldn't hear the saw. A bit campy but I couldn't waste the jump scare opportunity. They DC'd and I felt bad but at the same time I didn't cause it was so perfect.
-
one more tip, try to sweep your screen from right to left when attacking, it seems to make your hitbox bigger and is harder for survs to juke. And expect dead hard and get close w/o attacking so they use it up preemptively
-
I enjoy killer. When I go up against sweaty swat teams its a challenge and I have to be at the top of my game to pip, but I still do. If i lose I usually know why. my mistakes are usually apparent to me. Watch some dowsey or otz videos to get the MLG info on how to play.
If a survivor is running you for 10 minutes that's your fault. If the chase goes on more than a couple minutes you should break off and look for someone else for a bit, pressure the gens, clean up pallets, etc.
Despite the surv's complaints, tunneling is totally valid so you can kill someone to relieve some of the gen pressure. Try to chase survs towards gens so you can contest gens at the same time. Mind game by walking backwards through doors or around corners to hide the red stain. If they body block a hook you only have to hit them once to remove collision so you can walk through them and hook.
The number one thing that will make you better is experience. Learn from your mistakes instead of thinking things are "unbalanced". If there are particular things you struggle with, bring perks that help with those, but also try a few rounds where you don't use a crutch and expect to lose, just so you can practice techniques.
-
@ILoveDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/1642260#Comment_1642260
Lmao I do Bones but with undying it has no effect. God are you so angry from my post?
It only saves one totem cleanse per game man, do more than one active totem and you got it.
-
These killer mains who are saying "stop gen rushing" are being sarcastic. Obviously you want to rush gens, just like killers try to get kills. Its the core goal of the game, and they're clearly okay with you doing gens, so you should be okay with killers trying to kill. Survs gotta rep, killers gotta kill. The toxic things are Face camping and teabagging. They're things that ONLY serve to piss off the other side because they put you at a disadvantage for doing it
-
@mightygiraffe said:
https://forum.deadbydaylight.com/en/discussion/comment/1641922#Comment_1641922
That's total bs, why single out one person and make his or her play experience suck because the "team is good" I only play solo, and I average rank 6-4 I'm no where near great at the game I can't help it if I luckily get good teammates or not.
That's like saying in CSGO, the first person who rushes A should always be allowed to walk up and start defusing before anyone can shoot him, because its "no fun for him if he dies early and has to wait out the rest of the round". If you just hook trade everyone the whole game and don't tunnel someone out early then you will lose as killer. Otz's tips for DBD SPECIFICALLY says you need to get a kill early, and should consistently ignore at least 2 of the players till you secure a kill. Stop whining and get good.
-
@mightygiraffe said:
https://forum.deadbydaylight.com/en/discussion/comment/1641922#Comment_1641922
That's total bs, why single out one person and make his or her play experience suck because the "team is good" I only play solo, and I average rank 6-4 I'm no where near great at the game I can't help it if I luckily get good teammates or not.
Because focusing on one person gets you a kill faster, which means less people on generators? If they didn't have fun because they got tunelled its only cause they suck at looping and escaping.
-
@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1641922#Comment_1641922
get over gen-rushing, killers. Its necessary against good killers to reduce the # of kills the killer can get. Teabagging is okay to complain abouy, but gen-rushing is 100% valid, especually with combos like Prove Thyself and a BNP. There are plenty of playstyle ways to ckmbat this too, not just perks.
Doesn't feel nice when it's flipped, eh?
You're fine to flip it cause I agree. Teabagging is annoying but gen rushing is fine.
-
get over tunelling, survivors. Its necessary against good teams to reduce the # of people working gens. Face camping is okay to complain about, but tunelling is 100% valid, especially with perk combos like sloppy butcher and bloodhound. There are plenty of playstyle ways to combat it too, not just perks. Distractions, look alikes, body blocks, be good at looping till the killer drops chase, good hiding in the first place, etc.
-
If there are no survivors within 28 meters of the killer during a chase or for 10 seconds after dropping chase, give the killer bloodlust 1. That way when survivors get really far away after a pallet stun or losing the killer they can't rest easy. Bloodlust is removed when a survivor enters the 28 meter radius unless bloodlust was initially gained the normal way during chase. Also, remove god loops. They make the game way less scary and downright silly.
-
Complaints about face camping: fair
Complaints about tunelling: get over it. With stuff like sloppy butcher and blood hound that makes it rewarding to target someone already injured
-
This is really annoying, but there are things such as crows that should make it easier. They did take the game hostage, but you had counter plays you coulda used. But they were banking on you DCing, which isn't a fair win con
-
Hatchets?
-
@Emelia said:
https://forum.deadbydaylight.com/en/discussion/comment/1568148#Comment_1568148
No, you are wrong. You see, there is a difference, when you have those feelings in SCRIPTED EVENT in SINGLE PLAYER game. Here, when i have to do this in every single game, it is boring, annoying, tiring, badly designed mechanic. The same with struggle when killer carry you, OMG, every, single, time, i have to mash buttons like moron... Sometimes i just give up, i dont want to do this again, so often i die on second hook, or dont struggle at all if it will not help. And yeat, here we are, new game with gameplay parts from 80's... :/
Hey, you're entitled to that opinion. I totally understand. I probably still like it because I only play survivor a couple games per month on averagge. But if they made it something you can toggle in the options, yay, we all win!
-
@SoylentPixie said:
https://forum.deadbydaylight.com/en/discussion/comment/1574122#Comment_1574122
I haven't looked all the way through the tome so no idea, though I highly doubt it.
I remember seeing unsafe hooks as one a few tomes ago i think. So maybe that's it?
-
@SoylentPixie said:
I feel your pain, and I'm on the survivor side. I frequently run Kindred and to be honest its depressing to see 2 or 3 people circling a hook like vultures to swoop in the second your back is turned.
At that point, i simply sigh at my 'we'll make it' perk and carry on doing the gen, because i may as well get some points before the inevitable one hook, two slugged debacle...
Do you guys have any tome challenges that require unsafe hooks right now?
-
Right? They sometimes act like we won't interrupt unhookss when they followed us to the hook because we're scared of being called campers or something
-
For me, im not ever giving escapes to be nice. I never camp hooked survivors and avoid intentionally tunelling (unless i have a mori daily to get). That's nice enough, beyond that you gotta work for that escape. If the team is garbage and ima get 4k if I tryhard, then I play a little bit more sloppily, but just to give them hope.
Honestly, I play to give survivors jump scares, that's why I always run tinkerer. I find if they get good jump scares, they're not that upset about losing because at least it was fun
-
Some perks from my "Repo: the genetic opera" season idea:
Killer perks:
-Let the monster rise: if a survivor vaults or drops a pallet within 8/12/16 meters of you, you get a rage token. Once you have 6 rage tokens, you can break pallets/doors/generators and vault 40%/50%/60% faster for 30 seconds. You lose all rage tokens 5 seconds after the chase ends. This has a 90 second cooldown
-Thankless Job: while carrying a survivor, you move 6%/8%/10% faster if another survivor is within your terror radius. You can see the aura of any survivors that leaves your terror radius until they re-enter your terror radius, or 0/1/2 seconds after you drop or hook the survivor
-Night Surgeon: When hooking a survivor, any survivors within your terror radius scream and are hindered for 10/20/30 seconds
Experienced hunter: each survivor is assigned a color (red, blue, green, yellow) that can be seen on their character icon. Their scratch marks and bloodstains match that color.
Survivor Perks:
-Anatomy: when you fail a skillcheck on another survivor while you are both injured, you are both instantly healed, but the killer can see your aura and you both suffer from the exposed status effect for 15 seconds.
-Things You See... When another survivor is put into a dying state within 12/16/20 meters of you, you gain iron will, urban evasion, quick and quiet, and can not scream for 15/20/25 seconds.
-Sub-Market: when any survivor is getting items out of the basement chests while you are in the basement, the item is automatically ultra-rare with rare/very-rare/ultra-rare add ons. The killer gets a loud noise event at the basement entrance 1/2/3 seconds after that item leaves the basement
-Sympathetic killer: when a killer carries a survivor, they move 6%/8%/10% slower if you or another survivor is within his terror radius. When you or another survivor leaves the killers terror radius while he is carrying a survivor, you/they heal, sabotage, and repair generators 15% faster until 4/6/8 seconds after the survivor is hooked or dropped
-Blood Condition: when injured, you bleed slightly more frequently (stacks with sloppy butcher). If you preform a fast vault or leave a locker in a sprint, you stop bleeding and your moans of pain are silenced 6/8/10 seconds. This can not be done again until you are fully healed.
-Genetics: if the killer is able to see the aura of another survivor within 24/32/40 meters of you, so can you. The aura is blue instead of red and stands out even if they are not behind an object.
-
@Masochistic_Killer said:
https://forum.deadbydaylight.com/en/discussion/comment/1568148#Comment_1568148
I'm on PC and have keyboard macros for wiggle and struggle. They're both stupid but with macros it's not bad at all. I would never play this with a controller unless it was one that could also handle very basic macros or at least button smashing.
On pc its an "alternate a/d" mechanic, right? On ps4 its just "smash the x button"
-
@Maperson said:
It shouldn't be removed, its cool
Personally, i think its cool from an immersion aspect, but it doesn't actually take skill, so there's no reason to not add a "press and hold" check box in the options menu.
@Maperson said:
https://forum.deadbydaylight.com/en/discussion/comment/1568239#Comment_1568239
What disabilities? It should feel like you are fighting to survive, to struggle. I also play on PS4
They literally mean people with physical handicaps. A lot of people with birth defects for example already need special controllers just to be able to operate it. They can do anything skill based as well as anyone else with practice, but smashing button(s) doesn't take skill, it takes physical endurance. This can mess up the game for disabled people, but giving them an option to press and hold makes it a level playing field and gives them no technical advantage
-
I mean, from a design perspective. I see how it create immersion and a sense of panic, but you make a good point about the disabilities aspect and that PC can give themselves a QOL improvement that console can't. Especially since its cross platform now, they should add a "hold x/a/space to struggle against the entity" option in the options menu.
-
I like where your head is at, but a chance to not trigger at all seems over powered, but what if it reduced their effectiveness instead. 25% increased self escape rate from bear traps, 25% shorter hag trap duration, 25% increased success chance when removing reverse beartraps at jigsaw boxes, and by "Freddy blood" i take it you mean dream snares? That one would be like 25% reduced area of effect after triggered.
-
So, risking a self bump here, but do people at least like the idea? Or is the "horror musical" genera not scary enough for DBD fans?
-
For beast sense, it could give you increased range for "seeing" loud noise events, and/or perhaps cause bloodstains to have a "scent" particle effect that makes it easier to track and has a color to it that lets you identify which survivor it belongs to if you have hit them before in the match.
I like it, and what he's the first killer that lets you jump up a level, like up to a balcony in the neighborhood, but you don't get the attack, just the mobility
-
@Elena said:
https://forum.deadbydaylight.com/en/discussion/comment/1562232#Comment_1562232
If you run them both, it triggers deep wound once.
Well, I guess I meant, do they both have the caveat that "if you already have deep wound, you can't get unbreakable"?
-
Can you run them both, or is that dumb? Can you not trigger deep wound twice or something?
-
I see "wrongdoings" for all of you, but nothing that should cause a ban unless the devs were being real hardasses
Killer: nothing wrong with slugging to try to get the 4k. Some people are telling you that's lame or skeevy or holding the game hostage, but that's BS. if you don't slug the 3rd survivor, that usually guarantees an escape for the 4th. If you EVER want to 4k, you gotta do that. The problem was letting Kate go. It was the honorable thing to do, as she was playing and zarina wasn't being a team player, but technically, you shoulda gone for the 4k to honor the spirit of the game.
Zarina: not being a team player sucks. Teamwork is how survivors win. She was coasting off the skill of other survivors and being greedy. She should have rushed a gen while Kate distracted you.
Kate: can't blame her for leading you, but technically she's the most in the wrong because its undeniably "working with the killer". Idk what else she was supposed to do though, if she kept letting you chase it would be pointless because zarina wasn't working on gens. Its hard to actually escape from the killer without a distraction or really specific perks.
-
@Chromeskull said:
https://forum.deadbydaylight.com/en/discussion/comment/1560613#Comment_1560613
He the new versions, they also made him a paedophile. That could be why you misremembered.
Oh right, it was the new version where it seemed he was innocent for most of the movie, but I think it was after the credits they found his sicko stash. Yeah, deserved to burn, never mind