FilthyLegionRevival
FilthyLegionRevival
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- FilthyLegionRevival
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I've just been getting into a fangame called Sonic World DX. Played the original years ago but I wanted to revisit it. It's pretty fun!
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@TWiXT said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636420#Comment_3636420
Times up only insta-sacrifices survivors that are behind the gate/in the exit zone when the gates slam shut. Likewise if the killer is behind the gate when it shuts, any survivors remaining in the trial automatically escape.
Basically, after the survivors/killer open a gate, the survivors have 30 seconds to leave or they risk either being trapped in the trial grounds until they cleanse the Hex: Times Up totem, or potentially being sacrificed if they stayed to T-bag the killer at the exit. Any survivors still out in the trial grounds when the gates shut have to deal with the totem in order to reopen the gates, they aren't sacrificed by Times up, just delayed and have to deal with the killer like normal.
I personally really like Empathic Agony because it promotes gameplay that keeps killers from tunneling if they want all the benefits the perk has to offer by mid to endgame. + it really rewards a killer for going for as many hooks as possible instead of Camping a single survivor to death.
I'm also glad you like Devilish Deal, I'm not sure many people will, and thought it might be a bit too broken against a Shape or Ghostface player going for the Exposed downs. That's actually why I added the condition of survivors getting full sacrificed once it's used up all their other perks, as each prevented Exposed down is equal to 1 less hook for the killer, so giving them a max of 3 chances to dodge death at the price of their perks and a potential instant sacrifice felt like a fair trade to me.
Ah well I had no idea that's what you meant by BEHIND the gates. When I think behind the gates, I think of still in the trial grounds. That could be worded better and in that case, it sounds also like an awesome perk. That trade off for Devilish Deal is why I love the concept. I want a lot more high risk/high reward perks in the game. Dramaturgy's the closest thing, right now. I had an idea for an exhaustion perk that allowed you to vault %40 faster with a cooldown of Smash Hit. You'd basically have to vault by pressing the active ability button in order to vault quickly.
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The first part of Time's Up implies the survivors are still in the trial and can cleanse it to reopen the doors. Though this would be cool (albeit with giving it Haunted Grounds treatment with two lit totems for this hex), the next part contradicts it saying that all survivors not past the gates when closed will die. Personally, the auto sacrifice is something I'm not a fan of.
My two favourites from each side have to be Empathic Agony and Time's Up for killer, Devilish Deal and On The Edge for survivor. Would've chosen Ring of Warding if it wasn't for the fact I like chase oriented perks on survivor because I can see the utility in running over to a spot where you're exposed by noed or devour and tanking the hit. Even better if the boon is nearby an open gate.
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Claudette is a simple one. Absolute sweetheart and wants what's best for people. It's who I first mained back when I first began dbd on ps4 years ago.
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Ngl I used Jonathan Byers a lot because his voice is so REAL. It was neat that I had him while he was limited but I started missing him when I was on killer. No one had him so I rarely faced him. Now that he's back, I'm happy. This also serves as a message to those gatekeeping exclusivity on regular cosmetics. If you're reading this and align with that thought process, screw you.
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@MikaelaWantsYourBoon said:
Another good looking female survivor.
Last original survivor i loved was Mikaela, after her so much flops.
We need that one cop from the concept art it would be so awesome.
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@LordGlint said:
If by anti-tunnel system, you mean the basekit endurance... only reason I'd see of it causing more tunneling is if ppl bodyblock with it. If you won't let me hit your healthy teammate without hitting you first... I'm better off just chasing you now.
Nah but seriously, when I see someone do that to me and then they get downed promptly after, it is SO funny seeing them shake and go like "NONONONONO WAITWAITWAITWAIT-"
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@Seraphor said:
DCing should never be standard practice for when you start to lose the game. No one wants to play against a full team of bots, plus you can manipulate your MMR that way and the whole system becomes invalid.
Every time the penalty is disabled you see multiple DCs nearly every game, and survivors still DC for the most innane reasons even with the penalty.
I had two survivors DC in my games yesterday. The first was pointless, they hadn't beened camped or tunneled, but the moment they went down the second time they vanished, and the rest of us escaped. The second time was with a 'farming' killer who was just throwing snowballs. If they were getting impatient all they had to do was repair gens like the rest of us, but they DCd after 5 minutes of spamming vaults, 2 minutes later we escaped.
Also, if killers did the same thing surviors do without a DC penalty, no one would ever touch an exit gate. Killer DCs as soon as the last gen is finished, and there's no bot to replace them.
DCing shouldn't be the standard practice in a good game with a decent community. This game is neither, making this paragraph mean nothing. Man, people get flamed for just playing a KILLER.
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@kit_mason said:
https://forums.bhvr.com/dead-by-daylight/discussion/401039/anti-slug-bleed-out-mechanic
There are completely fine reasons to slug, though. Say we're on Dead Dawg Saloon and I have boil over, flip flop & unbreakable. The only win condition for the killer (if I take chases with a single braincell engaged and go down upstaris in main) is to bleed me out.
And that's fine. I have employed a strategy, and they have employed the countermeasure.
I get the frustration with unnecessary slugging, but any use of a basekit feature must consider the abuse of that basekit feature. I've essentially bought myself an extra chase beyond those four minutes with my build - if the door is opened in that plot twist final stand (i.e. after I use this feature to get picked up) I just blatantly win in 99% of cases - they'd have to have a way to Expose me, or find a way to hit me twice before I get through the gate and out.
It could follow the same prerequisites as the anti-camp and have it be disabled in endgame. If you know someone's being slugged to death, you can wait to pop the last gen until they're up. They get up, you have to wait to be able to touch the gates until they're up or you can just try to take the 3man instead.
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@fussy said:
Because this is not a single game and not about your wishes. You should never come to multiplayer games with this mentality. All these things are punished very heavily in other multiplayer games, same it should be here. #IncreaseDCpenalty
That only happens in ranked where you get punished for leaving. This game is not Overwatch. It's not Siege. It's not ######### Counter Strike. You can't put that type of punishment in an online game where the people we're lumped with are punishing enough.
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What about giving it the blast mine treatment? Separate button for standing with the medkit in hand for the styptic so it could be used even when out of charges.
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@ABAEX said:
lol
survivors love FREE perk.
first is FREE 8s Borrowed Time.
then survivors have FREE Babysitter (PRO) Haste 7%→10% and 10s borrowed time.
even now survivors have FREE 16m Deliverance.
and YOU still want more FREE perk and that looks like unbreakable + Adrenaline, just because "should receive an effect, having a last chance"
If you don't know how to handle slug, just learn how to deal with it. not cry for more FREE perk.
If killer cry for FREE perk:
16m Deerstalker+ 20s just -50 % Crawling speed Knock Out for “last downed survivor hide Weast time”.
6s Insidious for “this is more fun”
just Basement Monstrous Shrine for "this will be great"
only Haemorrhage Sloppy Butcher + only Increases the Rotation speed of Healing Skill Checks Coulrophobia for "survivor easy heal"
12m Spies from the Shadows for "Hearing impaired"
40m Whispers for "can't find survivors."
0.5s Mindbreaker + just The next Survivor interacting with that Generator is faced with a difficult Skill Check Overcharge. for "if the survivor decides touch gen and leave"
32m Territorial Imperative whitout Aura for "it should be."
2s Mad Grit for "having a chance to hook if the survivor decides bodyblock to not let killer hook any survivors."
pick 4 FREE perk for killer, imagine that Influence the game.
Take into account the fact that it's better than the proposed last man standing concept. It dissuades ACTUAL slug bm.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612628#Comment_3612628
The fact that we've had 4 different versions of Ruin just made this so confusing.
To clarify, I'm talking about this Ruin:
https://us.v-cdn.net/6030815/uploads/YVCPBUQ02TI3/image.png
This is the Hex: Ruin that was in the game when I first started playing, and I think it still is my favorite killer perk.
Is it the same Ruin you were thinking of?
Exactly that.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612610#Comment_3612610
I was actually talking about the older Ruin, before MMR even existed, but the same principle apply.
That is just the incorrect perk to nerf, you know? Providing a powerful effect for the killer while giving survivors a secondary objective is perfect. And even the lowest of MMR (or Ranks, back then) will eventually learn what they have to do.
I thought you were talking about OLD old ruin. My bad.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610657#Comment_3610657
I still don't understand why they changed Ruin. Old Ruin was such a cool perk, I loved it.
It didn't need a change.
I thought it was cool, too. Though you can't not notice that it stomped low mmr lobbies. BHVR's trying to move away from that design.
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I'm psyched for bumrush because of the Jacket (Hotline Miami) concept. When in chase, survivors within 20 metres and the killer move fast. There was also a thing about him being in third person because of the top down nature of HM.
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He's not wrong in saying that the ambition for QoL is very lacklustre. Not even joking with you, who in their right minds would say that adding something as small as being able to see teammate's loadouts would take LITERAL YEARS?
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Just have it be the killer's scratch marks or have it add killer scratch marks as red but blue for survivors.
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Nah, I'm thinking buckle up deactivates self endurance when you get injured. Won't promote that with FTP and you'll get full value if you can heal them normally.
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Legit just make it a rancor that's able to be used mid game and have it be the obsession only. Each hook reveals the killer's aura to the obsession for 10 seconds. Requires them to be REALLY careful.
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Nah, call it Last Stand or Final Push. They both sound badass.
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@CorvusCorax86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604575#Comment_3604575
I'm sure you understand that by looping I meant "be that guy of the SWF that keeps the killer entertained until at least 3-4 gens are done". 2K is not enough for me for that and as some of us are casual players I will not change.
Or casual is also a swear word now since beta?
No, I didn't. I take a good bit of stuff at face value unless I somehow am able to tell myself there's more to this. Don't try to make me sound like one of those "comp" tryhards.
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@CorvusCorax86 said:
"..sit behind a rock for half the match."
Extremely rude categorisation of many players using this perk. I assume you lost a chase, got hooked, then your fellow survivor who was hiding escaped and a heated conversation ensued in endgame chat.
I'm fine with hiding and not learning the ropes of looping, thank you.
Distortion is an absolutely fine perk. The only time I lose all my tokens is when killers use more than one aura revealing perk. And I'm fine with that.
I was on your side until I saw the mention of not wanting to learn to loop. If this was back in the beta to release days, that would fly but looping has been made fundamental since then. I get not wanting to learn in pubs if that's what you mean. People can be cruel and having a controlled environment like a custom lobby with a friend is a good start. Swearing off looping entirely in this era of dbd that we're in is foolish at best and delusional at worst. (No offense, just saying my piece on this.)
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They panicked because it was too much at once. I can only hope that they increase the throw rate again. Mainly because I like tossing 8 blades to get that funny supreme combo laugh.
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Didn't we have one as a concept way back in the day but it got canned because the survivors had to be scared and more average? They should bring her back as a survivor.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602562#Comment_3602562
That would fundamentally break the chase gameplay if every killer could do that. As a power, it would lead to very boring situations (Legion).
Killers vault slower. That's fine. The problem was, that survivors could create near-infinite loops at certain structures if they drop and immediately vault.
Well of course we shouldn't have infinites. That's why I suggested the other idea of taking horizontal momentum into account (creating the tile chain of a hill into a fast vault to a four lane.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602553#Comment_3602553
That's the point. The killer was at a huge loss there.
Imagine if killers (or at least as a power for one killer) could fast vault through a window with the same prerequisite of needing to have run for a split second. Like you need to be facing forward for enough time to do it and queue up for the vault like they do.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602162#Comment_3602162
It enabled very problematic chasing situations...
I'm one for being able to have endless opportunities to do stuff. It's what makes a good game. Take that away and you're left with a dull repetitive mess of a game that you'll not want to play any more of. As long as both sides are able to do the exact same thing when it comes to a loop, it's great.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602275#Comment_3602275
Ah yes, when its a bug that people like, its called skill expression. Even though its bringing back a concept that gave BL near-infinites. It was also only in a few specific maps (some required rng whether it would line a pallet up or not) so it was rare to even have a situation where you could use it.
Well what if you were falling towards the window at the speed of running? That's more what I was thinking.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602162#Comment_3602162
It was anti-momentum. Falling from a large height causes people to stumble, thats the momentum reaction. Not instantly skipping that animation to immediately vault a window or pallet.
It doesn't cause killers to. Nor do I want killers to stumble when falling. I just think leaning into the chase aspect is the way to go and this takes away from skill expression. Say you notice a hill that's right next to a tile with a window that you can hit a fast vault on if you drop. You've got to know where it is, know that you'll be able to get it and remember where it is for later use in a different chase.
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@Ryuhi said:
They just patched out the bug where vaulting while landing removed stumbling.
Which I think is dumb. Having momentum is a GREAT feature.
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Chucky has been labled as the killer that gets more fun the more skill you have. Considering what you just said about your own skill, of course it'll suck. I assure you though, when you're good, it's FUN.
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You snitch.
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I made a similar post regarding just using the chase themes for whatever killer you wanted. This is also nice. :>
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My guess for Pig is that the ambush will be made either longer, faster or take less time to charge up.
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You need to let go of the power button if you want to swing earlier. Weird but that's how it is.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596289#Comment_3596289
Exactly! A complete overhaul that could be something completely different.
Glad to hear this but I wanted to mention what you guys were arguing about earlier and I want to mention the fact it is disabled at endgame. If you wanna tunnel, go ahead and risk it or just do it when all the gens are done.
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I'd like the excuse to always go for 8 hooks and only start killing once the last gen is done.
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@Spare_Them_Mori_Me said:
While this would be awesome, I'm sure the people at BHVR wouldn't like people skipping their programming and artful designs and animations.
Not crapping on this idea, I'd love it too. Just trying to think realistically. Not to mention, BHVR isn't really too keen on things that won't bring in money. ....This might though. lol
There are buttons to skip dialogue and cutscenes in games like Cyberpunk 2077 and Baldur's Gate 3 because they know people will replay the game and get bored of stuff they've already seen. The same applies to seeing the same damn sacrifice animation every time you fail in a match unless they have a mori. They have no excuse to hide behind.
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Being able to show off our survivors and killers in one game would be pretty cool. Legion Meg into actual Legion would be funny. Same thing with Paranoia mode but I can only choose one and this one allows more than just two to show off their cool fits.
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Already have a power concept for it and everything. This seems like the right place to promote it so here it is.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591433#Comment_3591433
No... it would be abused.
the survivor that had just been hooked would just fix gens in the face of the killer or bodyblock. Or the rest of the survivors would hide so the only option was to hook the same guy again.
And the survivor would get an even more OP buff on gen speeds.
Conspicuous actions are a mechanic for a reason. Just have that not apply if they do a conspicuous action.
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They better. It'll symbolise his kit glow up even more.
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@pseudechis said:
I miss the old animations too plus the immersive UI.
Subtle at the bottom of the screen, gritty and minimalist.
No silly portraits, no see through beating heart breaking the immersion, no futuristic looking hook counter that looks like a shield meter from a star wars game.
The old UI and animations looked great. The new UI is cluttered and ugly, some changes aren't for the better.
Dude, the visual terror radius is toggleable that does NOT count.
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Give me the lizard men (or women. I'm not picky).
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Legion would make for a cool rushdown fighter ong
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Bumping this because god, it's so good bro.
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@Crowman said:
Switching engines, upgrading the current engine, or any sort of major overhaul is not something that can easily just be cranked out by skipping a few chapters. Not to mention, the thing keeping the game alive is the frequent chapters.
As an aside, not every dev is working on the same thing. BHVR is working on multiple chapters concurrently to make 4 chapters a year considering they state it takes a full year to develop a chapter. They have a team cranking out bugs as every patch comes with a plethora of bug fixes. There's no reason to believe the devs aren't trying to improve their core structure at the same time of pushing out chapters. Any improvements made to the backend is never going to be noticeable to the players.
I do understand. Though I would at least like to hear your thoughts on if borrowing the engine from mobile. Would that make the process easier than simply rebuilding the engine from scratch? It's a hell of an investment but this would give the game more mechanical freedom down the line.
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Gotta go for Kyle Crane (Dying Light 1) and Jacket (Hotline Miami). Both are really good picks.
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Always an obscure bug to be found, I guess. :I