FoggyDownpour
FoggyDownpour
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I understand where you're coming from on that, but bp have always been something that you earned through gameplay rather than getting the bonuses from paying money. I think this would work far better as a 'loyal player' reward either by leveling up your dedication/play level or logging in and playing a match every day. We already have things like that in the game right now, but it's the closest I can come to giving an alternative idea.
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It's because her hair makes her look like she has a hood on when she's crouched, and her movement speed and type is very similar to an urban evasion survivor.Rebel_Raven said:What does hoodies have to do with pig?
Also the terror radius will kick in.
Pig works because she can turn sharply and has zero radius, just breathing when crouched.
But yeah, hoodies are cool. -
I would LOVE this. Developing and maintaining an app is expensive though, and I'm not sure that there is a good reason to pay for that above other things that DbD needs. If there was a direct function and need for it, then I think it would be considered, but almost everything that's needed can be found online somewhere.
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Wouldn't this be a good thing? You would have survivors be surprised by a sudden exposed status early in the game, it would be stealthy at first and then serve it's purpose if it didn't get cleansed early on by remaining a tempting beacon for the rest of the match.milo7772 said:Only problem with this is that Haunted Ground would become useless.
Once a survivors finds a totem whether lit or not they usually cleanse it either for points or the chance of no ed.
For those 'smarter' survivors, they would give the totems a little bit of distance until they were lit enough to see which ones are hexes, increasing the longevity of the totems entirely. The killer needs to make up a lot of ground at the beginning of the trial, some more so than others (Hag, Trapper etc) a lot of current survivors spend time cleansing totems at the beginning if they see them, and the threat of an invisible Haunted Grounds would make me hesitate.
And besides, it's just a general concept of time, it's not like they would actually be in the time increments that I used as an example. It could also be that instead of time, the brightness is attached to the number of gens left to do. More gens on makes them glow a bit brighter and the gates being powered would bring them to their current brightness in game.
NOED could be changed slightly to adjust to this, same with several of the other hexes. Maybe cleansing NOED would start a 30-60 second timer where the gates are blocked, all survivors auras are seen for 5 seconds, or it generally had a lingering exposed effect for x number of seconds. Another idea I had was that cleansing a hex should reveal your aura for 4 seconds or something like that, just as a base game mechanic.
Sorry, I ended up rambling a bit and not all of that was meant to be directed at you haha -
This is brilliant!! I love what I'm seeing and almost everything feels pretty viable. Nicely done!
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LMAO that reminded me of Jurassic Park XD@Orion said:Don’t move! He can’t see us if we don’t move. Their vision is based on movement.
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For the number of times you've seen a survivor, I can petty much guarantee that you've walked right by at least double that amount. Just because you see them that time, doesn't mean that they haven't been missed before.
I can't even tell you the number of times I've had a killer double take in my direction and then walked right by me to go to some unseen notification. It's all a matter of perspective :> -
Omg hahaha XD@Tsulan said:
Actually Google feels more like that stalker that watches your every move.@ItsYourBoyGuzma said:@FoggyDownpour said:
I know they are happening on Dec 6th, but does anyone know what time or where to watch them? I would like to try to attend the stream ^^google is your friend
I actually meant what time during the stream. I know when the whole thing starts, but I wasn't sure if it was towards the end or beginning of it. It falls right during the busiest time of my night and I don't want to miss it, this game is super important to me
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Thank you! Do we know if they will be on towards the beginning on the awards?@Patricia said:Hello!
You'll probably be able to watch it on the website (I think not 100% sure tho)
https://thegameawards.com/?fbclid=IwAR2LxJOppmBSvnbDreQzyX7aUPABZJugWtEk27FiTaSLf_G_Avw8H2-DbXkAlso you will be able to watch it on Livestream - YouTube & Twitch.
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Legion:
I wasn't entirely sure how to feel about it. I liked the way the story was told and written, but there were so many things in it that seemed either cliche (beyond normal cliche I mean) or that just didn't make sense. I'm not saying that it's complete trash or that I hate it, but it certainly doesn't feel right.Jeff:
I actually loved his story, seeing that he interacted with the Legion was really cool. I love the way they painted him and the personality that he has, it just felt nicely thought out and he felt like a full character. -
It's been addressed by the Devs in the past, they aren't going to do anything about it due to it being a dangerous place to go. Don't want to get blocked in? Don't go to the basement. If you play it just right, you can juke them down near the basement hook assuming they aren't body blocking the stairway.
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Not everything has to have an exact and opposite equal to maintain balance in the game. Everything plays off of each other and everything effects everything else in an intertwined web of mechanics, regardless if there's an exact counterpart.
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@ChesterTheMolester said:
Shirtless Myers and Huntress or rito!+1 I need that beefy bunny.
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You can already see the killer profile if you want to, at least on PC and PS4.
Another thing is that you aren't meant to see who the killer is, and their profile might contain hints on what they play as. It could be a comment saying what a hack Doc they are, their adept Doc achievement, their profile image/name/background, or even just their bio. There's a lot of info to gain by seeing the profile, and the devs want you going in just as blind as the survivors are in game.
It also gives you the number of hours they have played DbD, and some people dodge those that have a high hour count. And besides, camping (as annoying as it is) is recognized by the devs as a legitimate strategy and they aren't going to give you a tool to avoid a killer with a specific type of play style that you dislike.
That's just my thoughts on it though, I do see where you are coming from. It's frustrating to be caught and then never given the chance to have a good time or gain any bp. Sitting on the hook is one of the most boring sections of the game and being denied the chance to get back into the fun parts really sucks.
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TLDR; I don't think they are related. You're welcome.
The biggest argument against this theory is the timeline. Evan was a fully matured adult by 1955 (probably a little earlier than that) and Jake is from a more modern age. It would be impossible for them to be siblings, though I won't completely rule out relatives even though I feel it's rather unlikely.
Jake's lore
_Growing up the son of a wealthy CEO was always going to put pressure on Jake Park. When his brother graduated with honours from Yale, the pressure on Jake intensified. Jake just wasn't the academic type, but his father never really understood his refusal to embrace the expensive education he lavished upon him. Eventually, Jake rebelled by dropping out of school entirely. Now, Jake lives off the grid on the edge of the woods. It's been years since he spoke to his father but his mother checks in once in a while. It was she, who eventually called the police. The cops said he got lost in the woods and a search party looked for days, but gave up as bad weather rolled in. Despite passionate pleas from his mother, they never resumed the search and Jake went down in history as another casualty of the woods.Jake's destiny was set even inside his mother's womb. Heir to wealth, noble manners and caretaker of the family reputation and legacy. During torture it's not pain that breaks a man, it's immense pressure. And Jake couldn't handle any more pressure. Instead he sought the opposite of fine dining and maids. He left the grid and ended up with a forest as closest neighbour. A self made outsider, Jake understands nature. He's not there to tame something - rather him becoming feral. Remove the brutal Killers that seek out blood to drain and Jake would feel just at home. No Wi-Fi. No Fortune-500 companies. No father nor mother. Years away from modern life has given Jake a new feel for problems. Pain is just an obstacle that hinders you from getting fed. No matter what is hunting you, you need to stay one step ahead. Struggle, blend in, adapt. Just don’t make it easy for others to erase you from the Earth's surface._
Just to start off 'proving' that Jake came from a modern age, we'll take a look at the wealth and families position.
It states that his father was a wealthy CEO and implied that it's of a Fortune 500 company.
-The term CEO was not even entered into the dictionary until 1974, but had started being used in/around 1970.
-The first Fortune 500 list was printed in 1955This implies that he came from the 1970's at the earliest, however, the mention of Wi-Fi and use of 'modern life' both would imply that he was from 1997 and on.
-The first real usage of Wi-Fi was in 1991, and the first home based unit was in 1997Evan's lore
_Evan MacMillan idolised his father. It wasn't just that he was heir to a great fortune, it was the way he ran the estate. Raised under his firm hand, Evan had taken to running the workforce with an iron hand. Production was always high and the MacMillan Estate prospered under father and son.As Archie MacMillan's mental health slowly disintegrated, Evan protected him from the herd who wanted a piece of the fortune. No matter what his father asked of him, Evan would do.
When Archie MacMillan finally snapped, Evan became his enforcer in what would become known as the worst mass murder in modern history. They never proved that Evan lead over a hundred men into those dark tunnels before detonating the explosives and sealing them to their fate.The tale of the MacMillan Estate is a tale of wealth and power gone very wrong.
How many victims fell to the hands of father and son is unknown. No record is ever made of what became of Evan MacMillan. His father is another unsolved puzzle, found trapped in the locked basement of his own warehouse - starved and abandoned._
Benedict's entries
September 12th
_I began my search in the summer of 1956 after hearing of the town of Weeks, a place that had an unusual number of missing persons reports. America is filled with such towns. But what made this one more odd than some,was that there had never been a report of a body found. Indeed, the number of open missing cases stood at a staggering 364, the last of which happened a mere ten weeks ago. So, thusly I embark on my journey.September 21st
It only took me a few hours upon my arrival to feel the malignant presence that lurked in the forgotten town of Weeks. Its buildings and structures in various stages of decay, all of them abandoned to the ravages of time. I visited the library in Wetherfield, a nearby town. It didn’t take me long to find information about the region. Once a vast, prosperous and sprawling industrial area, Weeks, suddenly became a ghost town, not through the lack of iron ore, but on account of a series of terrible disasters.Once again, I had found a place touched by the darkest of evils, so powerful that it spread like a virus in the area, consuming the world around it, rotting the core from within. The locals of Wetherfield would not discuss or talk further of the town of Weeks. The locals acted like the sort of thing you would see in your weekly Penny Dreadful, their eyes wild with terror. What happened here?
September 23rd
I have spent two days in this derelict library. The archives are somewhat unorganized. But I have managed to learn more about the town of Weeks. I get this eerie feel as I sit in that basement, but I feel a need to learn more. I have come too far now. I managed to piece some parts together and it seems like everything leads back to The Macmillan Estate. A huge industry with a mine and foundry and the former heart of Weeks. I found some police reports and complaints. But no sign of legal action. The archives here does not tell the whole story. But my mind tells me that I need to find this place. As The Macmillan Estate might sit upon some answers about these unexplainable disappearances I simply must go further. I feel somewhat uneasy as my comfort zone most often is behind a desk. But I can not be shackled to words and must instead make use of action. All I have managed to find out is that some deaths occurred and it was just shortly after that, that this...rot took hold of Weeks. I have tried to find my way and I asked the librarian. But she refused to even talk about it. Old maps in the archive show the way. But nobody is willing to take me. I will set forth tomorrow. On my own._
It's clear that Evan disappeared before 1956, likely at least a year before. His lore makes no mention of another son, and while I could find no concrete list of degrees available at Yale between 1920-1945, I don't think Evan went to Yale. His father taught him what he needed to know about running the business.
A small thing to note is that Benedict calls the town near Weeks Wetherfield. Wethersfield, CT has never been called Wetherfield in it's history, so I'm not sure that placing your evidence in the nearby location of Yale Uni to Wethersfield, CT is valid. It's possible that it's an alternate universe, but at that point no arguments either way are really valid :P
oof, I would write/edit more, but I need to go to bed. I've spent far too much time and energy on this XD And if you reply to me, please don't quote the whole post, just fragment it haha
TLDR; I don't think they are related. You're welcome.
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Yes! I have gotten a ton of cool ones, but only took screen shots of a few. I really love the ones with the killers standing there, it's rather menacing.
This was one of the first ones I got

This one was even cooler in person, his movement was perfect for it.

And this one is just like the cover, it made my jaw drop at first, especially with the normal idle movements he makes mixing with the gentle roll of the fog. I love this one


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I agree! Having a little drop down menu with a few different sorting options would be awesome, especially since over half of the T3 perks for both survivor and killer are purple. It gets a little cumbersome to try to find them.
(Not inlcuding Jeff or the Legion)
36 purple killer perks
15 green killer perks
40 purple survivor perks
16 green survivor perksMaybe these categories would work:
-default (current view)
-grouped by character (or release date)
-grouped by teachables (all level 40's together, all level 35's together etc) with non-teachables at the end -
They usually do this so that you spend your shards before the new chapter comes out. It's also nice to be able to obtain them with in game currency, but I agree that it's irking to have to choose XD. I got the Claudette hair and I still want the Meg one, but then I would be out of shards for the new characters.
One thing to consider is that the new characters will always be available for shards, but the cosmetics won't. -
I would love this as well, but I think it comes down to money and legal issues. They would have to put the resources into connecting accounts and also (probably at least) get the legal team involved since there would be some sort of cross platform data, even if there was no cross playing. I'm just guessing though, so take that with a grain of salt.
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@TheWorldconsumer said:
Okay, lets be real: even IF you could struggle on the hook as the last surv....and you got an active deliverance.... do you really think that the killer will just go poof after he hooked you?
You would be his last objective, and the moment this suggestion of yours would be implemented, not one killer player would ever again leave the last hooked surv alone..... so long story short: your idea would NOT give you a chance, just maybe some bonus BP IF you unhook yourself.I disagree, I have seen many killers turn to break pallets and set traps, anything to get those last few points. They turn away even when there is still another survivor in the process of dying on a hook and you have the option to try to free yourself. There are also those killers that hook you right next to the hatch. It definitely wouldn't be likely that you escaped but being given the chance would be rather nice.
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There aren't really any good options for SWF groups with large gaps in skill level. I'm basing these points off of a R1, R5, R20, R15 group, as this would find killers in the mid ranks. Here are the options that I can think of:
-Not allow SWF
This would kill the game, as many people only like to play with their friends. There's as many (or more) good uses for SWF as there are bad ones, and this would choke the game.-Allow only like-ranked survivors to play together
This would be very similar as the above one. It would fix one problem, but create others.-Takes the median rank between the survivors and chooses a killer closer to the highest rank in the group
This would create too many killers getting unintentionally boosted to the upper ranks when they shouldn't be there based on their skill level. The upper ranks would be filled with a huge mix of mid-upper ranks as opposed to upper ranks only. The rank system is already outdated for how the game has evolved and has been for a number of years. This might break it even more.-Takes the median rank between the survivors and chooses a killer closer to the middle rank <-- current system
This one punishes middle rank killers, but also prepares them for how rank 1 survivors play. Overall, it's not ideal.-Takes the median rank between the survivors and chooses a killer closer to the lowest rank
This one would destroy lower rank killers before they even got a chance to get a grasp on the game. That's no fun for anyoneNone of them are great for the game and I can only hope that the long promised new ranking system will be coming out soon.
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I feel like the list should be more like this. The higher in the list they are, the more I think they fit into that category.
Evil Beings
It goes beyond killing, it's a primal need to cause suffering.
1. Nightmare
2. Shape
Indebted/Driven
These killers either kill out of rage or some other emotion for a specific person or set of people, or because the Entity helped them.
1. Spirit
2. Cannibal
3. Pig
4. Hag
5. Hillbilly
6. Nurse
Natural Born Killers
They would kill with or without the Entity, killing is what makes them feel whole.
1. Clown
2. Huntress
3. Legion (Frank)
Puppets
They have been forced into killing in one way or another.
1. Legion (Joey, Julie, Susie)
2. Trapper
3. Wraith
4. Doctor
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I really like this! It kinda feels like a nice mix between the Doc and Pig. I feel like hallucinations should be a thing with this as well, maybe rats coming out of dark shadows and running across the floors and up trees
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Here's what I'm thinking about each point.
1) the hooks disassembled by sabotage or sacrifice regenerate after 180 seconds (except for the Saboteur bonus)
This is something I wouldn't mind, but it would take some of the fun out of hooking people. It has a similar strategic process that a survivor has while choosing which gens to finish. Overall, I prefer hooks to be dead upon sacrifice and I see no good reason to make them regenerate.
2) the chests procedurally generate a new object after 360 seconds from emptying
As much as this would be nice (especially when you're not running self care), items are meant to be a limited boost during a match. If they regenerated items, you would then need to make some adjustments with many values in the game. Just an example; gens would likely get charges added, just to counter the speed that a toolbox can repair it.
3) the killer can repair the cleansed totems or imprint a broken curse on a dull totem, spending 8-32 seconds, directly proportional to the time during which the totem remained standing or the curse remained active
So you're saying that a cleansed hex would reactivate if the killer fixed it? This is actually interesting to me, especially if/when gen rushing is fixed. If the killer has enough reasonable time in a match to do this, I wouldn't mind this being a thing. The specifics aren't quite right, but the idea there is good I think. I would be willing to discuss this one after seeing what the devs are going to do about gen rushing.
4) broken pallets can be repaired once with a special perk in 18/15/12 seconds or, alternatively, regenerate after 360 seconds, plus 60 extra seconds per survivor still alive, from breaking (all or only some, randomly selected by the Entity)
I'm not going to answer this one again, refer to the previous thread for my response on naturally regenerating pallets. On the thought of the perk though... I don't think it would be very useful. A lot of survivors either throw them down far too early (wasting them) or they are good enough that they don't need pallets. Being able to fix pallets wouldn't really help anything, as survivors don't really need them or they misuse them anyways. -
I don't remember which stream it was, but the devs said that the Entity pulled people like Bill out of alternate universes. I would imagine that it's possible they already knew of those characters from tv and movies, but I would bet that they didn't
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I have had this happen a long time ago!
I think I was prestiging Meg (or maybe Dwight?) and it glitched, undid the prestige, and P1'd my level 9ish Bill. I wrote a bug report and never got a response, but I got a free prestige out of it I guess. I was able to do Meg's right after that and neither Bill nor Meg's disappeared upon restarting the game.
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I find instasaws rather fun to play against, they add variety and generally keep me on my toes.
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This conversation has become more of a fight about personal preferences towards other people. Maybe that stuff should be kept out of the thread and in pms? It's not doing any good to poke at each other and trying to get a rise out of them, especially while hiding behind thread content. This pissing contest isn't going to go anywhere good. Let's return to discussing instasaws without 'memes' or bm
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During events I try to only level and use characters I won't be prestiging or at least won't for a long time. I get to keep all of the cool things while still participating in the event. Problem solved.
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I would trust that if the guy with the info worked on balancing the game. Last I checked, the 3D modelers were in the art department.
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For sure! It would definately take adjusting with its current raw state.
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The problem with this is that survivors already loop and juke very well without pallets, keeping broken pallets the way they are is far better. They are meant to be a non-permanent way to distance yourself from the killer in areas with no windows. They changed hook sabotaging because there were serious balancing issues and a lot of abusing of that mechanic (even to the point of holding the game up unnecessarily). Pallets are abused currently, hence the recent changes to the number on the map. While I get your logic, what you're suggesting would be a major survivor buff that is rather unnecessary in the game as it curently is.
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We actually just finished week 6 on this roadmap, so there should be a new one soon! It should be in this thread when they do
https://forum.deadbydaylight.com/en/discussion/11/communication-roadmap#latest
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Why necro this thread, there was no reason

Just for perspective, on my PS4 account I'm D1 level 92 and I have earned a total of 48,939. My most recent game earned me 581 shards (899 with daily and emblem bonus). I feel like when you earn something in game, you should earn it. It doesn't need to be easy or grind free.
The old shard system was far more frustrating, this one is easy to forget about for a little while and then come back pleasantly surprised by the 5k earned over the last X number of games. I feel like Devotion rewards need to be added far more than upping the shard count per level.
Impatient to buy something? Pay real money. There is nothing in the game that you can buy with shards that you can't buy with auric cells other than perks in the shrine. It doesn't take that long to get enough for a shrine perk. -
They've done something for the last two years, so I would assume they will, but we will just have to wait and see.
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I don't mind the reset at all other than the odd mixed up games and salty people. It's nice to feel the accomplishment of raising rank once a month, for me it's refreshing
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My thoughts exactly. I won't linger if I'm the last one in the trial, but otherwise I self heal for that small amount of survival points gainedFreudentrauma said:Probably just for the little bit of BP you get for selfhealing. And maybe people just feel better leaving the trail healed.
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I actually find it super fun to play against! Those moments where you are able to dodge his chainsaw are so satisfying and it makes his chases rather tense
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Some of these overlap, but here are my favs in no particular order
For gameplay as survivor:
The Game, Mother's Dwelling, Wretched Shop, Rotten Fields, and Azarov's Resting Place
For gameplay as killer:
Pale Rose, The Game, Blood Lodge, and Fractured Cowshed
For aesthetic:
Mother's Dwelling, Gas Heaven, Memorial Institute, The Game, Family Residence, and Father Campbell's Chapel
When it comes to looks, I tend to love the maps that give a large variety and look more like completely believable locations as opposed to 'randomly' placed tiles with a similar aesthetic. -
Uh... what?
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I don't think it would work in the current game, but it did make me think about the fact that we don't curently have any items that are mainly for the chase. We have healing, aura reading, escaping, generators, and saving people, but nothing that help much in the chase if you exclude flashlighting a vaulting/pallet breaking killer. Tell me your thoughts on this:
A rare (or higher, but no brown/yellow versions) item that you bring into a match, but you have to go through an application process to use it. It would fall under the healing or repair category while applying, but wouldn't give you any blood points. The application process might need to be uninterrupted to prevent 99ing it and only finishing it if it's needed in a chase.
Basically, you would have to apply it to yourself (maybe for about 30 sec and with skill checks?) before being able to use it and it would be there for the rest of the match. It would give you something like haste for X seconds, or maybe be something like a one time use dead hard and the ability would be used upon activation of the button. It would have its own activate button that didn't interfere with other perks and could only be used after successfully taking the time to apply it.
Once you apply it to yourself, you can't bring it out of the match with you, even if you don't use it. It would be considered 'consumed' by the game, but unlock the ability for one time in that match. Once applied, you can pick up another item as normal.
It would need a visual representation so that killers know the survivor has it, like maybe a brightish green glove on the right hand or something.
Hopefully my off the wall idea made sense -
I agree with Legend, but it would be cool to have 50's style outfits. Maybe they could have the skates looped on their belt like the ice picks for kate.TheLegendDyl4n1 said:they would have to make an entire new running animation for this specific cosemetic so it will probably only be on a killer if anything. sorry.
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I personally don't see why this would be needed, but I also see no reason that it couldn't be added in. If it were, I just wouldn't use it which is easy for me and better for you
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I've been wanting this since the first ones were added tbh. I still have a few of them and I don't want to use them until it's time to celebrate their permanent return
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Or maybe it's a 4 killer vs 1 survivor game mode
HMMM.... :silenced: -
How is a radiant fetch quest going to solve radiant quest? I don't think adding more steps to the gens is the way to go about making the game more interesting. Adding an alternative goal or generally something like that is a better option than adding walking back and forthBlueberry said:It's pretty easy.
Take the plants from the blighted event, turn them into gas tanks or whatever that you have to work on like the plants and the vial is a gas meter you have to fill. You have to apply a full gas meter to a gen to activate it and allow it to start being worked on. So, in other words each gen will need to be filled with gas before it can be worked on.
Boom.
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I would love new cosmetics for anyone other than Doc, Meg, Dwight, Claudette, and Nurse. I'm pretty satisfied with those on the list ^
They take a lot of effort though, so I'm being patient -
DAMN.alivebydeadight said:@FoggyDownpour said:
Haha hope it works!well it failed fuak
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.... Right. Sure.
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This is pretty much what I was going to say. Having different regions be drawn first is great, but only if there is a pretty even spread of sub maps within each region. As it stands currently, here is the region/sub-region break down:Nos37 said:The game used to first choose a region (Coldwind Farm, MacMillan Estate, etc.) and then choose a map from the selected region (Rotten Fields, Cowshed, Silo, etc.).
What ended up happening was that there were only 5 or 6 regions at the time, and 3 of those regions only had 1 map, so while there was variety in regions, there wasn't variety in maps.
People complained, and now it has been changed to have every map have 1 weight.
[1] Yamaoka Estate - Family Residence
[1] Gideon Meat Plant - The Game
[1] Springwood - Badham Preschool
[2] Backwater Swamp - Grim Pantry, The Pale Rose
[1] Lery's Memorial Institute - Treatment Theatre
[1] Red Forest - Mother's Dwelling
[1] Haddonfield - Lampkin Lane
[2] Crotus Prenn Asylum - Disturbed Ward, Father Campbell's Church
[5] Autohaven Wreckers - Wretched Shop, Wrecker's Yard, Azarov's Resting Place, Blood Lodge, Gas Heaven
[5] Coldwind Farm - Rotten Fields, Rancid Abattoir, The Thompson House, Fractured Cowshed, Torment Creek
[5] Macmillan Estate - Groaning Storehouse, Shelter Woods, Suffocation Pit, Coal Tower, Ironworks of Misery
If this was re-introduced, it would mean that we would see Lampkin Lane far more often than Coal Tower. There are already some maps that I feel like we see far more often than others, I would hate to have many maps even scarcer than they already are. A 9% chance of going to Lampkin vs a 1.8% chance of ever seeing Gas Heaven. That sounds awful. Yes, some of your hated maps would have a smaller chance, but so would some of your favorites