FuelSauce
FuelSauce
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- FuelSauce
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Comments
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/677263#Comment_677263
That sounds quite interesting, too. He'd be like a combination of Doctor, Clown and Leatherface. Perhaps they could make it so the survivors have to hit skillchecks to fight off bugs and failing a skillcheck reveals their aura as a Pyramid Head addon.
The devs would have loads of possibilities in terms of creativity - that's for sure.
https://forum.deadbydaylight.com/en/discussion/comment/677264#Comment_677264
Are you trying to say Leatherface is op?
https://forum.deadbydaylight.com/en/discussion/comment/677270#Comment_677270
Believe it or not: I have been listening to that track whilst writing each one of my Silent Hill related comments 😂
That would be crazy. Just imagine the atmosphere.
Nah I'm saying he's easy to play against.
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TL:DR rank up to avoid him
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Fix him and then buff his cooldown. It's so damn long..
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@ThGameIsHardButSoAmI said:
https://forum.deadbydaylight.com/en/discussion/comment/675900#Comment_675900
really good ruin counter, and it's a fun a perk, trying to sneak to get the stacks
Ya know you could just get good at at skillchecks. I guess it's a training wheels perk then.
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There definitely should be rewards. Really wouldn't be hard to implement some simple BP rewards..
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@se05239 said:
Buff its rarity to Ultra Rare instead and move down Father's Glasses to Very Rare.
I second this. I still think it needs at least one downside though.
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@Yamaoka said:
3k hours Leatherface main. I will never play another killer unless the devs added my absolute favourite icon:
https://vignette.wikia.nocookie.net/silent/images/1/13/PHCreep.gif/revision/latest?cb=20150402085209
Ayyyy thanks for contributing to the Ez Games Foundation.
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Just gonna say that anyone who thinks these are fine is a dumba*s.
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@The_Daydreamer said:
https://forum.deadbydaylight.com/en/discussion/comment/668513#Comment_668513
I'm not using a key, so no.
Then it ain’t a full get out build :P
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@The_Daydreamer said:
https://forum.deadbydaylight.com/en/discussion/comment/668499#Comment_668499
Actually not if you are alone. Atleast It's not helping you to get faster out.
Alright let’s say you have a key. You get downed or are injured somewhere and killer decides to close hatch. Now you’re back up with a speed boost and you just pop open that hatch again in front of the killer, asserting your dominance.
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Oh.. wow what great perk lol. Adrenaline is better for a get out perk.
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@The_Daydreamer said:
https://forum.deadbydaylight.com/en/discussion/comment/668245#Comment_668245
If the killer is closing the hatch, you can open faster the exit gates.
So you have a higher chance to escape the killer.
Yeah but only 5%
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@Horror_Gaming said:
This one is For when you know gens r not going to finish.
left behind, sole survivor, object, wake up.
Why even bother with Wake up?
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Pretty sure they are intentional. You’re a bit late to this party btw. Also I don’t think it’s a very good add-on from what we’ve seen so far. Def shouldn’t be ultra rare.
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Bro ruin skillchecks are so easy. Even if you can’t do them consistently you can just gen tap or power through. Most of the time it’s better than wasting your time looking for the totem, especially if the killer is extremely defensive over their totem.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/657575#Comment_657575
That's fine. To each their own. I play on PS4, $12 is too much IMO.
Hmm, then again I don’t have any expenses so spending money isn’t a big deal to me as of now.
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Sick and tired? They haven’t even said a single thing since the stream. I don’t think they’re very tired with all of the silence going on.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/657567#Comment_657567
Previous licensed chapters have been the same price as originals.
Oh, right. Even so I don’t think $11 is a lot for what they are giving you.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/656241#Comment_656241
If regular chapters cost $7 then that's $3.50 per character. Technically the killer should cost more since its got a power. The "reskins" will be different colored shirts. That takes no effort so it shouldn't even factor into the price. This chapter should be no more than $10. The reason it will be more is because they know most ST fans that come are just going to play as ST characters, so they want to get as much money out of them as possible. It's also very popular with a younger crowd so they're just gonna ask their parents to pay so they don't care about price.
Considering the ST skins in the shop will likely be more expensive like Pig's AND there's a battle pass coming, I think $12-13 is a rip off. Bhvr is getting greedy.
Its only going to be $11 on PC and around $12 on console. Don’t forget that this is also licensed content.
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This happens to me a lot as hillbilly. I don’t let go of the chainsaw and hit them directly but suddenly it’s as if I let go directly before they were about to be hit. #########..
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/638207#Comment_638207
LF is my main D:
I will never understand how anyone could main a fat disabled version of Hillbilly.
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@TheGameZpro3 said:
https://forum.deadbydaylight.com/en/discussion/comment/623566#Comment_623566
"because Myers was never shirtless in the movies..."
He also never...
- Put anyone on a hook
- Kick a generator
- Destroy pallets
- Equip perks before killing people
- Equip Add-ons before killing people
- Killed multiple Laurie Strode's
- Travel to any the locations in the game besides Haddonfield
yet going Shirtless is crossing the line. ok, buddy. #ShirtlessMyersForDBD
You better be kidding. Those things are nowhere near as character breaking as going shirtless.
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@tavdogg11 said:
Also if possible 5 survivors as well, as this seems to be possible in game with the bug as well. It's almost like it was once supposed to be in the game...
Fun fact: back in beta or alpha (idk) of dbd it was possible to have like 20 survivors and more. I think there's a vid of it on YouTube.
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🤡🤡🤡
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Shirtless Susie or riot. We need her in a swimsuit as well.
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@TKTK said:
https://forum.deadbydaylight.com/en/discussion/comment/620814#Comment_620814
Billy is balanced his insta down isnt free unless you are out positioned, and any other time he's an m1 killer cause a good survivor isn't getting chainsawed at jungle gyms and other looping tiles unless the survivor makes a mistake. His best trait is his map traversal which is why he's the best of all the killers that are loopable cause he CAN catch survivors out of position and stop gens that would be finish vs any other 4.6 m/s killer.
I didn’t say he wasn’t?
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@Andreyu44 said:
https://forum.deadbydaylight.com/en/discussion/comment/620619#Comment_620619
There is a big difference between making killers balanced and making killers billy level.
If anything,all killers should be brought to huntress level.
Billy is balanced?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/618984#Comment_618984
Without a toolbox?
It should be 87.2 seconds if 3 were asleep.
That’s still pretty bad.
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There’s also times where survivors can still reveal ghostface even after he hid behind something seconds ago. I’ve even revealed ghostface by looking at him for a bit and turning 180 degrees and still having it reveal him a second later. It’s BS for both sides.
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This is a game breaking problem that makes Freddy literally unplayable. @Peanits
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@Shaped said:
Because mom is dead.
Life’s been tough without her.
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@indieeden7 said:
It doesn't take that long to catch up, they can only vault the window 3 times in a chase and even then, mindgaming on large buildings isn't that difficult to do.
“Only 3 window vaults” Are you joking? You know how much time is lost after only three vaults in that stupid building? And no, mindgaming isn’t a thing in large buildings against good survivors. In fact trying to could just extend the loop.
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@yobuddd said:
https://forum.deadbydaylight.com/en/discussion/comment/612576#Comment_612576
Completely agree! Timing for repairs is editable, but this huge loss of hunting is why I think making this a possibility, maybe even at base-without perks, could be acceptable to both sides. Killers gain a powerful new option, but survivors definitely gain advantages and have strong counter-play if killers opt to rebuild. Killers may have to wait until they sacrifice a survivor who knows where a certain totem was.
I feel this makes it balanced. It allows us to add new options to the game without actually altering it. The option is there, but it may rarely be used unless the situation is just right.
And to your swf point, they’re always very powerful, but that’s a different issue altogether. The comms already affect far more than totems.
Its a decent idea but no hex perk is that powerful that you should sacrifice a whole match just to restore it. And random? Hell no. I already threw away the match to restore that totem, I don’t want to get Ruin back when I don’t need it.
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I would not object honestly.
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@wichael_wyers said:
Someone has said it's bugged against Freddy when you're asleep. I can't say I can completely confirm, but for sure at least one of my games had a bugged DH against a Freddy (and most likely while I was asleep, because I don't wake up often). Haven't played much since Freddy's been out, so can't say for sure it's him, but I saw the bug on PTB and live, so sounds about right.
It has nothing to do with Freddy. It's just bugged atm.
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@DBDbuildsYT said:
https://forum.deadbydaylight.com/en/discussion/comment/600153#Comment_600153
was it against Freddy?
It has nothing to do with Freddy.
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@BlueFang said:
https://forum.deadbydaylight.com/en/discussion/comment/596666#Comment_596666
Could a trigger button work? Freddy could press left alt instead of left ctrl to activate locker teleport, which would cancel out all generator auras and only display lockers so he can teleport to one
Unlike left ctrl he would have to left click once it was activated to select
Wouldn't that cause problems with some keys and binds?
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@Peanits said:
My main concern would be how difficult it would be to teleport. Depending on the map, there can be a lot of lockers between where you are and where you want to go. Between lockers and generators, I can see it being a struggle at times to teleport to the locker you want.
You'd also need auras on the lockers to be able to quickly weigh your options, and that would be an awful lot of auras on screen all at once.
To a lesser extent, lockers aren't heavily controlled like pallets and hooks. Depending on the map, there could be a bunch of lockers (Temple of Purgation) or almost none (Blood Lodge). You'd really have to cross your fingers and hope for the best.
Yeah that's a problem alright. It could be solved by limiting the range at which the auras show up and not having a cooldown when you cancel your power.
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@Peanits said:
My main concern would be how difficult it would be to teleport. Depending on the map, there can be a lot of lockers between where you are and where you want to go. Between lockers and generators, I can see it being a struggle at times to teleport to the locker you want.
You'd also need auras on the lockers to be able to quickly weigh your options, and that would be an awful lot of auras on screen all at once.
To a lesser extent, lockers aren't heavily controlled like pallets and hooks. Depending on the map, there could be a bunch of lockers (Temple of Purgation) or almost none (Blood Lodge). You'd really have to cross your fingers and hope for the best.
Yeah that's a problem alright. But it could be a limited range where auras show up so the auras aren't everywhere at once and make it so cancelling the TP doesn't put it on cool down so you can easily reselect a locker.
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They should revert both tbh, it won't be very problematic with how absolutely shite legion is currently.
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Just pick Myers and don't tier up.
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@weirdkid5 said:
No, that's probably just a mechanic in place to prevent you from snowballing as Legion.
Can't have Legion being good and interesting now, can we?
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They need to make Michael's stalking the same as Ghostface's stalk. By that I mean make him able to actually stalk people when over half of their bodies are peeking out from a rock or something. Why does ghostface have no issues with this? Come on.
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@Crazewtboy said:
https://forum.deadbydaylight.com/en/discussion/comment/552832#Comment_552832
I don't know what it is. Maybe I'm not used to it yet (which is surprising considering how many I see).
Its the fact that he's smaller. It looks like he's faster because of it. Its actually the same reason why people think Freddy's lunge range is so big. It's not, it's because he's small with the same properties as the bigger killers.
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@PigNRun said:
A really enjoyable read, honestly. Props for the Black Trail idea.Also, by "Shake It Off" you mean "Snap out of It"? Just checking.
This was back before they changed that typo for and add on with said phrase. I always thought it meant the duration of you not being able to interact with anything. By "shake it off" I mean the amount of time a survivor is stunned.
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After grabbing a survivor trying to jump into the hatch, they DC'ed. They told me in chat that I was a "######### dream crusher".
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@jn5480 said:
Definitely agree with some of these changes which will actually make some perks useful for once - like Deja Vu.I feel like a lot of the killer changes (such as the black trail) will be too overpowered however, or just not fun for survivors to play. This coupled with a lot of the other changes to core gameplay such as finding rusted parts will essentially lengthen the game at the cost of player enjoyment. (I do like the concept of rusted parts actually. I think they should start with a few - maybe just enough to repair a generator by themselves?)
I too believe that killers at the moment are a bit under-powered with the issue of pallet looping, however just reading those Freddy changes, I can imagine how strong of a character he will be - to the point of making the game unplayable for survivors.The aim of developers currently should be at promoting the core essence of the game - repairing generators and evading/escaping the killer by providing perks that can make this faster, more reliable and/or risk-vs-reward style gameplay. This can be done by adding universal perks or adjusting the current ones as this fan update has demonstrated - with some adjustments to make it fairer.
From a killer standpoint, it is still seen up in higher ranks that killers are looped for hours up to the point of 5 generators being done. Other games, the killer easily gets 4k's due to poor choices from survivors. By making the killer more consistent - through even changing base pallet breaking speeds or tweaking how blood-lust works, this would make it a lot more fun to play as the killer.
In summary, both survivors and killers deserve buffs in certain areas, however I personally feel like survivor buffs should be more effective than killer buffs, however a killer buff should eliminate a survivor's buff. For example: Dance with me making survivor vault through windows a good way of losing the killer, however the clown's window blocking perk would trump this.
These are just my ideas and by no means am I correct.
I appreciate you posting this here
Thanks for the feedback man. I wrote this thread months ago, I just re-posted it here. As you can see it still has a bunch of HTML codes there that didn't seem to translate well into this forum. I'll have to get that fixed. As for your comments. The Black Trail thing was a concept in this thread before the clown was introduced. Now that he's here, it may be subject to change or even be removed (key word: may). Also, the killer changes are also older, back before killers got some nice buffs, (such as hatch closing). Things in this thread will change.
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Pretty accurate, I'd say Hag is above Nurse and Hillbilly, but then again, your experiences. She isn't the easiest at rank 1.