Gibberish
Gibberish
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- Gibberish
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Doctor is like on the low end of mid-tier at best bro, I dunno what to tell you if you honestly think he's "unfair"
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Thinking about it a bit more, if he had to be a Legendary cosmetic, Huntress would be a better fit for Needles than Clown. Twisted Metal is all about damage-dealing projectiles, so it would make sense for Needles to use them too. Rather than using hatchets, he would use his Napalm Cone special from TM1/2/HO, and his "lullaby" would be the Sweet Tooth truck's jingle.
https://www.youtube.com/watch?v=wps_mFczk7s
The only real problem with this is that you would need a few different animations, since Huntress carries around a big 2h axe, while Needles either has a knife or a scrap cleaver, depending on the game.
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Is this a joke? That's what the perk originally did, and it was absurdly overpowered. Hell, its still overpowered even now.
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Sweet Tooth would be cool, but I am not sure Clown's power would be the best fit for him.
"but as some of you may know Sony is developing a Twisted Metal TV series"
First I've heard of it. That sounds like a absolutely terrible idea. Videogame adaptaions are awful like 99% of the time, plus the last TM game was what, 9 years ago?
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Breakable walls have been extremely poorly implemented, yeah.
What they -should- be is "break this to nearly completely shut down this loop ahead of time in exchange for taking up your time".
What they actually are instead is either:
A) "Never break this ever, or it gives Survivors a new looping route"
B) "Break this immediatley or this loop is a near-infinite lmao"
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There are no Killer sided maps. There are maps that are good for very specific builds, but there is no map that is just good for Killers in general, unlike how there are maps that are just bad for Killers in general.
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Autodidact is a kind of tricky one, because it clashes with the other healing perks.
Botany Knowledge, We'll Make It, ect. quicken your healing speed. Faster heals = less opportunity for skillchecks to appear, making Autodidact far less useful.
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I really hope not. I greatly prefer the idea of everybody just beign random people with no connections to each other, both Survivors and Killers. It gives a more oppressive feeling to the Entity's realm, robbing the characters of things that were familiar from their lives. I know you cant really help it when it comes to lisenced characters, but I am always disappointed whenever original characters get linked together.
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I honestly dont understand why struggle is still in the game. It's not challenging or intense or anything, it's just annoying and causes issues. Stuggle is something that should have been given the boot in beta, or at least within the first few months of release, but 4+ years later and it's still here for some unfathomable reason.
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No. If every Survivor is doing what they should be doing, the Killer has no chance simply because Killers, no matter how skilled they are, cannot be in 4 different places simultaneously.
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@PeaceNGrease said:
https://forum.deadbydaylight.com/en/discussion/comment/1978462#Comment_1978462
That is funny you should say that because as I was writing my last post, I was just imagining the same thing, maybe like the old iconic dark alleyways you'd see in 90's movies covered in mist and fog, long and corridor like leading between several buildings, One with a dulled neon sign ominously inviting survivor guests to enter, leading to a dark club with a hallway entrance.. I see flashing lights being used (though this is optimistic because, let's be honest, BHVR ain't opening themselves up to criticism for not thinking of "epilepsy survivors").
Maybe there's even a roof section on this map, where you can take one of those... Side stairs they have on buildings in new york... Do they still have those?
Anyway, you get to the roof and there's a plank part that lets you cross from one building to the building with the club, or something like that. That would be a pretty fun idea.
I also think a Hotel level missing from this game is a HUGE oversight... It probably be a pain in the but to make work, but we need that trope
A dilapitated nightclub surrounded by grimy alleyways would be great, was pretty much exactly what I was thinking too. Hopefully we do get something like that.
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Honestly nearly every Killer needs Addon reworks. There are so, so many addons that either:
-Are straight downgrades with no benefit
-Carries a downside that massively outweighs the benefit
-Grants a benefit so minor that it might as well be nothing
-Grants a benefit so situational that it is extremely unlikely it will ever be useful outside of a 1-in-a-million scenario
I especially dont understand the downside ones. I mean, you dont see a Flashlight addon that is "Doesnt blind Killers, just gives you extra BP for shining it at their face", or a Medkit addon that is "Can only heal you up to 25% healing progression, but gives extra BP", or a Toolbox addon that is "reverses repair progress in exchange for giving you extra BP".
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@RavCav_ said:
I feel like someone makes this statement about every chapter. Give Behavior a break. At least they got rid of the scattered HUD.
"At least they fixed the problem that they intentionally created in the first place" is not exactly a good commendation for BHVR.
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Yeah, i've seen that happen a few times since the patch as well.
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Another thing to mention about FNAF is that the character designs would need to be heavily altered to fit into DBD. FNAF has a really unrealistic artstyle, almost cartoonish but not quite, while every other lisenced character comes from either live-action or games with fairly realistic art directions.
@IWasLeft2Die said:
https://forum.deadbydaylight.com/en/discussion/comment/1975598#Comment_1975598
Yeah I can agree with that. I also hate that they didn't pick Nancy as the survivor rather than Quentin (who i honestly don't remember in the movies and I've seen all of them).
Ghostface was cool but I wish got a survivor. Ash I wish had a deadite as well. Saws survivor was okay but id rather have one of the guys from the first movie. Pyramid head the main character in silent hill 2 would have been a better choice.
James would have made sense, yeah, but BHVR was going for a sort of "best of" thing for the Silent Hill chapter.
A map from SH1, a Killer from SH2, and Survivor from SH3. I think that's fine.
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@Spin3da said:
I have to hold it in or it won't work that's what I mean if I don't hold it in first then press in and release before it ends the gen will blow up. I have to start holding in on the button as soon as it notifies me of the skill check so as soon as the sound goes off I have to start holding in on the button then when it actually gets to the skill check I have to press it in completely and release or the gen will blow up. I know how normal skill checks are your right you just tap when it gets to the skill check but mine dont work like that they only work the normal way every once in a while randomly on my Xbox one x but they work normally on my Xbox one s all the time.
That seems like an issue with your controller more than anything. If console players can rebind their controls, consider rebinding the skill check action to another button, or get a different controller.
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Absolutely. If you aren't going to play the game, don't queue up.
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Fat old man clown that cuts off fingers and sucks on them is a thousand times more creepy than a random goon clown with sharp teeth.
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@Nun_So_Vile said:
I forget if it's something that was changed or not, but basically, animations take priority over a few different things, so flashlight blinds and pallet stuns when the killer is picking up survivor have to be done AFTER the animation is ended. As Gibberish was saying you're probably too early, wait for near the end of the animation so you get the timing down and can blind more consistently. Honestly, it's really stupid that it is the way it works (believe me I've had my share of blinds and pallet stuns not register) but that's just how it is.
Its not stupid at all that that's how it works, it's nessecary. One patch they made it so that blinds and pallet saves didnt require specific timing. It got reverted in just 4 days because it made the game unplayable for Killer and like 90% of the community yelled at BHVR for it.
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@NOEDaddy said:
https://forum.deadbydaylight.com/en/discussion/comment/1975398#Comment_1975398
Yea I know about that , the blind was timed perfectly in each time and it happened while I played as killer as well that’s why I’m so sure about that
I was playing just a few hours ago and got a few flashlight saves, I assure you that flashlights are working fine.
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You are probably doing it way too early. They have to be fully blinded while they are carrying the survivor, not during the pickup animation.
There is a specific timing to it where you start blinding them during the near the end of the pickup animation so that they become fully blinded the moment the pickup animation ends.
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Trail of Torment really isnt that bad though.
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It's an improvement over the previous iteration, but its still not ideal.
-Survivor portraits should use the adept icons instead of the model render images for aesthetic consistency.
-Number of times hooked should be visible for both sides, not just survivors.
-Survivor portraits should be aligned horizontally again, unless they have a very good reason for making it vertical; ie: if they plan to add a quick messaging system.
-Ability to adjust individiual UI element locations.
-A transparency slider.
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@GreyBigfoot said:
The only thing I don't prefer is the seemingly apparent "power creep" of survivor's backstories/lore. They're doing a good job with it, even if I don't prefer the character so far.
Don't get me wrong, a hacker chick sounds cool but it's a few more steps above most survivors imo. (Or maybe it's just my want for Carl the cashier to be a playable survivor)
That's another thing I dont like either. Every Survivor has to be a cool or inspiring figure. They cant just be average random people anymore. It's not just the new survivors that fall victim to this either, due to the additional lore from the archives.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/1971608#Comment_1971608
I mean these are clothes the survivors probably wore. One of the things that defines nea as a survivor are her very expressive outfits same goes for yui and Jane. If you don’t like them you can continue to use the cosmetics you do like
The whole "if you dont like it, just dont use it" argument is completely flawed because even if you dont use them, you still gotta see other people use them.
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I'm also really not a fan of all the neon cosmetics. Again, they look really goofy and out of place. I really wish DBD had stuck to it's original dark and grimy aesthetics, but I guess bright obnoxious stuff makes money.
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What do you mean, you arent supposed to hold the skillcheck button at all. You just tap it when the needle is in the success zone.
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No, I think FNAF is goofy as hell and not scary in the slightest. I also really cant imagine how they could make Springtrap both faithful to his character mechanics, and not be pathetically weak in the context of DBD, and if you dont stay accurate to the character, why even bother including them in the first place?
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At this point it could be literally anything, the teases are so ambiguous that they will probably only make sense after we already know who it is.
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Yeah, it would make sense if they did.
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-Make Rules Set No. 2 base kit
-Make Jigsaw boxes never give the key on the first search
-Make Jigsaw boxes start RBT timers upon starting a search
-Make already active RBT timers lose more time whenever a gen pops
-Make base crouch/uncrouch speed faster
-Make the Ambush attack less crap
-Make the EGC starting also activate RBTS
-Rework Addons
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Sole Survivor should really get a bit of a buff. Make it active if all other Survs are dead, hooked, or downed, instead of just dead.
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Unless you are playing against Rank 20s, no.
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Neither, Noed is a bad perk that punishes Killers by wasting a perk slot for an effect that does nothing for 99% of the match, and then either gets destroyed or doesnt even activate anyways.
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Completley fine.
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Hard disagree. If anything, escaping should be less "required", not more. Escaping should basically the equivilant to the Killer getting a 4k at 5 gens.
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"Since we know a resident evil chapter is coming"
We dont know anything. As far as we know the next lisenced killer could be the The Gingerdead Man.
Resident Evil crossover would be cool though, but Nemesis would be a far better and logical pick than Jack Baker. Jack Baker appears in a single game and he's not even really a real antagonist. Nemesis on the other hand is an iconic figure in the series, appearing in multiple Resident Evil games, one of the RE movies, and several crossover games.
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It's kind of bizzare that the game's first character, and the character that is essentially the game's mascot, is so absurdly weak. He should start with all his traps by default, have his traps be dark by default, and give him a secondary ability. Like maybe his traps being disarmed and survivors escaping from his traps give him stacks which he can spend to temporarily buff his movement, vault, attack recovery speeds, or something.
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The first two options are redundant for me. DBD is the kind of game where all the dopamine gets released at a match's end, rather than gradually over the course of the match.
If I win, I gain enjoyment. If I do not win, I do not gain any enjoyment at all. In DBD and other games with similar structures, having fun and winning are one in the same.
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Both very good ideas. I had a similar idea to the "generator parts" thing a while ago. It would give Survivors a reason to explore sections of the map that they normally dont go anywhere near.
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Absolutley. They should get a full-on Freddy-style rework.
Seriously, whose idea was it to make a killer called "The Legion" whose whole lore gimmick is "there's 4 of them" and not have that be part of the gameplay at all?
Imagine if Billy just carried around his chainsaw without ever using it, or if Slinger only uses his gun as a melee weapon and never shot it.
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I really like Wake Up! and Better Together, but basically never see anybody else use them.
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Shine of Secrets is kind of a relic of the game's early days, very outdated. It really needs a revamping.
Honestly, to hell with the rotation, just make everything available.
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Pig's original daily before they changed it. BHVR actually expected people to get a kill with RBT just for a daily challenge.
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I feel like every chapter has a mix of good and bad, so it's kind of difficult to pinpoint a favorite.
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At the very least it should give you a token for reviving somebody from the dying state. It's really counterproductuve that WGLF gives you a speed bonus to picking people up, but only gives you a BP bonus from rescuing them from a hook and protection hits.
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@FrenziedRoach said:
You can trim it down a LOT by just reducing the perk load by 2/3's by simply removing perk levels entirely.
All perks have one level... and that's their current level 3 stats. This has so many benefits....
This should also help newer accounts catch up faster and help new characters come to a decent power level faster.
I cannot think of any negatives for this given the sheer amount of perks and DLC this game has now.
@Kellie said:
They just need to remove perk tiers honestly.
@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/1949540#Comment_1949540
This would be my second suggestion. Unfortunately I don't think they'll ever do it.
They really should. Perk tiers have zero good reason to exist. They just bloat the game's grind massively and make it a bit tougher for new players.
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Yeah, I agree. The previous rifts had a lot of challenges that were just pure luck-based because they relied entirely on the behavior of other players. Hopefully they will cut down on those types of challenges, but I doubt it.
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In terms of licensed Killers? Art the Clown, Bobby Barrows, Pinhead, or Chucky are all top picks for me.
For original stuff? A convict, somebody that uses fire, or that pig farm black widow killer described in the archives would all be cool.
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Doctor is a very effective Killer at those ranks, yes, but once you get to red ranks you'll generally find he wont be performing quite as well for you. He's a noobstomper, essentially. Very good against newbies because they have no idea how to deal with him, less effective against experienced players.