Gnarly
Gnarly
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- Gnarly
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OP Note: So 3 perks are in the game in a way or form. So just waiting for that killer to make it in😂
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@MrPeanutbutter said:
There have been countless threads on the forum about how awful the grind is but I’ve seen/heard no plans from the devs to address it unless I missed something (I admit I don’t follow the game news super closely). I’m sure they are aware people are complaining about it but who knows if/when anything will actually be done. I’d like to remain optimistic and hope that they are at least considering the feedback. I’m sure in their view there are pros and cons to keeping things unchanged, but a nice compromise in my mind (and many others’ as well) is to get rid of perk tiers which have no apparent purpose whatsoever except to make the grind worse especially now that there are so many perks in the game
They actually are lowering the Shrine to only 500 Shards for one week and rotating the 4 perks every 24 hours that entire week...TO LESSEN THE GRIND. Matthew said they want it to be easier on the players. So there solution is a limited time event to not even actually help with the grind.
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@Jarol said:
I like this concept, it could also have a special attack with tentacles like Nemesis. I do not know if it is canoon but that they collect notes to lower the madness of Slenderman it would be good to have the creepypasta genre here.
So the pages themselves are really unknown what they do. From folklore that slenderman resembles in Germany there isn't any pages. We know Slendy don't want anyone to find all 8 and the 8 pages were written by someone who was aware of the Slenderman.
The pages are pivtol to the gameplay though and should be included for that reason. As well adding a side objective for survivors allowing a more interactive game.
Slenderman would have his tendril as his basic attack, but he would be able to charge it like Nemesis and then get a slightly more ranged attack as well. So hw can't be looped so easily.
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@Moundshroud said:
When I think vampire I think either hands that suddenly sprout claws or a Western European sword (we already have Oni and Spirit for a Katana).
European Sword is definitely not bad. I can put it there for now. I just think a vampire with claw nails be it, but it be copying my Werewolf Idea. Thanks for the feedback.
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OP Note: A killer that I think has some of the most interesting game play personally. Fixed grammatical issues while also fixing the numbers around a bit.
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OP Note: After many conversations over the chapter, I fixed many of the perks and buffed the killer from last time. Killer might still need a buff, but feedback can help with that.
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@blue4zion said:
https://forum.deadbydaylight.com/en/discussion/comment/2306050#Comment_2306050
Ohhh really? I hope they're pushing for this then.
Am now Slightly more hopeful for an IT chapter.
Also just want to say the way you did the balloons seems pretty perfect, not to mention unique. I figured he'd have to have the balloons in one way or another but couldn't decide on how.
The balloons were kind of a must in my head and if they weren't included in the ability I be failing to make it feel like Pennywise. Glad you like it.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/249843/fan-made-chapter-condemned-innocence
I think it has real potential actually. There are some issues and overlap with some other Killers, but I like the stop to refill a gauge on a downed Survivor bit. It is rather thematic. I'm not sure I'm keen on a Cleaver though. :) I'd rather we save that for an insane cook.
Well I am actually fluttered on the weapon. Do I just give him a stake? Be a bit ironic, but Idk. You got any suggestions I be happy to consider changing the chapter to make it even better. Appreciate it.
Also have to add a Backstory for the characters...maybe add ons.
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@blue4zion said:
This is probably my #1 most wanted Chapter.
Super neat concept, I really hope the devs one day will bring Pennywise to us.
Matthew said he has wanted Pennywise and I'm baffled we haven't ever gotten a IT horror game in any way yet.
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OP Note: Stats are now standardized and the perks have been increased slightly as well few grammatical errors being solved.
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OP Note: Buffed the perks all around and hope to that makes them good while also not being Meta Shifting.
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OP Note: Had to change a few things and hope that doesn't make to sound as bad. Wanted a balance killer.
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OP Note: Original changes made me a bit unsatisfied. So I reworked Pennywise completely and the perks are hopefully better.
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OP Note: Edited several things, let me know what you think.
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OP Note: Worked on this chapter a bit more. Would love feedback.
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OP NOTE: Edited this Chapter to make the perks slightly more better. Let me know what you think.
Comment for Feedback.
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@supersonic853 said:
Mobile has a bloodhunt once a month. Idk why the main game hasnt had one for years.
They also get bots in game to replace DCs...privileged mobile gamers
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@ShamelessPigMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2293996#Comment_2293996
Of course they aren't the same thing, nobody is saying that. I'm drawing equivalences in certain aspects. DBD is an asymmetrical game for a reason.
NOED requires that all generators be complete, which means that you haven't been playing well. Otherwise, you can close the hatch to prematurely trigger this. Keys require that you either be down a survivor, which means you haven't been playing very well (or someone got tunneled), and if you make it to the endgame, it can be a premature activation. But in both senses, they give both sides an unearned boon in the endgame.
NOED isn't a earn thing, it's a risk thing. You have to a perk slot for only endgame and leaving you with 3 perks for the rest of the match. Not even guaranteed if survivors find totems or even find it after gens finish before you hit someone. Also it goes away once cleansed, so the perk has another aspect that is risk based.
Keys don't have any risk.
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@Beelzeboop said:
https://forum.deadbydaylight.com/en/discussion/comment/2270213#Comment_2270213
Oof, that didn't age very well.
Gotta save this comment for YEARS😂
Its all sluzzys fault
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@LylakLavender said:
https://forum.deadbydaylight.com/en/discussion/comment/2270137#Comment_2270137
I rarely see survivors bring keys because they know its an automatic death wish. When a killer sees a survivor with the key they will undoubtedly camp that person to death. Way I see it keys are useless because you will end up dead anyways.
You won't be dead if you bring a key...in fact I can argue that I may die sure, but killing me only makes the other 3 escaping much easier.
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@kisfenkin said:
Keys don't need a fix. If you want to take out keys I want the hatch to not be closable. You can wait at the hatch for an hour while I stealth behind you like the old days.
Keys are the solution to the hatch being closable. NOT a problem.
Those instances are small compared to how the Keys are actually used. You just come off as a entitled survivor main with that mindset. If the hatch can't be closed like it use to be then you want an easy win.
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@kickasskiel said:
Pink key - all can escape if enough gens done.
Purple key - personal only key holder can escape if enough gens done.
Green key - can also open chests quicker.
Killer main, keys dont bother me if brought in or found it is what it is.
I like that you try to make the green key useful...😂 mad respect to you
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@Jarol said:
Super good your concept, what if it bothers me is to give Jason 32 or 24 meters instead of 16 base meters or Undetectable like Michael. XD
Jason doesn't increase his Terror Radius over time, through the game so it's more of a simple killer to understand. Shift is a more interactive Spirit tbh😂. Didn't think about that till now.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/2297010#Comment_2297010
Hatch is only a big deal when keys are involved. The best suggestion I've seen has been hatch only spawns if all gens are done. Or there's only one survivor left. This is by far the easiest solution and I believe the best one.
Bringing a key into the trial seems stupid though. You are bringing an item that changes the goal post and if you make hatch spawn after all gens are done, then the killer has nothing to do now. Keys are too easy to use and maybe they need a skill check along with an animation.
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@fr0sty1223 said:
https://forum.deadbydaylight.com/en/discussion/comment/2270186#Comment_2270186
Ok a noed rewards bad killers. Keys are fine as long as noed stays the way it is
You can prevent NOED, in fact encourages survivors to do totems. I blame my team and myself if NOED occurs. Some maps are bs, but you have Totem perks and there isn't anything preventing keys.
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@Ink_Eyes said:
Pretty much agree with this, make it a 1 in 10 lucky chest spawn in the game and remove it from the bloodweb to avoid people using it game after game just because the game allows you to hoard keys.
High ranks have keys so often and even if u bring franklins they will go drop that in a spot to pickup later...so dumb how there isn't an ACTUAL counter. Spirit has more counterplay an interaction.
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@zarr said:
The hatchet hitbox is a sphere with a diameter the size of the hatchet model. That obviously does mean its hitbox is significantly larger than the model itself. BHVR have tried making the hitbox match the actual model before, but it did not work out well, for some reason. But what they could do is simply reduce the size of the sphere.
Personally I don't think her "forgiving" hitbox size is too much of a problem, she is still a fairly balanced design and survivors can play around the timings that come with said hitbox size (albeit they need experience against it of course, so it is not very new-player-friendly). What is much more decidedly a real issue is the killer latency advantage, where every millisecond of latency between a killer and survivor will benefit the former, which exacerbates how ridiculous hatchets hits (and hits in general) can be, and it is something players can never really play around. This is something BHVR could and should remedy.
Oh She isn't a PROBLEM...just she has a jank hitbox on her hatchets and should be fix....if they aren't fixed idc, just I don't want her to be labeled SKILLFUL.
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Would Love feedback. Did this for fun and wondering if you do it differently.
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@Bard said:
https://forum.deadbydaylight.com/en/discussion/comment/2269914#Comment_2269914
Keep Hatch.
Nobody wants to go back to 15 minutes of immersion as the last person crouches around tappings gens.
Hatch belongs in the game...Keys don't, people need to see that the hatch is not a problem at all. Well, not like it use to be
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Updated the chapter to fit more modern dbd. I am glad they did put my perk idea in the game. Even if it works in a different way.
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@Sandt21 said:
Wouldn't it make more sense to call him "The Deadlights"?
Reworkded this chapter a bit, sense perks and stuff slightly outdated. I think The Deadlights probably is the better option now.
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@AsheruSwiftwind said:
https://forum.deadbydaylight.com/en/discussion/comment/2295287#Comment_2295287
How can you fix a 1 hit down with only 1 shot? They already nerfed it fairly hard limiting you to 1 shot.
Make it more like Deathslinger. Don't put a limit of 1, just add a range requirement. Obviously you should fix the hitboxes as well. Irri head feels bs because it isn't hard to hit someone especially if they play a loop wrong or they don't have time to bait you. Range would be a FAR better option than any range. It's an outdated add on.
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@Edgars_Raven said:
https://forum.deadbydaylight.com/en/discussion/comment/2293851#Comment_2293851
You should see what it does to the killer 😭
No one has used it when I have played killer...wonder why.
Imagine using DH to gain space and end up being behind from where you pushed the button. So gross rn
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@[Deleted User] said:
As a Huntress main, I wish her hitbox got reworked. It would reward the ones who actually know how to aim, because then she would be able to throw in the middle of cracks like Deathslinger and Trickster can, and send the ones who rely on broken hitboxes to the depths of oblivion. About the patch that they tried and failed to rework her hitbox... that was almost 3 years ago, surely they could try it again, just like they are doing with MMR.
Seeing things like that just make me cringe tbh. It's an old video, but as Huntress didn't get changes since then, it still applies today. This video is from the killer's perspective, so there's no latency here. It must looks even worse on the survivors' screen.
The guy in the video even admits to the bad hits😂. She isn't unfair still, just has jank boxes.
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@AsheruSwiftwind said:
I can somewhat agree but as you can see on this clip of my stream I didn't agree with the hit so I let the Claudette go. Still ended the game on a 4k so in the long run it didn't matter but if you look at the clip you can see I don't see her on my end so there was a desync issue. It happens both ways some times. Fix the desync and youll fix alot of the issues people have with huntress:
https://www.twitch.tv/asheruswiftwind/clip/AlertAnimatedOwlPhilosoraptor-0bzKJLAcihN4cNXM
Fix the desync and irrihead😂
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@lagosta said:
https://forum.deadbydaylight.com/en/discussion/comment/2293477#Comment_2293477
I heard that her hatchet's hitboxes are sphere-shaped instead of disk-shaped. That's why she can land so many questionable hits horizontally but has more accurate collision detection vertically. Trying to recall the source here, will update when found.
That would explain it...question is why would that be the approach of hitboxes? Outdated design?
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@DemonDaddy said:
https://forum.deadbydaylight.com/en/discussion/comment/2293989#Comment_2293989
They did change things since ptb, they are bound to find the causes in this patch. Just know that it's really consistent with dh.
PTB was only available to PC and consoles are having the issues of lag especially with DH. Hoping they figure it out as I replaced it with Desperate Measures until exhaustion perks stop causing the game to freeze and lag.
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@WiiFitTrainer said:
https://forum.deadbydaylight.com/en/discussion/comment/2293992#Comment_2293992
It's the reason I can't watch huntress main games. When they get those stupid hits around corners or the survivor was clearly 4 or 5 feet away from the hatchet its honestly a bit cringe to watch.
I'm just saying when Huntress mains go OHHHHHH and make a shock face. There is a problem.
Honestly, the best moments when you watch a Huntress and they just stop talking and don't make any noise for a few seconds after a cheap hit.
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@MrBuffalo said:
https://forum.deadbydaylight.com/en/discussion/comment/2293486#Comment_2293486
Im pretty sure they tried to fix her hatchet hitbox at one point. I also remember when they tried they broke her....badly.
Well they can fix her now...not like the game can be any more unplayable.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/2272916#Comment_2272916
Wait, you forgot, can we give them an additional effect besides a temporary bond and on demand alert? I want them to do supernatural stuff like repairing destroyed pallets / walls, giving you extra time on the hook, teleporting between lockers, but at a cost of using tremendous charges based on what actions you do. Make the broken key actually do something as well, it's been collecting dust since its existence.
How bout we don't make key add ons a thing and just remove the broken key and the add ons...the key itself is enough to be unfair.
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@ShamelessPigMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2277384#Comment_2277384
Neither do keys. You can prevent hatch escapes from happening, both through playstyle and pure providence. They just make such an occasion more likely, just as NOED.
NOED needs all gens done which depends on the survivors to do. The killer still has to then chase and BASIC ATTACK someone to down them and it only lasts as long as their is a totem and if there is one.
Keys are something people leave in the basement or somewhere so whoever is last alive or if hatch spawns, they can pick it up and leave without any warning.
They are not the same thing
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@WiiFitTrainer said:
https://forum.deadbydaylight.com/en/discussion/comment/2293866#Comment_2293866
Ok, something still doesn't seem right, because other ranged killers don't have the same issues hatchets do with smaller hit boxes.
Trickster knives, deathslinger harpon all travel near or as fast as hatchets and have smaller hitboxes yet people don't complain nearly as much.
I guarantee it's an over reliance of the hitboxes so when they make them better people complain, because they can't actually aim. It's hard to control her on switch and console yea, but pc has no issues and those hatchets are complained about FAR MORE than any other projectile.
They have something wrong with them by logic.
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@DemonDaddy said:
Completely recks fps in chase, sometimes so bad it forces a disconnect.
It's never ever been this bad...what caused it, PTB didn't even have this issue and maybe we need a PTB on console from how awful this is.
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@humanbeing1704 said:
Dead hard is practically unusable on console to due to lag
It upsets me so much that it causes my friends to lag as well when I use it. Nemesis charging his noodle also causes lag
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@Rivyn said:
https://forum.deadbydaylight.com/en/discussion/comment/2293923#Comment_2293923
But they aren't big. Most 'around the corner' shots is just connection.
But the game always has lag randomly even with the best of internets. The hatchets have a big hitbox without lag.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2293899#Comment_2293899
Nope, it was a bad change. Hatchets didn't hit anything.
I mean...They should hit when they hit a player. Every Aims where players are which is not how you are suppose to play huntress. Throwing hatchets should a be rewarding to anticipate. Throwing it and hitting them around a corner is not skillful and huntress players rely on the big hitboxes.
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For the mainsbeing reliant on hitboxes
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@GeneralV said:
A necessary evil. If they change the hitboxes, hatchets won't hit anything.
Actually deathslinger still gets hits. Same with Pinky Finger clowns, they require aiming and plague as well. She is the only one who has a MASSIVE hitbox.
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@shyguyy said:
design game where you die in a few hits
be bhvr
decide that hitboxes being "close enough" makes sense
???
profit
The "close enough"!!!😂
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@Phasmamain said:
Yeah they should have fixed it during her add on pass but apparently not. Deathslinger’s and tricksters work fine so I don’t see why huntress’s are a big issue
Deathslinger be mad specific at times, so makes me wonder why ain't huntress that way.