Hudson
Hudson
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- Hudson
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I want Chucky.
Chucky pls. With the original voice from the first movie.
Chucky, Chucky, CHUUUCKYYY!!! ;)
I would so love to the what the devs make out of that!
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@big_fellas Yep, I like the point of having something else to do aswell. After we got the pustula flowers and the lanterns, I was so exicted to see, what we get this time.
But I can't blame the devs, since there were so many troubles with the dedicated servers and the archives.
The more do I hope they will come up with something cool for the next event.
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@Nicholas Yep, that's what I mean. I liked that, too. And survivors tended to give a gg for that, instead of the usual "noob, trash-play, tunneling ... bla bla ... camping ... bla bla ...op perks" - bullshit. ^^
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@twistedmonkey Yes, you are right, I think.
But that's why I started this poll. Because the player base actually tends to shout out loud, if they have to complain about something. But just few write here, if they enjoyed something the devs did.
And I would like to state, despite all the critisism, that I liked the special objective events all very much and want to see, if there are not some more players out there, who like them.
I actually think, if there are many more players who like the special objective events, the devs should not remove them just due to the few who complain. (And ofcourse vice versa, it more dislike it.)
But about your points: You didn't just pay for the "usual game". Some of us also paid for the nice events, which I always enjoy more than the usual sweaty and salty matches. At least for the few weeks they last.
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@se05239 said:
Here's a thought.
Instead of punishing killers for securing a kill, why not add more reward for going out and hunting?
:-O
Blasphemy !!!
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/495760#Comment_495760
You're not getting what I'm saying. Survivors almost always do what your teammates did. Killers aren't bots, they quickly realize that survivors will rush the hook no matter what instead of doing gens, so they camp. It doesn't matter if the survivors are there right away since they usually go there eventually and stay there, no matter what the killer does.
I am seeing this also a lot when playing survivor. At least two teammembers just crouch around the hook, waiting to be able to farm the bp. That's why I often camp the first hook down aswell, because I am pretty sure, that no gens will be done in the meantime in lower ranks.
And then, with usually 4 gens left, you can go hunt the 3 survivors with bringing much more preasure to them. 4 gens on 3 survivors is for me, where the fun starts and the bp are coming ...
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@Donnyc said:
If they changed hook bloodpoint gains from static to progressive it would encourage more hooks. For example first hook for the same survivor is worth 500bp second is worth 1000bp third is worth 2000bp.
And for tunneling they could double the bloodpoint gain for hooking a different survivor and increase the chance to pip up with bonuses for hooking all survivors once, and again for hooking all survivors twice.
Rewards are the best option.
I like that one!
It was also suggested, that you can obtain a free mori, if you hooked each survivor once. That would definetely make me try to get a hook on each one.
But like stated above, I would love all the punishments aswell. Let's just punish each other!
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As I said before: We aren't punishing enough!
There should also be punishments for tunneling, for using noed, for camping, for facecamping, for tryharding, for nodding the head and especially if someones dares to use insidous for camping a hook,
we should punish, punish, PUNISH!
There definitely should also be a punishment for klicking on "Play as Killer", since killer players are all bad eggs and should be punished right on from the beginning of the match.
Besides that, you could do punishments as much as you want. I love camping, especially camping with friends, and I will do it as long as it's not bannable. Even if Insidious is removed, I would do it from time to time. But it's actually fun to see, if the other survivors see you, or if you get them with the perk.
There are enough perks to be able to cope with camping, like borrowed time, premonition, Mettle of Man, Adrenaline ....
And I think this "no skill" argument is nonsense aswell. Considering that, one of the favorites of the survivors (Adrenaline) doesn't need any "skill" aswell.
First there should be perks helping players out with things they are not good at. Second I also think that camping doesn't have anything to do with lack of skill, it often has to do something with survivors being dickheads in the game.
I tell ya, if I chase a survivor for half of the game, constantly flickering his flashlight and tbagging, using his excaustion perks and finally getting healed with adrenaline ... if I get this survivor down, I will make sure that he dies on a hook with Bubbas running chainsaw in his face for giving me such a ######### game.
But hey .... we also can just punish like crazy. So let's punish campers, and just let's punish survivors that combine excaution perks with adreanline aswell. And let's remove BP from survivors who tbag and who flicker flashlights.
I also would like to punish survivors who blind me while I am kicking a pallet. And let's punish survivors that do loops for more than 30 seconds.
And most of all, I would love to punish survivor mains, that cry about the least usefull perk of all, named insidious. Let's punish them really hard!
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@CallMeSpidey said:
Just give survivors a speed buff to gens when a killer is clearly camping a hook.
Why not poping a gen every second the killer is closer than 24 meters to a hooked survivor and granting every survivor 100k bp each second for the trash game, they have to go through?
And when every gen is done and the killer still camps, the survivor gets a free self-unhook with unlimited sprint burst and auto-decisive, jumping into the killers face and stunnig him.
I also think it will be possible for the devs to crash the killer players machine after a game in which he was camping, uninstall Dbd from it, ban him and give him a new achievement "You are a f*cking trash camper and Spidey hates you".
We need to punish, punish, PUNISH!
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/456521#Comment_456521
Takes 14 seconds to cleanse. The time it takes to find is smaller than the time it takes for the killer to find, down, and hook a survivor.
?? You think a killer downs a survivor in 14 seconds? When he is afk, maybe ...
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@BACKSTABBER said:
survs should have a specific T-bag key to maximize toxicity
+ a specific "flicker the flashlight until killers ears bleed" button
+ a "wildly nodding" key for the killer ... maybe extended by showing the middle finger
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=D
Collecting for the "Vote Down"-Achievement?
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Directly a response from myself:
What can be done to prevent swf abusing this mechanic, like disconnecting clockwise to make everybody else keep their offerings and add ons?
And now it's your turn. Quick, before I start discussing with myself.
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Well ... p3 is worth for getting better add ons and offerings in the blood web, if you are planning to get all perks on a killer.
I wouldn't recommend to p3 all survivors, since they are "just" skins. But I recommend it on the killers, if you want to try out some builds on the different killers.
Especially when you played a killer empty, it's good to be p3 to get some new cool stuff, even thou you cannot get any perks.
I have Claudette on p3 with all perks and David King just p1 with all perks (maybe shoudn't have done that).
Besides that, my Clown, Doctor, Leatherface, Myers and last but not least Freddy are p3 and all perks (@Devs: Dont break him !!! I need him to play, when the end game collapse is out. ;) ). I am now working on the Spirit and I think afterwards the Plague will be the next one.
So yes, I recommend to have one Survivor at least p3 and the get the killers up, to get some more cool stuff.
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The proposal as such is not good, indeed.
But boi do I want a Chucky DLC ... I would buy it definetely and want to have it just to see what the devs come up with.
And Chucky is simply so trash, that he's cool again. I would love to hear his manic laughs in this game !!!
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?!? What are you guys talking about?
It ofcourse doesnt matter with which side you earned your bp. But survivor main players somehow get punished for playing survivor by getting very few bp. They want to play survivor, so why forcing them to play killer to be able to level their survivors??
That only makes sense, if there were to few killer players, and you make enough people play killer by rewarding them with bp for doing it.
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@Mazoobi said:
No one really talked about my suggestion :/
^^ ... sorry.
Well, a 100 points extra, if you make it through the game, may be worth it. So survivors get a little more points at least. I think that's a good idea, to reward them for staying alive while the game progesses.
The 25 / 50 points spread across categories that are difficult to achieve and are given for every action are not a so good idea I think. It sounds a bit like "if they do something usefull, every category should be filled up at least half". But you are seemingly not meant to do just "anything". When you already did 2 gens, you are supposed to unhook and heal other survivors.
I am not sure how the mechanic is meant to work, I dont like it either. But I thnik if someone is good at hitting great skill checks and does all the gens, while someone else is good at looping and does all the chases, always triggering the killer, both dont get full points. So survivors should not specialize in tasks, they should do everything a bit.
A good looper, so to say, has also to do some gens for good bp, not just looping all the time.
I cannot say if this principle is good at all, or if that's even what the devs ment to implement. But rewarding a bit in cross-categories for any event / action sounds wrong to me. But I like the sharing of points for poping gens idea.
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@ACESMONEY said:
https://forum.deadbydaylight.com/en/discussion/comment/450664#Comment_450664
I'm wrong? I think most of the community disagrees with you. Keep your eyes on the forum.
I definitely disagree. Ofcourse is the killers objective to kill all survivors, while the survivors objective is to escape. That's simply the game, and it simply can be frustrating to loose. But that doesn't mean that it's not fun, just because you lost.
That all depends on .... the survivors and how toxic they are in the endgame chat. ;-P
Ofcourse you can have some players, that take fun from this game by doing something else but killing everyone. You also can have players that love camping and have fun by doing that...
But saying "this is all about fun and not killing and winning" is like saying "Counter Strike is not about eleminating the other team. It's about fun" ... duh.
"Soccer is not about scoring goals ... it's 'bout fun" ... duh.
It's competitve and players here want basically to compete with each other by the given rules. If you dont want competition but more a fun game for everybody caring about each other, you might be better of with a co-operative game, maybe?
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Well ... true, but still.
I as killer main would like to play a bit more often survivors. What is keeping me from doing that is the ridiculous low amount of blood points you get from it.
I have maxed out two survivors and 5 killers, but I gain the bloodpoints for maxin out survivors from my killer games.
I agree that survivors should get more blood points.
But I also think it is an issue of balacing the killer to survivor ratio. I am not sure how the players are spread over killer and survivor games. But you need 4 survivors and 1 killer. And if more BP for survivors would make a lot of killer play some more survivor games, there might be a bottle neck, am I right?
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Camping a survivor down is already punished enough. You usually dont pip, you dont get BP and you just get one kill, if the survivors don't play like potatoes.
Man, these post really suck. "Why cant we just beat him up, ban him, delete his steam account, crash his console and tell everybody what a ######### up person he is, if he camps."
In my opionion, I would just delete each and every post that asks for punishing campers. The already get nothing if they camp, and you still are asking for "punishments".
How about rewarding, if they dont camp ?!?!?!? Huhh ????
Oh, sorry, I see: Killers just deserve punishment and nerfs .... they dont need to have fun in this game, cause they are generally bad persons.
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@CallMeSpidey said:
I have 20 Ebonies and 42 Ivory. 50 something Cypress.
They're too common, Moris should be rare. It cuts a survivors game in half.
That points out absolutely nothing. What level is your killer, which legacy level, how many bloodpoints did you invest?
That's the same as if I would say: I have 50 pink insta-heals on my Claudette and 30 brandnew parts, that way to common! Without telling you, that I pumped 10 mio. bloodpoints into her to get each and every perk while taking all pink and purple add ons that I could get my hands on.
I have reset my Spirit and am now on tier 3, I pumped round about 6.000.000 Bloodpoints into het, because I want her to have all perks in level 3. Calculated in "levels" she is now level 100 based on the perk levels. This brought me 23 ebony, 11 ivory and 22 cypress moris. And cypress moris are just bull#%=§ ... you can mori the last one instead of hooking him, he anyway dies, so what?
That means I got 34 games with some kind of mori out of round about 135 games that I needed to get the bloodpoints for it. That is definetely not "way to common". And if you are not on tier 3, you will get less moris.
Don't know where you got all this moris from, but I think you simply dont use them and horded them for a long time ...
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@legion_main 10 ebony is one each 5 levels.
If you averagely get 50k per game, thats 1 ebony every 5 games if you immediately use them. I am facing insta heals and brandnew part way more often than that.
And just to say that: When you got 10 in 50 levels, then you were pretty lucky. I usually get round about 5, if the killer is not already 50-III. And if he is 50-III, its more expensive than 50k to buy one complete blood web.
So my point still is: Yes, when you face a pink mori each 5 to 10 games, and you and your mates brought up nothing, then you will face a hard time. And that's what ultra rare items and offerings are meant to do.
But I still think we both can agree, that PeepingPeacock and Deadeye had a pretty good idea here.
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Sorry: The suggestion was by @PeepingPeacock, @Peanits it the mod in that discussion, that was notified. I reedited that reference in the opening post.
So thx @PeepingPeacock and @Deadeye for that suggestion !!!
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/451324#Comment_451324
Thats actually a nice one! At least you could mori just one survivor and use the offerings to increase by 1/2/3
@PeepingPeacock said:
I'd rather they just got rid of moris offerings entirely and let the killer mori a survivor once they have hooked all survivors once and all survivors are alive. Survivors would always know when the killer has it and killers are rewarded for not camping or tunneling.
DEV! Can somebody forward this to the devs? I also think that's a very good idea to get rid of camping and tunneling.
One of the biggest problems for killers is, when 2 gens are done, but no survivor is on the third hook. That's when you basically loose and a good reason to tunnel someone out of the match.
If you could get a mori (increased by 1/2/3 as suggested) by hooking all 3 survivors once, that's goal to get this done, before the 3rd gen pops and then mori someone out of the match. You then get good emblems and still have a chance to win the game depending on the survivors.
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And another "Boi, I lost a game. Can we please nerf the stuff that made me loose"-Thread.
Can the numbskulls in this thread please consider, that an ebony mori is a "very RARE" offering, that shall switch the balance towards a win of the killer?
There are not much of these offerings on the way up to level 50, and when you face an ebony mori once in a while, and "oh boy", you didnt bring your brandnew part or insta-heal, then the killer will have a good time once in a while ... besides the shitstorm at the end of the match.
To make this clear:
Different strong add ons and offerings are MEANT to shift the balance!
And who cares. Survivors will ragequit anyway, when you bring a hidden offering, even thou it's the one that makes every survivor spawn seperately. So before fixing the "Mori - issue", there might something be done about the ragequtting. At the moment I always bring one of my 80 spawn offerings and just stand next to the first hook for 10 seconds. It nearly always gives me an instant suicide or ragequit and that gives me an ez game. No mori needed, so why dont you survivor main crying player cry a bit more about the ragequit issue?
Sorry ... I forgot: Because anything that happens is always the killers fault. Sorry, my bad.
Besides that I am pretty astonished, that something usefull came out of this thread. But I feel like I should write another post therefore.
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@Aven_Fallen said:
Both Killers and Survivors are whiny, salty crybabies who cannot get over losing in a videogame.
Use whatever you want, but dont expect people to like it.
Nhaaa .... to speak for myself: I dont do that flaming, raging thing on survivors, as far as they dont start with it on me. And I even have a gg for a nice survivor, even thou his collegues start raging.
But: Even if I post things like "gg, nice dead hard" or "boy you were hard to catch", I often get back answers like "Yea, f*ck you, you tryhard / tunneler / camper / ...". And that from survivors who got a ton of blood points, piped and escaped. So they are not like that just because they lost.
On the other side, when I play survivor, I dont see many killers being so offensive after the game. It happens from time to time, but more often I have to defend killer players against my raging teammates.
So I pretty much don't think that it's the same problem on both sides. What I am experiencing is, that there is a pretty big bias towards one side.
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Nope ... it also means that they can do other stuff and don't need to mend if you start another chase near them.
And it also counters disstressing (is it that one with the higher terrror radius? ).
At the moment, you also can use high walls in loops to break the chase and force the survivor to start mending. This won't work any longer now.
And I generelly think that the deep wound effect buffed borrowed time already too much.
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Btw: No, the killers are not too powerful I think.
But I feel survivors are cultivating a culture of complaining in this community and since they seem to outnumber the killers 4 by 1, it looks like the killers therefore get tweaked again and again.
But that's just my opinion, I don't have the numbers the devs have to really judge about this here.
But let's face it: As a killer you will usually not pip if two survivors escape from the match. And in any match where just one survivor escapes, the survivors will complain about OP killers. So the killer is kind of meant to make the survivors complain.
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Well, it's just like that.
I also think survivors are mostly salty sausages that need to make the killer feel bad about his game, it doesn't matter how the game actually was.
They will call you tunneler, if you dare to hook somebody twice, even if they accidentially jump into your face and catch a hit. It's all the killers fault. And the killer always has to play "fair", which means everbody is hooked maximum twice in DIFFERENT ORDERS (!!) and everbody escapes and you carry the last one to the hatch, otherwise you are a tryhard.
And if you dont immediately teleport to the other side of the map after hooking someone, they will call you camper. Please be aware, that the usual survivor will not give you the time even to go kick a gen, before they unhook. So you have to play a Billy and use the chainsaw to jet away from the hook, otherwise you are a stupid facecamper.
And if you play "fair", dont expect fair play from the survivors. They will just kick your ass for playing "fair" and call you a noob or worse after the game.
"WELCOME TO DEAD BY DAYLIGHT"
Honestly! I get a gg in round about 1 out of 50 games. And even then I hasitate to give gg back, because the reply may be "Not you, you a**hole, I am talking to my teammates.". So there is just 1 really meant gg every 100 games from a survivor to a killer. Everything else is "ez / tunneler / camper / tryhard / I am a salty sausage and it's your fault".
A bit sad ... as a killer main player you really have to love the game a lot, not the community.
I wished the community in DbD was a bit more like in Rocket League. ^^ ... sad dreams of a Freddy main.
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@tt_ivi_99 Member
You are the first one I hear from that he loves scratched mirror Myers.
Most of the time I bring him up, survivors just disconnect and tell me how lame I am to use this add on.
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Hi @AlwaysInAGoodShape;
sounds good to me, the 0 second dream transition would fix some problems. For example you can put someone immediately into dream state again, if a gen pops mid-chase. Also Freddy is a bit weak at the endgame, it's nearly impossible to catch someone, when the gates are open. That would be fixed, too.
I would suggest that the dream world slowdown is also related to the time Freddy took to make someone asleep. The longer you take from your 10 seconds, the slower survivors become.
The slowdown after 10 seconds should be huge I think. So that it's like: If you put each survivor into the dreamworld for 10 seconds, they will barely be able to pop anymore gens. So you actually have to unhook someone and let him wake you up. So putting everbody into a deep dream state at some points should be very close to a win for Freddy.
At least there needs to be a benefit from investing the time to put someone into a deep dreamstate. If you invest the time, this means you are supposed to not hunt the survivor down and hook him, because the hooking will negate your investment.
I am not too sure about the invisibility thing. Sounds a bit complicated maybe. And I think loops with high walls already allow the moonwalk thing, etc. The invisibility should then help on loops with line of sight.
But the invisibility besides, this sounds very interesting.
KR,
Hudson
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Hi there.
I play Freddy main and am a bit concerned about the upcoming Freddy rework. What I like about Freddy is that playing Freddy really differs from the other killers. Most killers just add some "ranged attack" or "insta down" to the normal game, while Freddy changes how to play the game entirely in my opinion. I hope the new rework will not change that.
About your idea:
I really dislike the proposed mechanic of "stalking someone into dreamstate". This is exactly what Plague and Myers do. Stalking / aiming at a Survivor for an amount of time to weaken them / power yourselves up.
While Myers has the ability to "carry his stalked power away" and use it later, when he can benefit from it most, the Plague can let survivors get away and take advantage of the infected pools, if they heal up there. Also the Plague can just hit a survivor one single time and then let the infection progress on itself.
But what can Freddy do with the proposed mechanic? Right now, he can put survivors into dream transition at a glimpse. While chansing a survivor he even can put other survivors that pass by into dream transition and still go on with the current chase. But what does he get with the proposed mechanic? He will usually not put another survivor into dreamstate while in a chase, but the proposed dream effect will also not help him with the loops and chase at all. Usually the dream state will help you find the survivor again if you lost him because of the aura reading, but you also propose to remove this effect. And if you are successfull with the chase, downing a survivor, even thou the dream state didnt help you with that, you will remove the dream state immediately when hooking the survivor.
So where is the big benefit, that shall make you let a survivor escape, when you put him into dream state? The gens will pop too fast in high rank games to keep him in dream state long. And I also think it's a too big problem that survivors will be taken out of the dream state in the middle of a chase, if a gen pops.
I pretty much like the concept of the dark mist in the dreamworld. But the transition to the dreamworld should still happen automatically, so you can actaully get a benefit from it. When you see two survivors, you can put one into dream world and then trigger the transition for the other one and chase him. Also I think the aura revealing should not be removed. Thats Freddy big strenth, a built in "deerstalker" that also helps with the hatch at the end of the game. Maybe it should be inverted, so you can see auras of survivors that are nearby, and you cannot see auras of survivors far away. That would give them the chance to hide from you if they esacped once, but will help Freddy pretty much during loops (at least loops with high walls).
KR