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Jacoby2041

Jacoby2041

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Jacoby2041
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  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/647621#Comment_647621

    I don't see that as a problem. We have a lot of killers who all have various motivations for killing, or specific methods they use to kill people in their lore, however the lore of the game is that in the realms of the Entity, they are controlled by the Entity enough to make them sacrifice survivors to them. There's no need to change that for the Demogorgon.

    Yeah but none of the other killers are non-human monsters who hunt for food

  • Second most important question is can you blind something that doesn't have eyes? I fear the answer might be three letters long

  • Not only that but DG's going to be a good little boy and hook people for the Entity instead of, I dunno, eating them like it normally would? I think a different death mechanic would be nice, maybe like you trap survivors in the upside-down and they have to save each other and if they get put in it too much or for too long then they are lost forever and are doomed to be eaten by you later. Even if it's basically the same as hooking it would be really cool and would make more sense lore-wise than the big beastly hunter just throwing people on a hook to give to the Entity

    Maybe we can pretend it's putting them on a hook to eat later and the Entity is just storing them for you or something, I dunno but at least that would make me feel a little better about it

  • @FishFry247 said:

    https://forum.deadbydaylight.com/en/discussion/comment/644662#Comment_644662

    Thx, Try not to get in many with cry babies since the Mods don't like it

    I'm not saying I don't think a turd would be bad, I'm playing devil's advocate here. I think a turd would be bad and I also think the new killer will be bad. You seem to think no one can have an opinion until they've played it, so I'm using an analogy, that being that you don't have to eat a turd to know it isn't going to taste good because taste isn't the only information you are getting and isn't the only thing you can use to examine something, just as the new killer can be understood without being played.

    Maybe people can't fully understand the killer without playing it, and you won't know for a 100% fact that a turd is going to taste bad unless you eat it, but all the other evidence is there and there would be nothing wrong with forming an opinion based on that evidence

    That was made bold for some reason, not intentional

  • Do you think turds taste good? Have you ever tried one? Did you like it? Or if you haven't tried one how do you know whether it'll be good?

    1. People are allowed to speculate on how they think something will be before they try it
    2. It's just opinions, they aren't going to hurt you
    3. You don't have to eat a whole turd to know it's not going to taste good
  • Starting to become aggravating how many killers have half or more of their power in the hands of survivors

  • I'm hoping there is more to it than they showed because it seems kind of lame

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/639422#Comment_639422

    This is a long shot, and I know nothing about Stranger Things, but maybe there is a slim chance it could have its own equivalent to hooking similar to that one spider character from Identity V?

    I also know nothing about Stranger Things but I do know what you are talking about, the spider who can basically "hook" someone anywhere by webbing them up. Something like that would be cool, although I'm not sure how they'd do it. I guess we will just have to wait and see. It's just hard to imagine a big, powerful, animalistic interdimensional hunter downing someone and carrying them to a hook to sacrifice them rather than actually doing what any predator would do; kill them, eat them, or severely incapacitate them in some way to be eaten later

    for some reason that all looks bold, that is unintentional, might just be on my end

  • The two survivors are confirmed to be separate survivors (not like some kind of Legion thing) so hopefully they'll have 3 perks each

    Personally I hope the Demogorgon does something other than hook people since it would seem weird for it to just carry/sacrifice people like a regular killer but I may be hoping for too much

  • Although I don't think NOED should be nerfed or anything, a totem counter would be nice to have

  • I heard of it shortly after it came out, sounded really cool and I liked the concept as it was new to me so I got it

  • I would add firecrackers as a permanent item and give it a few addons as well (permanent meaning not tied to events, it can always appear)

  • Out of the 6 perks I hope one of them is hatch related. I don't know if that would fit either of the characters since I don't watch ST but I've always wanted a hatch perk and we don't have any for either side currently

  • Killers need more hex time. Hexes should last long enough to kill all the survivors, it's not fair that they can just tunnel the totem and guarantee that it's gone without getting punished, so it should take 480 seconds to destroy a totem so the killer has enough time to complete their objective before it's gone (120 seconds for a full sacrifice, for 4 survivors gives the killer just enough time to do their objective if they are very efficient)

  • @djsponge10 said:

    I mean if you were in a locker irl, other than sound cues how would you know where somebody is?

    If you got hit with a chainsaw and put on a hook irl, how would you be able to get off the hook and be healed back to normal with no injuries in under a minute?

    If you got sacrificed irl, how would you magically end up back at a campfire?

    If you were a survivor irl, how would you have third person view?

    tHiS gAmE iS So uNReAliStiC bRuH

  • They are already working on 2v10 in deathgarden but this game has been out for years and it hasn't really even been discussed that much

    I'd like it, but there will be the haters and the devs don't seem to be interested in alternate game modes, considering there's only been one this whole time

  • Moonlight offerings. Yeah they mess with lighting or whatever but they were fun and cool (until you are playing killer in the daytime with ######### reflecting off your screen) and when they took them away offerings got a bit less interesting and less variety

  • The next killer will be "The Robot" and each survivor spawns with a remote that controls part of the killer's power. Also the killer only spawns with a torso/head and the survivors have to attach the rest of the body for it to move and attack

  • Here's how the Cannibal is currently:

    Easy down on anyone who is caught in the open, otherwise power is useless in a chase

    Super hook defense, especially in the basement, total camping master

    The 0.01% of the time you can get a multi down you feel like a god

    That's it

  • Head On because it gives me protection against the killer interrupting my pizza time

  • To get it as survivor you just have to escape once. Good team? you got it. Get the hatch? you got it. Killer has mercy? you got it.

    To get it as killer you have to basically do super good the whole match against every person, even one survivor being good could prevent you from getting it and if you are in high ranks it may take quite a while to get the perfect game, especially with a super limited perk selection

  • I think they should change Left Behind into some kind of hatch related perk. Currently it's basically useless, and there still aren't any perks in the game on either side that directly relate to the hatch. Then people could run a last man standing perk that actually works

  • Have an objective that isn't boring as hell

  • I would use it if it worked. A majority of the "protection hits" don't even count. I can get hit with someone right there, it says "protection" and everything yet it still doesn't count

  • You can get 5, you just have to heal people a ton and get lucky with the skill checks

  • I'd prefer bigger dailies that reward more, something that's like 20-30k barely even feels worth it if it's something I don't like. On the other hand I love the mori dailies that give 60k, I wish there were more of those.

    Personally I'd like to see weekly challenges that have a much higher reward but take longer to complete. Maybe they could even reward shards or something instead of or in addition to BP

  • SWF is balanced because random survivors suck? That's like saying 5 blink Nurse is balanced because Freddy sucks

  • Can there be a small speed penalty in Freddy's base kit? I'd hate to have to use an addon every game to get something that should be there already.

    Also, can you remove skill checks waking up survivors? They get way too many ways to wake up, self care is still going to be a huge counter to Freddy just like old Freddy. If you can't get rid of all skill checks waking them up at least prevent self care from waking them up

  • @PixiePuff said:

    I could be remembering this wrong, but I thought I read that the Devs said they were only going to make human killers? Something about them needing to be human to fit the Entity's criteria. Again, I could be wrong and I don't really feel like searching for sources in the middle of the night. I just think that if that is true, it could poke a hole in this theory.

    I think they just said the killers have to be humanoid, meaning they just have to have arms, legs, a head, and be able to hold things and perform some basic actions. That way it's more straightforward and consistent with trying to get the animations and hitboxes and interactions and everything.

  • I hate playing as loud ass survivors, especially when you get injured or infected they're like 'DEEUUUUUUAAAAAAGHHHHHHH" constantly and you can hear them half way across the map. Like Jeff and Jane and probably a few others

    I hate playing as Pig. I just don't like her, at all whatsoever. Even with a regular m1 killer I can do okay in chases, but for some reason when I play Pig I get looped for 10 minutes every single time

  • If that was the case why would he say "playing as pat" that doesn't really make sense. I mean if that is the case then I feel like mega stupid right now but the way he worded it didn't make it seem that way

  • Yes, that would be great. Not only that, but they could create new perks without having to think about something for the tier of the perk to affect. Like they can have something with a specific function and not have to make up some arbitrary percentage just so you can have something to upgrade

  • Moldy Electrode for doc would be great. He can actually combat a lot of loops with it that he can't with base shock range

  • I'd rather the totems just stay busted, you proposed there's like 10 of them right? That's too many things to deal with potentially all of them auto repairing, that's like the drones in Deathgarden except in this game you aren't constantly moving around while doing the objective so they'd be more of a pain in the ass because you will have to stop doing the gen at least twice to get rid of it. Plus in DG you can just shoot the drones down in like 2 seconds

    I'd rather have something like getting gas for gens as a secondary objective as opposed to more sitting around holding m1

  • I forgot Ormond even exists. I literally haven't had that map in over a week. On the other hand I've played the damn swamp and coldwind about 5,000 times each, and autohaven about 100,000 times. Legit numbers

  • I just hope he doesn't end up in the same boat as Plague where people don't give a damn about waking up because there aren't any meaningful penalties

  • "toxic" is usually just a word people throw around to describe things they don't like in the game.

    The only thing that is toxic is specifically going out of your way to ruin someone's experience for no good reason, or being excessively rude to someone in the chat

  • So basically delete great skill checks? No thanks, those are one of the few things that still bring me joy in this game

  • I'd love this, it would be a good reason to play survivor if it gave extra BP

  • When you run into a sweaty 4-man SWF in red ranks on haddonfield with all BL and optimal loops you'll see the problem with looping

  • Vague amounts tremendously suck and are slightly useful

  • I'd change Wake Up! as well (in addition to fixing it to not affect everything all game. Like bruh how does that even happen)

    You open Exit Gates 30/40/50% faster (so at tier 3 it would take 10 seconds instead of 20, so technically reduces the time to open by 50% rather than increasing your speed by 50%). You can see exit gates within 128 meters, and while opening an Exit Gate your aura is revealed to other survivors within 128 meters. If you open a gate, all survivors can see the gate's aura in white within 128 meters. Any gates that are opened by other survivors are also revealed to you (only you) in white within 128 meters.

    Currently 15% makes like 3 seconds of difference which is garbage. Yeah it could technically be the difference between escaping or not, but it's not worth a perk slot that does nothing all game and does almost nothing if you don't open a gate at the end. With buffing it to 30/40/50%, it can actually make a noticeable difference and be worth using. I changed the aura stuff a bit as well since although people can see you opening it, they don't actually know if it's opened once your aura goes away, and you don't know if other gates have been opened yet since they are always yellow. I know opening one triggers EGC which makes it easier to tell, but I think the white auras would be a nice addition anyways.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/545409#Comment_545409

    @Jacoby2041 I shouldn't have to say this. But why are you listing Killer tracking perks? Voice chat doesn't give your team information that no one has. And that means that on your list:

    • Alert
    • Dejavu
    • Detectives Hunch
    • Spine chill
    • Premonition
    • Object of obsession

    Are in no way replaced by VC

    This cannot be understated and is a BIG deal. In fact one of the big problems with object of obsession was using it in combination WITH SWF in order to get a ton of information. This is precisely because VC needs you to get the initial information in the first place in order for it to work.

    @NuclearBurrito I didn't say they were 100% replaced, I was meaning the need for them is reduced with VC. You don't need to detect the killer as much if your teammates can just tell you where he is, same with any object such as totems and generators. No, VC doesn't have the same effects as those perks but people can give each other information using VC which normally you'd only be able to get using those perks or by seeing whatever you are looking for. For example, someone with VC can be like "the killer just came out of the basement" or "hey, there's a hex in the killer shack, I can't get it because I'm being chased" or "I didn't loot the chest in X building if you want to get it" a solo survivor can't do that, they have to use perks for it.

    They can even say things like "I dropped an item at X location" or "I think the killer has X perk because they did X thing" which are things you can't find out at all with currently existing perks unless you are the person who directly did/witnessed those things

    And VC counters Knock Out because KO prevents people from seeing slugged survivors, but they can just tell each other where they are using VC, meaning they will know their location even with the perk, making the perk useless because that's the entire purpose of the perk. I wonder if you even know what this perk is considering you called it a "tracking perk" when it is not a tracking perk, it is a denial of information perk. The status effect "Blindness" also falls into this category, but because VC can be used to relay information, it makes Blindness far less effective or even useless because people can tell the blinded person where something is even if the person would otherwise have to find it themselves.

    And like I said, even though VC may not do quite the same things as some of those perks, or be quite as powerful as some of those perks, it is still a definite advantage compared to not having it, and even if it can't entirely replace those perks it can still greatly reduce the need for them. I doubt you'd be able to convince anyone otherwise of that basic fact (that having VC is better than not having VC) unless they have no idea what they are talking about.

  • Because the game has to be fun for both sides and fun means garbage killers who are useless at high ranks

  • When I looked at the title I was like "noooooooooooooooooooo way #########" but after I saw the idea I actually agree. I mostly play solo and I think that could give me some extra encouragement to try to help people if they are grabbed, so I'm all for it

  • My only real problem with SWF is they often use external communication (voice chat), basically getting like 10+ free perks that solo survivors have to use a perk slot for. Such as:

    Bond, Empathy, Deja Vu, Alert, Aftercare, Kindred, Detective's Hunch, Spine Chill, Premonition, Object of Obsession, Open-Handed (they don't get the exact same effects as the perks but people can tell each other where gens/chests/totems/traps/each other/the killer are) and it can also counter Knock Out and Blindness

    That is undeniably an advantage without a doubt. Even if voice chat doesn't have the same level of power as the perks listed, it is still more information than solo survivors would get without using those perks

  • I just wish I could specifically buy perks and nothing else, maybe for like idk, 25,000 BP each without having to waste BP on everything else that either goes away after one use or I won't end up using at all

  • Agreed. This perk makes almost no different at all currently, and it's been the same garbage ever since the game came out. They should fix it already

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