Lexilogo
Lexilogo
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You really don't have to work on a new HUD for 3-6 months. UE4 doesn't exactly make creation of new HUDs, and especially not reshuffling their elements around, very difficult. They could've genuinely moved all the current elements to the bottom of the screen and have a perfectly presentable HUD in around ~30 minutes.
Of course, they would most likely want to make other changes like create new assets and etc to fix other issues, but that'd still take a couple of weeks at most. They had time to make significant change from the PTB to live, but they didn't.
IMHO the most likely scenario is that BHVR, for whatever reason, were genuinely not prepared to change anything from this PTB.
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The Wraith change, making him fully invisible from a certain range, was a much needed buff for ages now.
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...I spent several minutes trying to find some clip of Sesame Street that could be used for some kind of pithy comeback, but I got nothing, I'm just confused.
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Actually, I kinda disagree? Due to the inherent nature of asymmetric 4v1 games, the team of 4 has more opportunities to make mistakes and should have a somewhat higher allowance in that regard. Not an endorsement of the game's current state, that's just a generic statement about the nature of asymmetric PvP.
With that said, I can definitely agree that surviving should be exhilarating and I think those thrills, when they're present, is usually why people like playing Survivor.
Dead by Daylight has a serious advantage baked into it for this, thanks to the fact that a "victory" is difficult to adjudicate. Survivors can "win" while some of them die off, which allows the game to have its cake and eat it.
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I don't think DbD should or has been pursuing the mythical "scare factor" as really, stealth killers aside, it's impossible to truly preserve, if it was ever really a thing at all. That doesn't mean the game should go off-brand though, making The Mask and Darth Vader impossible. They aren't horror characters, even if The Mask can be gory (in the lesser known original comics, mostly) and if Darth Vader can be scary to the characters in-universe.
Goosebumps has the issue of choosing a specific character because it's variety horror, but not impossible. A FNAF chapter is something other people are probably going to be beating, so I'll relent on the dead horse.
Also, The Clown is arguably the most serious Killer in the game's history. I mean, I know he's a literal clown, but he's also heavily based off John Wayne Gacy and his bio in general is extremely morbid.
With that said, I'm not against characters with a tone somewhat akin to Ghostface being a thing, mostly on the licensed Killer side. But Ghostface is, a lot like the killers from the source material, a killer with some goofy elements with a genuinely offputting psychopathic personality behind it all. Going full into horror comedy wouldn't precisely fit the game IMHO.
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I think maybe we need a PSA for Survivors on the loading screen reminding them that Quentin's perks exist. (Wake Up is already the "open exit gates faster" perk, and I don't see room for another)
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Vigil actually can already serve this kind of purpose, as its debuff duration recovery influences Exhaustion.
Having a For The People styled bursty equivalent though? It personally seems to me like it'd only be used for very obnoxious SWF shenanigans and be useless outside of that, at least the way you've pitched it.
Maybe instead it could work something like "When you take a Protection hit for another Survivor, any negative Status Effects they are suffering from transfer to you and are removed from them. Status Effect duration absorbed via this stacks."? (note: potentially, the caveat of "if both of you are suffering from a permanent version of these status effects, the effects are not transferred" might be needed. if this was implemented as is without other adjustments to the game's code, this'd be necessary to avoid instances like EW3 Myers getting broken) The tier system added to it would probably be something like "The remaining duration of these status effects are reduced by 10/20/30% when this Perk triggers".
That'd be a bit more multipurpose in its usefulness, and also guarentees the Survivor using it needs to pay a price whenever they use it. Would be especially useful for Protection Hits that send you going down, because Exhaustion and etc won't matter if that happens.
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@ReverseVelocity said:
https://forum.deadbydaylight.com/en/discussion/comment/1926552#Comment_1926552
The reality of the game is there's always going to be things that counter other things, regardless of what side you're on. The fact that a killer can counter a niche playstyle isn't that big of a deal in the grand scheme of things.
That's completely true, but the issue with Old Freddy is that he was too oppressive towards these styles. Doctor counters stealth too, but he doesn't have the same problems. The same scenario vs Doctor bears serious risk for the survivor, like an illusory doctor revealing their rough location later, but it's not shut down in the same way.
I don't think this problem is impossible to solve without keeping many, many aspects of how Old Freddy plays, BTW. I'm just pointing out why Old Freddy needed some changes.
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@ReverseVelocity said:
https://forum.deadbydaylight.com/en/discussion/comment/1926482#Comment_1926482
Yeah, I'm not asking for the devs to revert the rework, just to let us have the option to choose to play him.
As for the concern about the Aura Reading, it wasn't really for free, as the Freddy had to micromanage and keep everyone asleep to maintain it. Survivors could wake up to counter the Aura Reading quite easily, especially if they had Self Care or a medkit. I personally don't think he was unhealthy for the game.
If you revisit my scenario with a Survivor running a juking heavy build, and jukes Freddy to escape him- Which, frankly is a niche playstyle I want Survivors to try more... What do they do, exactly?
If they stay within Freddy's Terror Radius, Freddy can't see their aura, but they haven't exactly escaped Freddy and they're not gonna be able to get anything done. Might as well be on the hook at that point for all the good it's doing you.
If they leave Freddy's Terror Radius, Freddy sees them and can choose to begin chase immediately again. They've made distance, but instead of earning an escape, they have merely earned more distance than a regular exhaustion perk would've gotten them.
If they wake themselves up with a failed skillcheck (which already requires pretty specific circumstances. either being injured and carrying a medkit/Self Care, or being near a generator), Freddy can see the noise notification and will very, very easily be able get to your location and put you back to sleep immediately.
Essentially your only option to truly escape Freddy in this scenario is to use a Locker and HOPE he does not check it. And even then, you are once again at his mercy of potentially being spotted via aura the moment you leave, and if a Freddy really wanted to be as oppressive as possible they could run Iron Maiden to counter even this strategy. This is what I mean when I say old Freddy, despite having interesting ideas, was in execution not healthily designed, even if he were to be well-balanced.
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Well, the Dead by Daylight wiki here: https://deadbydaylight.fandom.com/wiki/Dead_by_Daylight_Wiki
While it obviously has a major focus on gameplay too, this is where I'd recommend one starts especially if you want to research specific characters like the Killers or Survivors, or specific features like "hmm, why does the Hatch exist?". On their respective pages, it lists all their bios and includes a link to their Tome content, if it exists for them. You can also check the Tomes on the wiki too, to read them in their totality without having to unlock all the entries by playing the game.
Aside from that, and because you requested a video, Pixel Bush Entertainment is currently a DbD-focused lore channel on the rise. And, conveniently, he's already made a video going over the fundamentals, so even someone who's never played Dead by Daylight can understand what's going on.
https://www.youtube.com/watch?v=lxu-iwdoT-8The only real issue with his channel for the time being is that because he's so relatively new, he does not have videos on everything, so there will be holes. He's also an analysis channel, not a "I'll just read the bios for you" channel, just so you know what you're getting into.
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I don't think the developers would want to just revert their fairly ambitious Freddy overhaul.
If something akin to Old Freddy was an UR addon, that would be okay. It'd also be great if some of his ideas were implemented into a new Killer, too. And, while I did not main Old Freddy, I did play him and I will say I am very sympathetic to the idea of revisiting the concept. An Killer who is fed more information about Survivor positioning than normal, but has a disadvantage in chases, is genuinely an awesome idea that I think a lot of Killers didn't give a fair chance, even if old freddy was underpowered.
However Old Freddy WAS frankly not healthy for the game IMHO. All that aura reading that was essentially for free IMO conflicts with too many mechanics and playstyles to be a good idea. One would have to think of a way to feed the Killer information about Survivors in a healthy way, without just saying "oh yeah if they're outside your TR and sleeping, you just see them. whazzat? you brought iron will, lithe, dance with me and quick & quiet? well, gg ez, your playstyle isn't allowed to exist in freddy's presence, see ya"
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I have not heard anything about it but it's almost certainly high on the map rework priority list.
I would guess however that, in the interests of attempting and usually failing to be percieved as even-handed, and given that The Game is imminent to be reworked in the live build, that a survivor sided map like Haddonfield would be next in line.
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I totally disagree with the suggested reworks to EW1. It's true that escaping EW1 is vital for Myers, and I think it should be made easier in some way as highly skilled Survivors can be too oppressive towards Myers when he's trying to escape it, BUT Myers pulling you off a gen in EW1 isn't just fun, it's genuinely iconic to the game. Removing a Killer's entire ability to ATTACK before he escapes EW1 is a terrible mistake IMO.
The EW3 changes, assuming the +50% vault speed isn't stacking with what Myers already has in EW3, seem fairly reasonable. I do think it'd need playtesting though especially in conjunction with Brutal Strength, Bamboozle, etc to make sure it doesn't along with the increased lunge let Myers just plow through loops like they don't exist.
The idea of giving Myers a new secondary power depending on his EW level also IMO violates Myers' initial design and fun factor. Myers' idea is that he's an M1 killer who becomes dramatically more powerful with Stalking. Regarding the specific powers:
Obsessive Evil I think is a pretty solid idea for an addon or etc for Myers and it's a thematic concept.
Silent Evil feels like you didn't necessarily think through the UI challenges. There's a reason why long range teleports generally have specific targets in DbD. (demo's portals or freddy's generators) Now, giving Myers a way to get around the map would genuinely be an effective way to buff him, but to be honest I don't entirely want it to just be a teleport as that's already what killers like the aforementioned Demo/Freddy do.
Inexorable Evil reeks of release day Legion and I don't think anybody wants that back.
I don't have that much to say about the addons because they're mostly in support of these changes, apart from reiterating that removing the Scratched Mirror playstyle is just anti-fun if nothing else.
Buffing Myers is a fine goal but I think if this rework launched people would be more bummed out than excited.
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Camping and tunnelling aren't really the same thing and should not be used interchangably.
Anyway, the consequence is that it isn't a particularly good way to win games. If the Killer is utterly hellbent on murdering lOopgOd69 because she teabagged too many times, and is sitting next to the hook waiting for her to die, crack on with Generators and you'll have the Exit Gates powered by the time she's dead.
Ultimately camping will usually secure one kill for the Killer, though. You need to come to terms with that. If you CAN pull off a rescue, that's great, but more likely you'll just trade places on the hook. Which can also definitely buy you more time and grant an advantage, so it's still potentially worth trying if one of you is running Borrowed Time for example.
Tunnelling can be a different issue, as getting a Survivor out of the match early is genuinely very important for Killers. One should bear in mind however that there's a difference between tunnelling and simply prioritising targets well. A Killer isn't under any obligation to chase someone who very clearly wants to be chased and is clicking a flashlight, when they can see an injured Survivor who they know is on death hook and isn't a good looper.
It's actually a lot like the issue with "fixing" camping. Camping is terrible, but defending a hook isn't. Tunnelling is terrible, but basic target prioritisation isn't. Unfortunately much like camping, it's tough for BHVR to design mechanics that don't conflate the two ideas and punish Killers even while they're behaving reasonably.
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As someone who really likes the idea of "microgames" and think they're underused in game design (Among Us is a great example of how they can be used) I don't think it fits Dead by Daylight.
The main reason is because Dead by Daylight is essentially a gamesense/prediction game at its core. Any microgames that temporarily distract you from the core experience would compromise that IMO.
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The rabbit is a very obscure reference, but thankfully fandom wikis being ludicrously thorough saves the world again: https://halloweenmovie.fandom.com/wiki/Rabbit_killed_by_Michael_Myers_in_1963
The same wiki also notes https://halloweenmovie.fandom.com/wiki/Judith_Myers that Michael as a child would steal Judith's journal and scrawl things like scary faces into it. It doesn't list a direct source but I believe it's from the same comic series the rabbit's from, "Halloween: The First Death of Laurie Strode".
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On a personal basis, the Halloween Chapter probably takes the cake.
Myers is generally considered one of the most fun killers to play as and against, and his Addons provide a lot of extra playstyles for him.
The chapter undeniably fell flat in terms of perk design and map design, but it's impossible to deny that Haddonfield, while a suburban map that's aged terribly, did provide an extremely unique experience other maps didn't and broke new ground for what DbD maps could be.
As for the Perks, PWYF and STBFL have actually aged very well. Obviously however, Decisive/OoO are some of the most reviled Perks in history and Dying Light before its rework encouraged unhealthy tunnelling.
However, Silent Hill is definitely a close second and probably overall better. It screws up a lot less in terms of perk/map design.
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The issue is that BHVR doesn't have a direct financial incentive to not pack Perks in as more Teachables. Hence why even beginner-friendly perks like Visionary, Technician, or Windows of Opportunity still get locked behind DLC packs.
I personally think that for the health of the game, we should have a non-Teachable Exhaustion Perk, and a non-Teachable generator delay Perk. It's a bit of a shame that's unlikely to happen, though.
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If any Terminator were to be added, I'd absolutely prefer getting the T1000 over the T800. I won't deny that the original Terminator has slasher/horror inspirations, but especially in the context of all Terminator media, the T800 doesn't really scream scary anymore. The T1000, even though it comes from the more action oriented sequel, ironically IMO has more potential to terrify.
As a sidenote, the T1000 would also be a pretty perfect way to introduce the "Killer disguised as a Survivor" idea into an actual design. I personally believe its not an irredeemable idea even up against SWF.
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Iron Will, Iron Will, Iron Will, oh yeah and Iron Will.
For real though while Iron Will is where any stealth ambitions for a Survivor should probably start, a few other potential options:
- Fixated lets you keep track of your own scratch marks
- Dance With Me potentially allows you to completely give Killers the slip during chases especially if comboed with Lithe
- Balanced Landing, though its usually considered the weakest exhaustion perk, does come with the bonus of suppressing landing noises which are pretty loud and can give you away to killers
- Head On is another good choice for stealth-centric exhaustion perks, as it lets you try hiding in a locker while having an escape plan
- Urban Evasion is pretty obvious
- Speaking of Lockers, Inner Strength allows you to heal inside lockers. As a bonus, because this doesn't count as a heal action it lets you heal without triggering A Nurse's Calling
- Deliverance isn't actually a stealth related perk, but if you're planning to go stealthy you're also probably planning to unhook someone before the Killer finds you and successfully hooks you. In that situation, Deliverance can excel
- Diversion, Red Herring and Deception aren't meta perks, but some people enjoy running them and trying to mess with the killer
All that stuff is just spitballing ideas. You should bear in mind that out of all of these, Iron Will, Head On, Lithe and Deliverance are probably the only ones that could be considered good enough to be close to "meta" Survivor Perks.
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Texas Chainsaw Massacre having a map would have a lot of potential. It'd almost certainly be the houses from the original film, but there's also that really bizarre version of the Sawyer house from Texas Chainsaw 2, that's essentially an amusement park.
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Myers doesn't need a fundamental rework. Frankly, I think his simplicity is his strength, especially in terms of fun factor.
In terms of rebalancing, all he really needs IMO are changes to Evil Within 1 to potentially make it easier to escape when against skilled Survivors. That could also be accomplished through addons (such as maybe allowing Boyfriend's Memo to reduce the cost of escaping EW1 by 1/5 total evil "points")
In terms of addons, Tombstone Piece is absolutely overpowered- Judith's Tombstone is much tamer and doesn't really need major overhauls. Scratched Mirror absolutely isn't overpowered whatsoever, but Vanity Mirror is definitely lackluster in comparison to it. Most of his Stalking addons also need a value reassessment.
However, I think there's a lot of room for great ideas for Myers addons to replace some of the worse ones- I'd suggest an addon that dramatically increases Stalk drain speed against any Survivor you're viewing through a vaultable window.
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Yes, you could selfcare for a split second against Killers running Nurse's and it's a good point about the new OoO that might prove an issue. It'd only really be that handy in a chase though, and healing forces you to stop moving, so even in that specific scenario it's not as readily abusable as the old Object was.
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When people ask for key nerfs it's essentially always about the Hatch.
To explain why people (mostly killer mains like myself) want it, it's because items that let players skip objectives need to have serious restriction. This is why nerfing Moris was justified, and Brand New Parts further back. But Keys have the potentially most extreme effect out of all of these, potentially allowing Survivors to skip completing several gens entirely and immediately end the match, with its only restrictions being the Item requirement, the minimum gen requirement, and having to locate the Hatch. Not really sufficient when we're talking about a win condition IMO.
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If a Killer keeps chasing you after a Decisive Strike, you're still getting another health state's worth of looping, plus a little extra thanks to the stun. If you extend it even further with AH syringe/Styptic Agent addons, you can more than double the duration of a usual chase. Assuming you're a decent looper, you and the team have effectively won anyway in that kind of scenario because of how much time you've bought the team.
BTW, I would recommend trying to learn to use stuff like Quick & Quiet, Dance With Me, and/or Lithe. Perks that can break chases instead of solely extending them.
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It'll definitely be an improvement, but you never know precisely how a change will work out until we get to try it out.
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I'd probably bet on Trapper. He's the mascot and simply having one idea of placing bear traps (and potentially hooks as well) would easily be enough to build a whole moveset around, plus he'd be a decent Jason substitute for MK11. Other characters would have skins if it happened, like a Deathslinger skin for Erron Black and ecetera.
Would it actually happen, though? Essentially zero chance. Especially considering Netherrealm is owned by Warner Bros, which not only has access to more potentially profitable properties (try saying that five times fast) but are also, uh, uncharitable as far as publishers go. One of those situations where games succeed despite their involvement, not because of it.
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Instantly opening Chests isn't really that useful, even if it is somewhat thematic.
This rework idea almost certainly wouldn't happen, but my initial idea would be adding an extra Chest in the map that always contains a "Hatch Key" that can't be brought out of Trials and is now the only key capable of unlocking the Hatch. This Chest is locked and needs a regular Key to open it, and the Killer sees its aura through walls plus gets a loud noise notification if the Survivors open it. (maybe this chest should be the one that always spawns in the basement?)
Essentially giving the Hatch one extra step to get the key to unlock it, and the Killer will always be made aware once the Survivors have the means to open it, plus is given a chance to defend the chest to try and stop it, or intercept the key carrier.
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Frankly I think as many Killers as possible could use their own breaking animations, and the regular kick animation doesn't exactly look great anyway.
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He might've made the Hatch, but IIRC it was a byproduct of a failed escape attempt, and in any case Benedict Baker's journals seem to imply that The Entity willingly keeps the Hatch around because it actually makes the Trials more efficient.
I don't think that makes him a foe, though. My impression of Vigo is that he's neither friend nor foe, more of a neutral third party. Though, when the alternative is an eldritch god and its bloodthirsty minions, that probably makes him "friend" in most people's books.
With that said, it's worth keeping in mind that those salted lips had to come from somewhere...
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Yeah, that's not in good taste at all. I don't think naming him Danny as a reference is inherently terrible, but because he also carries comedic aspects from the Scream series... It does move into yikes territory.
In horror serial killer inspiration is gonna happen and frankly isn't necessarily a bad thing, art (yeah I know referring to dead by daylight in a manner akin to a work of art sounds weird, but it's still correct) can and arguably should explore those ideas and what they mean. However, The Clown mostly does a better job of that.
TBH I wouldn't be entirely against just quietly retconning his first name in all DbD material to "Daniel" or something. Wouldn't be that difficult to pull off and would defuse a potential PR landmine that's kinda just waiting to go off. The Ghostface character in DbD only works in an isolation of complete fiction and really should not be directly linked to a real murderer.
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I don't think it'd be overpowered because of that change, but it would absolutely make a currently overpowered Perk more powerful. I don't see why that'd be a good idea.
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Agitation. I kind of have an unhealthy relationship with speeding things like it up anyway, but there's the occasional scenario where a Survivor thinks they can screw with me while I'm carrying someone and I can slap them with my increased movespeed.
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Clock Tower would be awesome, but I wonder if BHVR would consider it potentially profitable enough to warrant seeking out the license.
It's also worth noting that Sunsoft currently own the IP for Clock Tower. I don't know whether or not they'd be willing to lend the license, but they appear at least from an outsider's POV to be one of those companies that purely exists to hold IP rights for potential later use, at least for right now. Not sure if BHVR would be able to make proper contact and negotiate for the rights.
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This issue with Decisive Strike isn't new, though.
This is like someone owning a car with flat tyres, using it happily, then getting a new engine installed into it and complaining "well, now the car has been ruined by this new engine, because it has flat tyres".
Look, if you want a compensation buff for Decisive, that's fine, but DS being countered by slugging is hardly new.
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@PodgeNotRodge said:
https://forum.deadbydaylight.com/en/discussion/224250/what-do-you-think-of-new-ooo
It needs a change... just not this laughable change. First off, will not work unless you are Obsession which yeah, you cant have a 4man kill you with it sure but theres just nothing good to it. Take Mike with Scratched Mirror. You'll get notified of every time he sees your aura but you cant see his, basically just being Spinechill... in which case... just use Spinechill. Most killers often run BBQ so it's pointless for telling you the perks their using. Nurses is an easy call too. And compared to Better Together and Kindred, what does Object bring that you couldnt just use a better perk for?
I think you misunderstand the rework's description.
If you are the Obsession, you get revealed to the Killer every 40/35/30 seconds. That is the only thing that changes if you are not the Obsession. The mutual aura reveals always works, regardless of Obsession status.
I like OoO being reworked. I'm a bit cautious of this particular proposal, but playtesting will determine if it works alright, and it's certainly better than the current abuse that could be done with Object. My only major complaint is that it's got a bit of the "T1 is arguably better than T3" dynamic which is never great to have in a Perk design.
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Sole Survivor doesn't need a redesign. It's underpowered, but it doesn't need a total concept overhaul.
By the way, I absolutely think it fits Laurie conceptually and the game as a whole, especially in the context of her being a crossover DLC. She's a Final Girl, it makes sense to have a Perk that gives her an advantage when other Survivors start dying around her and it's a cool concept, just a bit too unreliable at the moment.
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For those wondering about the trial's verdict on Nea, she has control of Behaviour and the forums. She's too dangerous to be left alive.
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The game's meta has primarily coalesced around chasing and etc and away from stealth playstyles. Mostly because Survivors, with good objective prioritisation, can afford to loop the Killer and get every gen repaired, so it makes sense that's where the meta ended up going.
Generally speaking though, the best counter to stealth survivors are perceptive killers with good gamesense. As long as you're still working towards objectives, a good killer can and will find you.
As a tangent, I would personally classify Hag as not weak to stealth. Her traps can be numerous and force players to destroy them or trip them (either way revealing their location) to pass, and more importantly she's the best Killer in the game at locking down an area of the map, meaning Survivors HAVE to show their faces against a good Hag to force through her reinforced zones.
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I've heard adding new features to the HUD as a reason, and I can see why. The original HUD's boxes would make it a bit iffy to add new UI elements without cluttering the whole thing. Flashing Survivor icons to indicate injury is also overly distracting IMO especially when many Survivors spend a lot of time remaining injured to focus on other stuff.
Still no excuse why all the info is so spread out, though. IMO the most underrated part of the original HUD is how it leaves so much of the top half of the screen completely blank to give you an unimpeded view of the screen. I don't hate the design of the elements, I just want them packed in the bottom of the screen.
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This is definitely a LOT of mechanical complexity just for breakable walls.
If I was going to suggest Survivors get breakable wall interactivity, I would probably say allow them to sabotage breakable walls by knocking out a hole through the bottom of them, and implement a new animation (like vaulting) for moving underneath through the hole. Crouching under for slow action, sliding for fast action.
Props for putting effort in for the graphics, though!
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I'd say Monster Hunter, but that one's ongoing.
My extensive time with Payday 2 was very much prior to DbD, though, and their collaboration is when I realized Behaviour were behind DbD (was interested in them from Naughty Bear 1/2. they certainly weren't blockbuster games but the bizarre Manhunt/Hitman hybrid of gameplay got me interested, and studios willing to try that kind of weird stuff with AA projects are often worth following), which was my catalyst to trying the game out during its promotional Free Weekends.
That, and nobody's going to believe me on this, (and, to be fair, this was a long time ago. I picked up a LOT of digital codes through PD2 community giveaways) but I also had the obscenely good fortune of getting a PAX Chuckles mask code among them, so that dopamine hit is probably what encouraged me to keep playing some more.
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Maybe if it was a timing-based thing as to how long you held the attack button? Holding M1 but releasing doesn't trigger Coup, but if you keep holding it you'll use Coup for its extra distance.
Anyway, I definitely agree. It's a cool Perk and being able to control when you do its super-lunges would make it even better.
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@Raz_cr0w said:
https://forum.deadbydaylight.com/en/discussion/comment/1913930#Comment_1913930
That has nothing to do with my post
Speaking of other things that have nothing to do with your post:
r/woosh: Used to denote when a comment has gone over someone's head. Onomatopoetic to the sound of an object moving past you at an accelerated pace …I've found this really cool subreddit recently.
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I'm sorry, can you repeat that, but quieter? I've been buying some recent gaming accessories to try and become a Spirit main.
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Seeing as they've been going on a trend with the recent Survivors being members of the "Pariahs" group with 5 members total, I'd like to see the final Pariah turn out to be one of the Killers. No idea what their power would end up as or etc, I just think that'd be interesting.
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As others have said, it's well established that Dead Dawg is very much killer-sided.
Do NOT waste time destroying breakable walls before chases start unless you want to throw the game. Maybe do it once or twice, but it's a calculated risk every time you do it and yes, if you decide to go on a wall-destroying quest, the Survivors are gonna punish you by getting gens done.
Think of them like pre-dropped Pallets that are also permanently Entity-blocked. Would you waste time walking around destroying them, too?
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I am not a Deathslinger hater because I don't really play Survivor much, but I think its because he's a ranged Killer that, unlike Huntress (who has a projectile that's more realistically dodgeable) his aiming mechanics put much more of the skill into the Killer's hands than the Survivors. A Huntress that aims well can be dodged at a certain range, a DS that plays well is just going to hit you. It doesn't help that he's also balanced around ideas like his ADS being much faster (unlike Huntress that is always limited by a hatchet charge time to an extent and with bigger tells).
Its about what the Survivor can do from their perspective, or at least what they FEEL like they can do that usually causes this salt towards specific Killer mechanics.
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To play devil's advocate, while I want Trapper to have brown bag by default as well, making his trap duration more consistent with a form of fixed RNG is something I remember Otzdarva suggested as one of his highest-priority Trapper changes, and I wouldn't be surprised if OhTofu said something similar. It's not THAT change but it was a community suggested change.
The Billy/LF addon reworks were also massively overdue. You can argue Freddy/Spirit are more pressing issues right now, but Billy having barely any Addons (and the tuning guide being absolutely bonkers) was a huge inconsistency.
So, I don't think the examples in the OP are particularly good, as the changes BHVR made there weren't exactly ones the community weren't interested in.
With that said, I absolutely think it's a structural development pipeline issue. BHVR seem to operate their balance patches and the like on a largely bog-standard game update procedure, when they really need a portion of their devs focused on constant minor balance refinements. They can often make pretty fast iterations between PTBs and released updates, they just need to apply some of that process to the live game.
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@Aven_Fallen said:
Unpopular opinion:
Players who say you lose as Killer when you do just a slight mistake are doing way more mistakes than they think they do.
I do mistakes all the time and still 4K most of my games. So either I am the exception or others are doing more than "one little mistake".
My thoughts exactly.
If you think you "Only made one mistake" in a match, that's the exact reason why you're losing.