Maelstrom10
Maelstrom10
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@ad19970 said:
People say gen speed is a balance problem, but with the current state the game's in, there is absolutely no need for gen speed to be nerfed or for objective time to be increased. It would just make the majority of killers absolutely broken, especially ones like Nurse or Spirit. Increasing the regression might be ok, since it doesn't affect gen time too much, but it might already be too much if we consider the 3 gen strat of killers.
Map reworks are on the way, that's the only real general balance change the game needs. Especially since it's mostly low tier killers that benefit from those reworks.
Gens regress at 0.25 charges per second. i wouldn't be against an extra 0.05 or even 0.1 on top of that. Overcharge should buff regression speed though.
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@ScoopsAhoy said:
Happened to my friend yesterday because they were playing on the dedicated servers.
Happening in normal servers for me :/
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@ScoopsAhoy said:
https://forum.deadbydaylight.com/en/discussion/comment/670299#Comment_670299
Definitely, I think everyone does. Moonlight Boutique I don't remember if it brightened the reflection on items, might be a solution to bring back an old piece.
I don't feel it would be good to bring back those offerings as they were, lots of problems were made due to them. fact that their "retired" rather than taken away makes me feel the devs want to do something more with them though.
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@ScoopsAhoy said:
https://forum.deadbydaylight.com/en/discussion/comment/670241#Comment_670241
Interesting. For me whenever I'm playing a killer, it's fairly noticeable that the survivor has a key, heck! It happened today a few hours ago. Brilliant though, I agree that things such as keys can be quite hard to see and I can see it being a possibility. I would definitely lighten up the keys because on maps like MacMillian, they can get scary black and hard to see.
For the trained eye yes! i can see keys for the most part but even i have trouble seeing them in and out of lobby :/ Really have to strain my eyes. even if they just added that, i would be so happy.
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@ScoopsAhoy said:
Sorry, give me a TL;DR and I'll understand it better. If I were to predict from the title though, yeah they should definitely either have counters to be able to counter the idea of removing them or changing them drastically, which isn't a bad idea in it's entirety. How do you execute something to prevent an ebony mori? EBONY EZ 24/7? I don't know, like the idea though
tldr atleast for that part is that keys are the antithesis to memento mori's, however unlike them can be earned in match and are very hard to see. Suggestion was to brighten the key texture and disallow keys to be looted from a chest unless running plunderers or an offering. didn't go into the balance of mori's excluding stating that perks allowing them are balanced.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/667293#Comment_667293
Do you know where I can find a pic of the skin?
R/leaksbydaylight
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@ProfoundEnding said:
https://forum.deadbydaylight.com/en/discussion/comment/666962#Comment_666962
It started off on Tuesdays. But ever since the Spirit chapter it's always been Wednesdays.
dammit
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@Peanits said:
Intentional. It's a surprise for someone.
Now i know you can't really disclose whether or not your adding any more survivor items/addons besides the wedding ring in the future, but do you know if the team is keen on potentially adding any more items/addons? or is the belief that we've kind of hit the limit on what were going to get. :) Further onto this is there any rejected addon/item ideas you can remember out of curiousity?
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@Acesthetiic said:
https://forum.deadbydaylight.com/en/discussion/comment/666942#Comment_666942
Oh, so it will drop on Thursday for you. I apologize for my ignorance on not remembering there are other time zones 🤦🏿♂️
It's algoods! I just got a bit confused myself as most cosmetics in the past seem to have dropped Tuesday for you guys unless I'm wrong and it's always been Wednesday?
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@Acesthetiic said:
Wednesday, so tomorrow.
Wesnesday is today for me and i could of sworn it usually dropped on tuesdays for everyone else... nvm then i guess
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I actually love this. Paired with perks like sole survivor, OOO, d strike, MoM etc on a broken key could lead to being able to use obsession perks without garunteeing yourself to be the obsession. It also gives aura reading on the obsession which is hugely nice, as even just having one constant aura on an ally can always be useful. I wonder if there's any more add-ons or items added....
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@avilmask said:
Yeah, I thought ebony could be changed to a token based one: after 2 hooks you can kill survivors at t2, after 4 hooks on t1, after 6 hooks you can just kill anybody anytime.
This is a really bloody good idea!
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I think I have 6-7? Mostly because I don't play pig much but always use trap stall add-ons, and play around them. Probably only have about 10hrs-15 on her out of my 900
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@BloodyNights said:
https://forum.deadbydaylight.com/en/discussion/comment/664941#Comment_664941
I kind of forgot to say that the losing blood points for being within 5 meters for 5 seconds thing doesn't apply if there are no gens left. I know that sometimes camping is a legit strategy, but there are some killers who just hook someone and stare them down. It's near impossible to save the person off the hook. It's just frustrating for everyone involved. Right now you don't lose chaser unless you are within 16 meters, I don't think 5 meters is that bad. You could even make it so you don't lose anything if a survivor is within 16 meters just like it is currently. This is just my personal thoughts though. I really don't think a killer should need to camp that close.
Also if the insta heals are changed to not being insta heals...they've effectively been removed! lol
On the insta heals thing I mean they still would effectively be instant on other people was my suggestion, just not on yourself so you can't just pause in a chase and gain an extra hit state easily, you have to loop afterwards for a while and if you get hit before it's used then tough luck.
Yeah and I agree on the camping to some degree, though that being said I don't think the true way to get it to stop is punishment, but rather incentives to not do so. Currently people camp usually for three reasons 1 there mad as all hell at you which nothing will get them to stop doing so, or 2 they feel they have no other choice 3 their doing a basement bubba build for the meme
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/665519#Comment_665519
Yet your forgetting that it's impossible to have all those perks off at peak simultaniously..and 1 d strike cancels out dying light..this is a never can happen scenario
Actually the only part thats impossible is for the full benefit of thana to be there while dying lights on which i forgot about so minus 5% but like being in a terror radius, with other survivors injured and dead is pretty common.
idk what kind of matches you play mate but im like always injured, expecially against plague, legion, doctor, nurse, billy and spirit. iron will for the win.
@Jplanas98 said:
Increase amount of BP you can gain in general, especially from dailies and using shards to buy perks for BP. 150k is barely anything.
Increase amount of shards gained from devotion. What we get right now is laughable. It takes a out 2-3 completed devotions just to be able to get a good cosmetic.
Yes please
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/665383#Comment_665383
Yeah but dying light focuses on one player, thana requires you to assault all 4..if you let that happen you kinda have it coming to you
Not in the cases like plague or legion. you can't stop being injured against them usually, or its very hard to recover. on top of this a up to 40-45% healing speed debuff with thana and sloppy, would make it borderline impossible to heal before the killer finds you again, expecially if they have nurses. pair this on doc with distressing and coulrobobia and the terror radius addons and that goes up to 90-95% slower healing. take of distressing and replace it with dying light and thats 115%/120% slower healing. this would make it almost impossible to heal during the match, making everyone a borderline permanent instadown.
Plus its the no heal meta, more people aren't healing then ever, so this would just stack up and debuff them hugely, which would not promote them to heal but just slow the game down and make it impossible to play against.
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@WickedMilk03 said:
https://forum.deadbydaylight.com/en/discussion/comment/664997#Comment_664997
I would prefer a gen rework over an optional secondary objective. If it is optional then the survivors that only want to win will ignore it and we have the same problem "gen rushing"
I posted a concept for a secondary obj/gen rework if you wanna check it out. Would be a super cool change I think.
I feel that any gen rework they do though will be underwhelming tbh, Doesn't really interest me same with secondary objectives which is why if they do add one im pining for it to be optional.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/665197#Comment_665197
Yeah..1 or two percent a stack is all it needs
1% would make it 20% and 2% would make it 24%
2% makes it almost on the power of dying light a perk that requires the obsession dead. a much more difficult task then injuring all survivors.
1% seems somewhat more feasible to a 20% but even still
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@immortalls96 said:
Well 1..nobody uses culorophobia lol, NOBODY uses dying light lol, sloppy ok but..insta heals negate all of these..not to mention we'll make it , botany alone negates thana and sloppy together almost..
Anti heal doc would like to have a word haha. and thana effects everything and only gets harder to get rid of as its buffed. the higher the numbers the more opressive it becomes to the point where theres no use healing, everyones insta downable, and they struggle to do gens.
im not saying thana shouldn't be buffed or changed, i just know why the devs are hesitant to do so. anti heal doc's/legions/plagues would be rampant and hard to beat. if it affected action speeds other than/or/only healing i could see it being numbers buffed hugely however.
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@DemonDaddy said:
That status effects get improved so I can stop ignoring them all.
Can't really ignore exposed, deep wounds, hindered, madness, dream, mangled or the new undetectable/oblivious though. blindness should shroud the screen a bit and hemmorage should do something else though.
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@PrincessPoop said:
Well actually a lot of the things I wanted to see changed/added are already on the way:
-Dedicated servers
-Meaningful reward and progressions systems
-Bloodweb changes that help decrease the ridiculous grind
-Party management
-Nurse adjustments
-More lore with the archives etc.
As for some changes/additions I want to see that aren’t coming in the near future:
-Closing the gap between SWF and solos. Adding a totem counter for example.
-Change to the struggle phase to get rid of button mashing
-More accessibility features like colorblind support
-Buffing lower tier killer should like trapper and wraith
-Devotion Rewards (seriously what’s the point)
-New Mori Animations for the killers. I would love to have a selection to buy from in the store.
Most of these i completely agree with. totem counter specifically i disagree with as a better suggestion was made a while back where the totems have notches in their skulls indicating how many are left meaning you have to find a dull/hex totem in order to know : thus prompting actual searching, and no way to completely keep track.
@Talmeer said:
-The Legion patch gets undone, inclusive the Pig nerf.
-That the Trapper gets 1 or 2 more traps at the beginning of a match and maybe a reduced trap laying time.
What the rest of the game matters, so I would be either happy with it then, or at least I could arrange me with it (depending about what we are talking).
What about the legion patch? im curious as to your thoughts as i personally don't think he should regain his lethality, but he certainly needs adjustment. pig also needs some work.
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Wouldn't mind it having some "seeking" addons which point you to the nearest object, similar to a map. things like players, gens, hatch etc. also make keys only lootable via chests with plunderers. turn it into a seeking tool with the ultimate ability to survive early.
also wouldn't mind maps being reworked to always exhibit their auras, and instead track based on what you see - as in you use the map whilst viewing something, and you will always see its aura. have the crystal bead be ultra rare and there to be a rare survivor addon, that gives you global auras if you find them. limit map usage to 7ish seconds default and change the black lock one to reveal the hatch early, and for the range ones to increase the range that objects can be seen when the maps not being channeled. have the killer belongings basekit and only highlight if their within x metres of the player(4-6m), and have its addon increase its range, have it take a charge upon revealing a trap. turn maps into a highlighting tool, that is anti trap active in its use, and allows the active tracking of objects and people
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@Gully said:
https://forum.deadbydaylight.com/en/discussion/comment/664982#Comment_664982
I Guess, Still kinda hoping for a buckle up rework though
Same here. deffinately needs some loving
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/664947#Comment_664947
Yeah I got that. But adding a second objective in addition would be way too much then.
i didn't think anyone had even mentioned a second objective. that being said if one was added i would hope it would be completely optional, like totems. something that takes time to do but results in a buff, or anti debuff even, or hell even just bp.
@humanbeing1704 said:
vault changes from 3.0.0 to be reverted
honestly flat out disagree. you should have a running start in order to fast vault
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Flip flop is in a really good place though i wouldn't mind a slight buff (though that could make it too powerful)
Buckle up on the other hand is only useful for solos and needs some love, atleast giving the ability to see all survivors auras as well would be nice and having an unlimited range on the buckle up reading. even just a buff to picking up a survivor off the ground would be nice (not an overall healing buff, but would pair with we'll make it/botany/medkit)
Mom is a difficult thing to balance, i think if they just made protection hits more standardized (as in if a survivor is within x distance of me) it would be far more useful. ie getting hit off a gen next to another survivor should count as a protection hit even if the other is uninjured. that would make it far better (Ie just tanking any hit in a radius around another survivor.) aura reading on you should be global though.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/664920#Comment_664920
All of those at once? Or just one of them? All killers at hillbilly level and a second objective will kill this game faster than you can blink.
I think he means basekit hillbilly level - ie being strong in the right hands, yet completely counter able both through perks and smart play. Hillbilly with certain add-ons can become a beast though not one i would say needs to be nerfed. Just very strong.
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@Predator3174PL said:
bringing all killers to Hillbilly level, no infinities, mindgameable loops, another objective, smaller maps, Haddonfield deleted
A solid thing to ask for. Though I don't believe in smaller maps for every map. Just some of the larger ones. Better loops and hillbilly level killers are something I think most people can agree on though. Haddonfield needs some adjustment but no deleting my boy Myers home :P make the walls jump over-able from rooftops, delete some of the fencing, and block some rooftops off from jumping off except into select areas
@BloodyNights said:
I'd like the struggle phase to be automatic, if you want to ######### just hold the same button/key you'd use to attempt the original unhook.
I'd like Mori's to have more conditions on them before they can activate, instead of find a survivor, proxy, tunnel them down and delete. Like hooking a certain amount of survivors before it becomes active besides just the original 1. Like maybe 3 hooks and then you can mori the 4th downed survivor.
Insta Heals can just be removed from the game imo
I'd love it if some of the weaker killers were brought up, and some of the stronger killers were toned down like Nurse, or Spirit.
A harsh punishment for face camping when there are still generators done in game. And I'm talking strictly face camping, or lets say being within 5 meters of the hooked survivor for longer than 10 seconds. Perhaps a blood point loss, on top of losing chaser?
To perhaps incentivize less tunneling, hitting a survivor that isn't the person who was just hooked could increase the killers bloodpoints. By how much I'm not sure, but if they choose to tunnel they don't lose bloodpoints, they just don't get the bonus.
And finally...besides the small bugs, Not de-pipping because the killer rage quit/DC'd.
All reasonable except the deletion of insta heals completely (I believe they should just be made to heal over time like second wind when applied to yourself, and made only instant when used against others. Also using them shouldn't delete the medkit.) and the decrease in bp for campers. Sometimes camping is a legit strat as painful as that is for me to say. Though I do wish there was more incentive to not camp, say a base bbq and chilli bp bonus/same with wglf, if the player hooks someone then goes after someone else etc.
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@pemberley said:
I third the ACCESSIBLE change to struggle. It literally does not have anything to do with players feeling pressured to stay alive because nobody feels that - what they do feel is tired, annoyed, and nervous at how much abuse their x and space buttons are taking.
Definitely man.
@Guertena said:
revert legion
Out of curiosity why? I don't believe legions lethality should be brought back but I do believe he needs a lot of tweaking.
@Raptorrotas said:
- Killer FOV fix
- Survivor instantly stopping regression mid chase without breaking running animation nor slowing down
- Solo-swf rebalance
- Killer compensation for solo-swf rebalance
- Killer QoL changes
- Killer buffs
I posted a concept of punishing survivors for getting hit duringmactions, sadly it didnt get any replies. It'd be a rework of how animation work because they need to be split in may parts etc.
- Getting hit during continous actions (repair, healing etc) should lock survivors in a short animation similiar to failed skillchecks.
- Getting hit while vaulting should replace the remainder of the animation by a slightly slower version, like slipping off the window frame with your hand and falling down on the other side.
- Im thinking of increasing the timeframe for grabs to last a bit longer than survivors need to stand up, ending those interrupted grab cases?
- Depending on implementation this would allow survivors to interrupt pickups easier and earlier, but ending the pickup animation instantly.
A few of these I think are good but a few like the lock during animations would feel terrible. I understand why but even still man. That being said I wouldn't be against survivors having to stay on a gen to prevent regression, atleast for a second. The adjusted vault animation sounds cool but would be a lot of work for something with no real game effect.
@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/664869#Comment_664869
Clown just needs some kind of map pressure ability. Or his chase potential needs to be made a bit stronger.
I do hope they buff Doctor in the right way. I don't know for sure, but I feel like Doctor is very good at low ranks because he can find survivors so easily. So maybe a buff to his chase potential, and maybe his map pressure, and a small nerf to his detection.
Detection is the reason I love doc, I mostly just want his shock range adjusted, his add-ons to more so affect charge speed (shortening it) and for his madness to be less annoying but more oppressive. As it stands the phantom docs and terror radius add-ons are his most useful outside of shock add-ons and the exhaustion one. All others need to make madness more difficult, unnerving and harder to remove.
Clown deffinately needs some ability to map pressure or atleast some way of finding survivors. Something like gens leaking gas as they finish could do the trick but I wouldn't mind the entire map randomly getting gassed or something silly. Something to find survivors randomly screaming similar to doc even.
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@chickenMan said:
Change the struggle phase, right now it’s just silly.
Agreed. No more button spam it hurts and it broke my spacebar
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/664831#Comment_664831
I disagree on thana, why? Because it rewards killers whom apply pressure and should be rewarded better as it encourages a much more skillful and fun play style , plus survivors have several perks to counter the debuff already and are in line for two more perks that grant insta heals this chapter
Thana already stacks to 16% which stacks with other debuffs like sloppy butcher, dying light, coulrophobia etc. Not against thana being buffed and it does encourage good play, but I can see why they aren't keen on it.
@ad19970 said:
Yes, buffs for the weaker killers is something I really hope to see. Doctor and Clown are two of my favorite killers in this game, but they seem just a bit weak at the moment.
I'm also looking forward to the map reworks, and I wish camping got nerfed.
Doctor used to be my main, hope they don't change him to much but otherwise buff his default kit and make him less annoying. Clown is slowly becoming a fav though despite how low tier he is, love his anti loop ability.
Really hoping for a haddonfield rework next, atleast cutting down the fences and making some of the bushes both leapoverable from roofs, and some of the roofs blocked off from being leaped off of.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/664796#Comment_664796
Note that while I may be a Pig main, that does not necessarily make me a GOOD Pig main. :P
Doesn't mean your ideas aren't valid :P I only play her casually and even I can see most of her add-ons are just sub par. Honestly just want traps to have lower odds for the first and last boxes so it'd hopefully have atleast some slow, less rng but more you feel? Like you can get it off first box if your incredibly lucky same with last if your unlucky.
@Kilmeran said:
@Maelstrom10 As far as challenges and the Rift battlepass thing, the challenges need not be a paid-for feature. Paladins, for example, does the free vs paid battlepass for rewards like cosmetics and whatnot, but the challenges are available whether you paid for the pass or not.
Just depends on how greedy Behavior is with the system.
I don't feel behaviour will be that greedy. They've got a host of new players that will come with the new chapter and they won't want to drive them away practically immediately. And yeah I believe even Fortnite does that too with free vs paid battlepass rewards (though I have to say low-key paladins on the switch is genuinely really fun.) Along with the fact that they've stated the rifts are the only portion that will be paid.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/664789#Comment_664789
1) Thanatophobia starts working when you hit someone, though, so with that, you are incentivized to spread the pain around to keep the perk working at full power. Compare that to your Dying Light idea, where you are trying to concentrate your efforts on one single person at a time until that person is dead. Spreading the pain around does little to help you because it just means it will take longer for the first Survivor to die.
2) I'm not sure about the numbers, but I think the concept of slowing down gen progress for hooking people is not a bad idea. It's something that has been shown to work through Pop Goes the Weasel.
1) true true with the first one, it could definitely use some adjustments
2) I'm actually rather falling in love with this new idea of it - you continuously hook people and thus the "light has died" making generators far harder but not impossible to repair for a limited time, giving you an easier time to find and down other survivors. Also promotes no tunneling which I'm a huge fan of.
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@oxygen said:
For big changes, give ebony moris, hatch-opening keys and instaheals some sort of roundhouse kick nerf/rework.
For small changes/QOL changes, I'd love to see loadouts you can save so you can quickly swap between your favorite builds.
I wouldn't mind seeing insta heals nerfed slightly but as long as moris/insta downs exist I actually feel their ok. That being said if they worked over time if used on yourself I wouldn't be against that (if applied to another player it would be instant but to yourself over a few seconds independantly like second wind)
Loadouts would be incredibly useful tbh. I use so many different ones that it would be nice to carry them over from charecters or killers.
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@immortalls96 said:
I'd love to see some hallowed blight style skins for nurse and spirit , I'd adore seeing some tweaks to improve doc and trappers effectiveness , oo..and please for the love of God a buff to thana
Nurse and spirit are probably some of the most likely killers to get skins this Halloween! Doc is said to be on the agenda apparently though no date on when and trapper deffinately needs atleast a bag as basekit. Thana is kind of a bit of risky bussiness though as buffing it too much makes legion/plague way to strong as they specialize in keeping people injured, though I too want to see it buffed (mostly through dead players still giving atleast a portion of the debuff.)
@D3v3S3aTp3An3S said:
For devs to actually do their job and fix these bugs. Instead they are too concerned about ######### cosmetics.....
Cosmetics bring in revenue which helps fund them which in turn gives them more time to develop and fix bugs. They are also completely separate dev teams, one being artists and one being coders. That being said I completely understand your frustration man, though is there any bug in particular your fustrated over?
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@Boss said:
More challenges besides Dailies.
That's a good one! I feel there going to be doing this mostly through the rift/archives system some of which will be paid it seems.
@TAG said:
Pig changes. EGC nerf changed, add-on revision, and a few other buffs here and there.
Really interested to see what kind of add-on revision you'd like as I have a few ideas but you seem to be more of a pig main then me.
@[Deleted User] said:
A revision of how both Mori’s and Keys work, lower tier killer buffs, some lower rarity new cosmetics, even just recolours, redoing older map textures like they did for Springwood, it looks so much better.
Honestly I only think ebony moris need some tweaking and only something slight at that, along with keys conditions being changed ie can only be looted with plunderers (no rarity change mind you), along with more aura reading abilites. Also mori spam shouldn't be a thing, and keys shouldn't have to use charges to "turn on"
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/664765#Comment_664765
1) The problem is that the perk does NOTHING until someone dies, so from the start, you are incentivized to camp/tunnel someone out of the game ASAP to get the perk online. And if you are going to be doing that, you may as well try to aim for the big fish first. Best case scenario, some people will simply decide to camp/tunnel the first person they find instead of aiming specifically for the Obsession.
2) It is definitely the opposite of the current Dying Light in that it absolutely disincentivizes camping/tunneling, but I think you have too big of a pay-off for going the distance, since each smaller reward helps you get to the big prize anyways.
1) so does, thanataphobia, though the debuff is applied the same from all survivors. I wouldn't mind that for dying light but wanted my initial suggestion to in some way relate to the original perk. This change would be the easy one for the devs to implement.
2) I do agree that it's a giant payout which does help to actually sustain it, and wouldn't be against something along the lines of a 5-10% debuff to gens that stacks every time a survivor is individually hooked for the next 60s thusly encouraging not tunneling lest you lose the stacks, whilst not resetting the debuff and stacking infinitely. Or it could stack up to 4-5 tokens and be a 20-25/40-50% slow.
Edit: what I mean by stacking infinitely with that one is you would lose it all after 60s unless you hooked someone else, not an infinitely stacking infinite timed debuff.
Debuff should lose it's timer if it cannot stack though.
It could also be that you could buff the killers recovery speed or break action speed from this.
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@TAG said:
The first one doesn't really do enough to dissuade tunneling/camping IMO. The obsession still gives the biggest reward, so you are incentivized to take them out first at all costs anyways.
Second one, are you saying that if I can hook each Survivor once within a certain time limit with no repeats, I get a 20% bonus speed forever, and each hook helps me get the next one faster? That sounds insane.
1st one deffinately makes it less tunnely/campy as you can get a good bonus by just ending other survivors, without taking away from the core of the perk.
2nd one is insane but you cannot so much as even down (or possibly even touch) the survivors saved with the perk lest risking the loss of your speed. Forced to down alternate survivors until you've hooked everyone uniquely for a permanent 15%-20% depending speed boost, whilst on a timer as well. Exact opposite of current dying light forcing you to focus on downing as many as possible and as different survivors as possible.
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Purple is to powerful, and the aura reading stack on top of that.. same with the green blindness addition, there needs to be some kind of drawback.
That being said I love the idea and agree that there should be a way to decrease the time to sleep and the block add-ons would be a lovely thing to rework into it.
If the purple had the aura reading as it's sole effect, same with the blindness on the green, and the brown/yellow raised to decrease the timer by 15 and 20s respectively. Or if the purple/green took away ways to get out of the dream world for example the green taking away the alarm clocks, but making the time to be put back to sleep another whole minute.
I would love the out of terror radius aura reading to be brought back, but atm that would buff Freddy to the point of making him broken with his traps and teleport. If an add-on were to bring it back it would have to have some kind of hefty downside imo
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@Raptorrotas said:
https://forum.deadbydaylight.com/en/discussion/comment/662266#Comment_662266
Just gonnanmpoint out the irony with
- Reunited
- Pressure
- Assist
Yep, survivors have bloodpoint scores for walking near each other.
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Some of OP's ideas dont sound right, especially the myers one, unlike ghostface you dont have to be in danger to get exposed, thus potentially getting "free" bloodpoints. Same on legion.
Im not too sure if rewarding a survivor for failed abilitties is the right way to go, though.
I do agree on the failed ability part, but I disagree on the "free bloodpoints" part. Though the reasons their given I believe should be adjusted expecially reunited (should be given when two or more survivors interact together on an interaction for the first time) though I would like to say that Meyers himself is dangerous just upon entering tier 3. Maybe if the player is within his terror radius for some amount of time before leaving or tiering down they get the points?
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@LastShoe said:
Ehm ehm NoED ehm emh.
Noeds a perk, this would be a passive for all killers.
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@Kumakx said:
Also, since survivors have not too many chances to earn survival points, avoiding attack with Dead Hard could perhaps reward you with 500BP in survival category, same with picking yourself up with unbreakable.
Not bad ideas but I think the missed hit shouldn't just be dead hard specific but for any missed hit, and recovery points should be given to getting up off the ground not the actual get off the ground with unbreakable/no mither part
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Dream pallets are not that useful. They can catch people unaware early in the match but quickly become irrelevant.
Snares are god tier, use them every time unless I want to screw around. It's also the reason their doesn't even need to be an add-on that adjusts them, their perfect
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Honestly ghostface depends entirely on the skill level of the person using him. He can be high tier or garbage tier. He can still be bullied mind you, but when played perfectly you can have a hell of a lot of fun. Leatherface is incredibly fun to play, incredibly low skill and sadly low tier due to his low ability to pressure. Ghostface simply due to his activatable zero terror radius can gain incredibly pressure and scares.
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there already is one, from season 3, the red one
Edit : nvm was thinking of a an outfit that wasn't a dress
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Ahh i see thats where my confusion was coming from, sort of like how a killer with a fast enough lunge/speed can attack to cross small gaps
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@lazerlight said:
https://forum.deadbydaylight.com/en/discussion/comment/658198#Comment_658198
What??? Heck no! Both sides should be able to get the equal amount of points! Because if survivors could only get 1k points per category (as an example) then no one would play as survivor!
Killers get points and experience by just seeing survivors and breaking pallets and hitting gens. And since they never get "eliminated" from the match, they keep getting experience.
If the caps are there it's because Survs should be able to reach those caps. If it's virtually impossible to reach the max points in a category then that category needs to be reworked.
Dont come at us with "survivors should not make the same points as killers" get outta here.
Kind of hit the nail on the head with that one tbh
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Honestly I don't rarely use ruin anymore and my most played killers are ghostface, Myers and Freddy now. It's borderline useless at high ranks, and pop goes the weasel is just better. If anything discordance is a better perk imo to prevent gen rushing.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/658198#Comment_658198
I mean, survivors can only gain 5k (or 6k depending if they struggled and how long) per match IF they survived. Out of possible 8k
Exactly the system limits it in a negative way
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Just hurts my hand tbh, rsi and all that. Like im 19 and shouldn't really be having rsi this early.
plus my spacebars broken, has been since i got the keyboard i have now and i had to bind it to my F key. tried binding it to the mouse wheel but could never get used to it, and now i have to use my index finger which just feels weird for it.
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People mostly complain about these killers due a feeling of a lack of counterplay, expecially nurse. And whilst nurse may need some addon changes and spirit/billy some rarity changes, their all in a fantastic spot rn. If anything all players need to just learn the counters and how to vs/high level "mindgame" a good killer. People say spirit is unmindgameable in a chase yet honestly they seem to forget walking is a thing (or running iron will) or any other kind of looping. You don't want to stand at a pallet vs a spirit but you can usually tell when she's phasing same against nurse in that you can usually dodge her blinks as long as you break line of sight minus some very strong addons. Billy is in the most balanced spot within dbd, having great map pressure, a strong insta down and chase pressure, whilst also maintaining a high skill cap that requires precision and know how in order to get the most out of him, only thing with him is that most people use insta saw as a crutch rather then as the buff to his base kit that it's meant to be, relying on it to compensate for a lack of ability. Doom engravings - carberator/ carberator moonshine is infinitely more scary to me tbh, as it's likely the billy is more confident in their abilities (oh and silent saw can just be scary)