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Maelstrom10

Maelstrom10

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Maelstrom10
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  • @Freudentrauma said:

    I expect the other ones beeing buyable DLCs. It probably just makes more sense to already include a good bunch of DLCs in the Switch's base version not to overwhelm new players with a huge bunch of DLCs and justify a "higher" price and beeing "late" compared to other versions.

    It's at least what I expect. Besides that they would basicly leave potential money on the table, if they won't do any Switch DLCs.

    Oh i expect that too, same with how they included hag and doctor as basekit for the ps4/xbox one editions. im just worried tbh they won't include myers, pig, ghostface or freddy who are some of my favorite characters to play!

  • Woah! when'ed they release details on this?

  • @StrainedSky said:

    Not really an answer to your question but some more info :

    "Dead by Daylight: definitive Edition Nintendo Switch content Overview - dead by Daylight (base game) - shattered bloodline (chapter) - curtain Call (chapter) - spark of madness (chapter) - of flesh and mud (chapter) - the 80S suitcase (cosmetics) - the Bloodstained sack (cosmetics) - headcase (cosmetics)"

    https://www.amazon.com/Dead-Daylight-Definitive-Nintendo-Switch/dp/B07TJWSZQT

    At least we have spirit, clown doctor and hag all guaranteed <3

    Still that leaves out plague, legion and all the licensed charecters on other consoles. hopefully they'll atleast be added at another date?

  • @Star99er said:

    Seems pretty fair considering Pc only got 3 killers and the rest you had to pay for separately. Xbox/PlayStation included Hag, Nurse, Doctor, and Huntress upon release so that’s actually pretty good if the switch version gives you 9.

    Again not what I'm asking, I'm asking if the switch edition will include the full cast not what you will get with base. Im just unsure if that's what Nintendo/Bhvr are referring to when they say nine killers.

  • @BigBubs said:

    For that price you should be happy.

    On PC release we only had 3 and paid 20$.

    That's not really what I'm even unhappy about? I'm just wondering if the game will contain the full cast, not who will come with the base game.

  • @Kerbert said:

    Could be the nine OG killers. Trapper, Wraith, Billy, Nurse, Hag, Doctor, Huntress, Clown, and Spirit? I think it has to be those because they wouldn't include the licensed killers in there st no extra cost.

    Thats missing legion, plague so even if there including only non licensed killers, hopefully they make them dlc. that being said it also leaves no indication that the licensed killers can even be bought as dlc

  • I say yeah this is fair tbh. at the same time though token perks should lose their gained tokens, or at the very least devour hope should. on the other hand haunted grounds should not be rebuildable.

    Edit : could possibly have it that hooking someone in the basement lights a dull totem if a hex has been broken and there are dull totems remaining. if no dull totems are remaining could rebuild one randomly, as far as possible from survivors

  • I could see the results but some of them weren't what I'd chosen (ie showing 0 in the category for bubba being the weakest despite me picking etc) might be bugged idk

  • Honestly nope.

    bloodpoints instead! not even outfits haha i just wanna prestige freddy/kate and myers.

    that being said if i could i most definitely would. but eh, it'll be only like 10$ for the next chapter so im not too bothered by it

  • Don't stop Believing! Hold onto that feeling!

    Y'all can do it. Master her, become one with the nurse

  • @Brok3n said:

    https://forum.deadbydaylight.com/en/discussion/comment/615019#Comment_615019

    Imagine this plus monitor and abuse on hag. Would be insane

    Insane but incredibly fun imo :D or tier 2 Myers/huntress even. The lullaby would still give her away, but you'd have to be incredibly close to hear her terror radius and tier 2 Myers could become practically invisible with dead rabbit. Hell even billy with the sound limiting add-ons hurtling towards you would be cool.

    Just did the math, depending on what way you calculate it, huntress would have between a 6.2/8.88 m terror radius which would be nutty.

    Hag would have between 11.84 and 9.76 m terror radius.

    (This is all depending on whether m and a is counted first or second)

  • I've always wanted this change

    Making it a new status effect rather then tying it to the old and just making it go away while running is a better and more appropriate idea however.

  • @Onyx_Blue said:

    @Maelstrom10

    That's Monitor&Abuse

    No. Monitor and abuse shrinks it outside, and grows it inside of a chase. This would be a net decrease of 26%. Monitor also increases fov outside of a chase to make finding survivors slightly easier. This would pair with monitor and abuse, for on some killers absurdly small terror radiuses, but you have to keep in mind that's two entire perk slots which could possibly be fitting better and more meta things.

  • It should be the exact opposite of distressing.

    Change my mind

  • Generator regression effect? A+ idea.

    Ruin effect on top of that? Idm that but the fact that it would last for a possible 120s is too much. Expecially in a 3 gen/4 gen situation.

    My solution? Tie it to the power level, on any tapped gen, and have unhooked survivors directly decrease power level meaning if all survivors become unhooked the killer loses power completely. Possibly instead of ruin have it be a lullaby effect instead if you were to go with the 120s independent of the killer.

    Also pairs with pgtw excessively well. That being said it's not a bad idea. I just feel that 120s of garunteed ruin, and increased regression ontop of the possible regression from pgtw would be insanely overpowered in any form of 3 gen strat and even make long distance 3 gen strats possible. An overcharge style effect could also solve this where power gives an overcharge skillcheck for every survivor hooked in the last ex amount of time (ie if the killer hooks 3 people you get 3 overcharge skillchecks on a tapped gen even if one or more of those survivors are unhooked)

  • Tinkerer update. As much as it was required and I love what tinkerer turned into, I miss insta hatchets, faster stalk, faster chainsaw etc. It was broken as all hell, but it was deffinately fun

  • Happy birthday man, feel so young in comparison haha. Have a good one man!

  • @Jdsgames said:

    https://forum.deadbydaylight.com/en/discussion/comment/614300#Comment_614300

    I prefer each action being tied to certain shard gains. This way people don't just try to get bare minimum for something. This makes extending the game for more points say for gens encouraged. Again I always believe in Positive Reinforcement rather than punishments. This is why I think the urbanly evading nea shouldn't be punished just not rewarded.

    Yeah but nothing in the game rewards shard gain, other then leveling up. if actions rewarded shards, then people would do the greatest shard rewarding action, and then kill themselves/kill/throw the match etc. having shards rewarded for playing the match and preforming well allows for the requirement of actually playing the match, same with time played. that being said i also agree with positive reinforcement and not having a urbanly evading nea be rewarded/punished. that being said, if someones doing nothing to help their team or is playing only to gain the time bonus they should be punished for that.

    what im saying is that the sum of all actions should grant xp that will give shards. A lack of action should detriment ones shard gain. this would lead to people playing the match as best as possible (and possibly lead to sweatier players trying their best if im to speak of the negatives of such a system)

    What im gathering from what your saying (and i may be misconstruing what your saying) is for actions to grant shard gain = which will lead to people doing the greatest shard farming action, and throwing the match otherwise. on top of that you seem to think secondary objectives should grant shards ie totems. if your system were to be implemented it should only be killing survivors (which would lead to hook camping to ensure kills) and escaping/maybe doing gens (which would lead to sweatier survivors. if you just reward secondary objectives, people will farm doing totems/hooks/every other action and just k.o. on hook so that they can get into a new match. again i may be misconstruing what your saying but yeah.

  • I like it! Maybe needing a few adjustments and a lot of testing. Maybe have speech bubbles appear above a survivors head instead of voice lines may help, along with allowing dlc charecters to "speak" per say as I doubt they can record a bundle of new voice lines expecially for dlc charecters

  • @Jdsgames said:

    https://forum.deadbydaylight.com/en/discussion/comment/614293#Comment_614293

    Devotion EXP means like nothing if it is time based. I can urbanly evade around for hours and still get it. Again you should work for the shards in some meaning.

    But that's why I said to increase the emblem gain? Giving a bonus upon gaining multiple high tier emblems encouraging playing well? And if you urbanly evade around the map doing nothing there is now potential to earn less, and even less then you'd earn If you'd touch gens etc. It encourages doing objectives and surviving/killing.

  • @Jdsgames said:

    I like the concept, however, it would be farm-able in many ways. You need to create something that actually equates to doing something. Like each totem you cleanse should be worth x shards etc. Plus it needs to have some form of anti-farm detection. Similar to camping being proximity and time based. Emblems are also currently a terrible thing to balance around.

    No totems should not directly affect shard gain, and this would be going off of the current xp system which gives next to no xp for emblems and only really for playing one side per day/the time bonus for a match. On the other hand if you meant having xp tied directly to tasks akin to bloodpoints I wouldn't mind that, but at the same time I was looking for subtle numbers changes which would be easy to implement :)

  • I'd say monitor and abuse despite her height is pretty good on her, allows you to more easily approach people unaware. Thanataphobia is garunteed to give you use as people despise cleansing against her meaning there always injured, and pwyf can actually be amazing being able to break chase and one hit down. People throw pallets down early to prevent death so brutal strength is pretty good, and whispers or any detection perk is a must unless running her ultra rare add-ons. Typical "one chase perk, one gen slow perk, one awareness perk" should get you pretty far if I'm being honest

  • Tbh a casual mode to me would just be giving everyone all perks, add-ons and items/offerings and allowing them to go nuts. Maybe restrict them to once a day tho or something least for the add-ons or have them on a cooldown between matches.

  • @DarkGGhost said:

    Coal tower have 6 hooks

    I doubt coal tower has 6 total hooks including the basement?

    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/611339#Comment_611339

    Well, it's sort of a catch-22, because even though it's harder to go up, it's easy to go down, and most of the hooks in the upper floor can be pretty accessible around the middle. It's less relying on the hook spawns themselves and just hoping there's few drop downs and stairs as possible.

    But because the map opens doors as generators are completed, as survivors, you can control which areas are more opened off and which areas remained more closed off, leading to more difficult hook coverage in a zone if you leave generators unfinished there.

    Swamp maps (all of them) usually have a lack of hooks in the corners and grim pantry is an absolute ######### to navigate through as the killer if the basement isn't in there and if there's a lack of doorways to get outside.


    Ahh fair enough haha makes a lot of sense

  • @[Deleted User] said:

    Pale Rose and The Game.

    While the map density in The Game isn't low, it can be difficult to reach a hook upstairs. They can be less than 10 meters from you and yet you need to take a deceptively long trek to reach them.

    There's also spots near the exit gates where if the nearest hook falls, it can be very difficult to get to another one and a single body block can mean a successful wiggle.

    Hmm fair enough, and since a map offering can vary in maps if there are map variations then the jigsaw piece would be my best bet then? because pale rose can potentially have the other one spawn instead

  • @Ember_Hunter said:

    https://forum.deadbydaylight.com/en/discussion/comment/611109#Comment_611109

    That makes sense, though I hate easting pallets. I had no lockers and tried to use bushes to avoid line of sight, but I still died and depup, just before I got back to rank 11 :( At least it wasn't a tunneler.

    I mean hey it's the pallet or your life. Sorry about your rank though, And bushes don't prevent line of sight for Myers, I believe the only thing that does is a few layers of corn (enough to hide you.) Hiding in a bush still allows him to stalk you, hiding behind something doesn't haha

  • Hop in a locker to avoid the mori, avoid line of sight to prevent him getting tier 3 and throw pallets early/don't risk him getting close.

  • Should make passives a general bonus that you choose to apply to a survivor, but can only apply once or something

  • Honestly just want shirtless everyone.

    Everyone

    I'll take your entire stock

  • i wouldn't mind this, on the premise that it acts like healing checks and doesn't reveal your location on a fail (besides making a noise.) that being said they should be hard, and also regress the totem by quite a bit, perhaps 12% something like overcharge level 1 perhaps.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/604824#Comment_604824

    Oh dear.

    Had to laugh. Probably unintended but there’s a bit of innuendo there about holes in the wall. Lol.

    gotta get some action somehow in the entitys realm

  • @kamisen said:

    https://forum.deadbydaylight.com/en/discussion/comment/605684#Comment_605684

    Hahaha I read this as BAD WORD as ######### which gives it a very special meaning...

    I mean its not as if it doesn't work in that context too 🙆

  • @Maelstrom10 said:

    Suicide - global killer/survivor perk

    Grants the ability to ritualistically ######### with whatevers on hand and concede the match

    ok the fact that it appeared as bad word might take away from its meaning - i meant take your own life not uhhhh * bad wording yourself *

  • Suicide - global killer/survivor perk

    Grants the ability to ritualistically ######### with whatevers on hand and concede the match

  • Happening Soon*TM

  • @George_Soros said:

    https://forum.deadbydaylight.com/en/discussion/comment/604812#Comment_604812

    OAK? Man you guys gotta be filthy rich in those parts! I bet your fences are made of sausages.

    But ok, I guess pushing something with enough force can have a nice punch I guess. Size is still off though.

    And you saying "Dbd's ones are comically big though not unrealistic. expecially for those created by a demon god thing" cracked me up. Imagine you're an evil demonic being, ruling over your dark, foggy realm with pretty much all-powerful godly powers, and what do you do in your free time? Why making pallets of course!

    Hey man i don't judge the entitys hobbys haha 😂, And mmm yummy fence sausages,but no in all honestly i don't know wood types all i know is oak is heavy so i said that, but its defiantly not pine wood, least not at my warehouse. though i have seen the exact style pallets you've mentioned at places like bunnings and mitre 10.


  • @George_Soros said:

    Oh man finally a lightweight, funny discussion. Don't see many of these...

    I have given a lot of thought to it. Partly it's how ridiculous it seems to have a number of pallets on maps like Temple of Purgation. Them olden time Babylonians, were they so keen on effective transportation? Mabye that mysterious mori line from The Plague means "ok Steve I wanna order two more pallets of diet Coke"? Why not make you know, stone slabs, rotten logs, whatever?

    Second: I work with imports and I see a lot of those. Now, I can tell you, pallets in DBD are ridiculously big. Most pallets, if standing upright, are not really at an average human height, let alone taller than a monstrous fellow as Michael or Plague. Sorry to disappoint, but in real life, pushing one on someone's head would at best piss them off a little more, but stunning? Nah. They're not even heavy, mostly (ok, not all) are made of pine or other lightweight wood. Look at how weak this thing is:

    https://us.v-cdn.net/6030815/uploads/605/GVU6VQBO0RV0.png

    I think it's time to replace them with more realistic items.

    Actually i work as nightfill in a warehouse in nz And while the pallets certainly aren't as tall as me ( there about a foot shorter or so and im 5'8 ) there actually a two person lift. i don't bloody know what kind of wood there made out of (oak seems to be popular) but they are actually quite heavy, atleast 25-35kg spread over the area making them hard to lift. had one fall off the pallet stack we have and hit me in the shoulder once, kinda gave me an appreciation for the kind of heft they have. that being said our pallets have a top and bottom side not just a top side like the one featured above.

    also being hit in the face with a baseball bat would stun you and they typicall weigh around a kg. its not the weight that gets you, its the angular momentum of the swing. thinking pallet logistics, having one of those swung down with the force of gravity at your face would actually hurt a lot.

    Dbd's ones are comically big though not unrealistic. expecially for those created by a demon god thing

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/604459#Comment_604459

    Mhm. I just personally like using Unbreakable>Flip Flop.

    And thats fair enough :) i like running both

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/603716#Comment_603716

    Unbreakable. With Flip-Flop there are too many "what if" scenarios.

    What if the killer loses you? What if get it maxed out but there is a hook nearby. What if the killer has agitation/iron grasp?

    Killers losing you is inconsistent and plenty of slug builds at high ranks run deerstalker for this reason, and while you can run into someone running agitation or iron grasp (or even both) the amount of wiggle you've taken off with a maxed out flip flop is more then the distance gained by either of them individually i believe. its the same kind of risk you have to think about however when you leave a survivor on the ground like do they have tenacity/flip flop/unbreakable? they could just get up again.

    I admit its not an A/S tier perk like adrenaline, but it certainly has its uses and i have been saved quite a bit by flip flop, expecially due to the fact that no one expects it, kind of like the pepple.

    That is rude and your a meanie, your just a rather mean guy :(

    in all seriousness yes unbreakable is the better perk, but that doesn't mean its trash, its a solid perk in its own right.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/601740#Comment_601740

    Because i think, most of the time, if you get slugged, any other survivor will pick you up. So getting to 99% faster, picking yourself up or crawling to survivor faster is way more... tactical?

    Not always an option. What about endgame and being left behind /or/when other survivors are dead? Also it fills the same kind of spot as self care in a figuritive way, allowing yourself to rely on yourself rather then finding other people. Self care however is I'd say in an equal spot to it actually as both are about as efficient in a match and there are obviously better alternatives despite them having there good uses.

  • I BLOODY LOVE IT probably one of my fav perks. Run it on most charecters, though huntress and Myers typically get the best use out of it imo

  • little bit more difficult then your proposing as its a different game version and all that... but i'd still like them to attempt it. or atleast run a double bloodpoint weekend or two :) Still be nice to bring back the event gens/hooks and there bloodpoint scoring event for extra bp

  • What you have to keep In mind though is that there is always going to be someone better then you, and facing them, learning from them is the best way to improve. Even at red ranks I get beaten and you know what I say to that? Bloody good job! Its a little different with good swf as you have 4 very good players against one. However even so, the possibility of beating swf squads should be something to keep you going, do remember they work as a unit so you do what you can to dismantle the machine. Cripple the legs to fall the beast n all that, go after the weaker links and force the better players into dangerous situations or to leave there buddies behind. If they beat you? Fine they did there job efficently with there 4 players.

    Ironically I suggest playing a little bit of trapper or Myers actually! Killers like that (when done well) make a mess of swf. Learn to snowball and take advantage of the fact that there a team of friends. Myers and trapper are the easiest snowballers even if they might not be the best killers (we have nurse/spirit/billy etc for that) once you learn to dismantle swf in an easier space such as that, doing so on chase killers or m1 killers becomes easy. The reason chase killers are so good is that they focus on one to down them, but ironically the best way to play dbd isin't to treat them as singular entities but as a whole. It's easy to treat them as a whole when there beating you down, but it's harder to think of them as a whole when in relation to the chase.

    Also I suggest learning all the sort of specific swf counters there are, ie looking at a wall when picking up a survivor to counter flashlights or faking/looking opposite direction to the flashlighter. Learning to break chase and know when there baiting you etc.

  • @DBDbuildsYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/601716#Comment_601716

    Yes rationally I know you are right but it seems that the feeling is out of my control. Do you know how I could care less?

    @Maelstrom10 thank you for this, you are right about perceiving as team mates. That's probably why survivor is easier because I'm not alone.

    I give you an example, I'm mostly fair as killer. I don't camp or tunnel unless someone really annoyed me. Last week I was having a match as spirit just to a daily and the survivor team was very confrontational, it was clear it was me vs them rather than a chill match. I ended up with 4 k but the match was so tense that I hadn't been able to play killer since then.

    And I don't know how to erase that feeling

    Well perhaps the way you might find it easier is if you don't think of them as other players? Think of them as very efficent ai's you don't need to go easy or play fun towards.

    Also you don't have to follow any rule book ;) he'll go noed, franklins demise and all the other killer perks survivors hate and live it up!

    I do understand the empathy that comes with playing a game as killer. Hell I try to play as fair and as nice as possible, but at the same time its not me or them. I am the killer and I make the rules as I am in the power role and so long as I'm using what's given to me (not exploits or bugs) I am being completely fair to them. There is nothing wrong with any "negative" ways to play killer except possibly face camp leatherface as that will lose you the match.

    The best way to care less? You shouldn't want to care less, that's what makes you you! Caring about winning and losing and about being fair to the other side is just called be an empathic player. If anything I say just play as efficently as possible however. That doesn't mean put yourself into a sweat or anything, but it does mean you'll be less lenient on their mistakes. A survivor farms in front of you? Hook the the guy again and go after the farmer, it may feel unfun for the guy but you have to realise that it's not your fault and that there taking a gamble that you'll play "fair and kind" towards them.

  • Flip flop is one of the most under used and most amazing perks in the game for people who hate being slugged. Paired with unbreakable/and/or/tenacity and possibly a toolbox - the killers never ever going to hook you.

    I don't get why people don't comment on it more. People love unbreakable, but pass on the equivalent to a free infinite d strike against sluggers? Old d strike had it if your not the obsession it would activate at 45% wiggle. This perk gives you a Max of 45% wiggle. That equates to just under half the max distance a killer can walk with you on their back, or a slightly less efficient old dstrike. Paired with new dstrike and tenacity, you can bait the killer to leave you on the ground, wiggle away and get picked up and either shank them or just wiggle off.

    Also Ash is just a cool survivor and he talks on the main menu screen. Get him if you like Ash, and the potential flip flop can have.

  • @Peanits this guy has a good idea!

    Could possibly attach other small bonuses to having everyone in deep wounds - your pain becomes my power sort of thing. As an example attack cooldown/missed attack cooldown could be reduced by 5% for all in deep wounds state. Maybe not that sort of a buff but you get the idea, attached to yours

  • @DBDbuildsYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/601704#Comment_601704

    Yes this I can do, if I do like survivor pig or t bagging Gf I'm good.

    It's when I perceive it as a real game, then I struggle because I don't want to be humiliated like it had happened in the past. Its strange

    Well percieve it as a real game.. but (and I know this is going to sound counterintuitive at first but hear me out) don't stress!

    Sometimes you yourself can be your own worst enemy and preconceived notions of failure can make you play worse and more prone to mistakes! Treat every match as something you will win no matter what.

    Shadowborn/m and a can help with the fov somewhat

    Watch perhaps some amazing killers play such as otzdrava/Scott jund. Both have great tutorials and great attitudes on the game.

    Take a break, relax and breath every time you get stressed about a match however, even if the time to destress is you just making a coffee or getting water during lobby times. Hell I don't even look at lobbies anymore and that's helped me actually as I don't feel I have a need to prepare or feel like I'm going to get "bullied". I set up a build and wait for the match to start (I do check offerings in the escape menu at the start however.)

    All in all do your best to just have fun with it, don't think of it as a competition, and think of other players as well just teammates working toward other goals ;)

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