Milo
Milo
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- Milo
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@Eezzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2388798#Comment_2388798
Like I said...... there should be a regen time so we cannot abuse the system.. read above ;)
Fair enough I didn't read "Minutes" but still, having a stun that you can just hold on to for whenever you need it (aka before hits and survivor saves) would be too strong.
Let's compare it to flashlights and flashbangs -> They take time to blind/wind up and can be countered by looking up and/or down.
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/2388811#Comment_2388811
ANything was better than before
That's fair
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Doesn't Meg look angrier to you xd?
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@Rogue11 said:
Welcome to the feedback section, also known as the sad Kate main support group <3
Atleast the new Kate cosmetic is quite nice.
Sad it's a set :(
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@LapisInfernalis said:
https://us.v-cdn.net/6030815/uploads/TVPD8XGI762N/jane-png.png
Jane now stares into your soul, regardless of her head cosmetic.
https://us.v-cdn.net/6030815/uploads/TMZN78SQV7LA/david-png.png
This is the Anniversary Head. It should be gold-blonde btw.
https://us.v-cdn.net/6030815/uploads/MSN8KY17SFU3/jeff-png.png
His hair looks really wet/oily and like it is stuck to the head.
All on Ultra settings.
It actually IS gold, if you're looking from the back. (David)
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Why are you writing this on the DBD (not Mobile) forums then... ?
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A stun that you can just carry around is a dangerous territory.
A slow could be interesting HOWEVER this cannot be an item that you can just regenerate every few seconds.
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@TragicSolitude said:
Yeah, the new prestige cosmetics are pretty lackluster. It'd be a lot more fun to be able to put blood splatter on any cosmetic.
https://forum.deadbydaylight.com/en/discussion/comment/2388658#Comment_2388658
They did it with Nemesis's Contamination.
And Plague's vomit.
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Even worse than S.T.A.R.S. Badge? Y'know the 12 second exposed?
Atleast this can show you which direction they went... if they somehow got hit far away from you by a Zombie of all things.
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@Lord_Tony said:
https://forum.deadbydaylight.com/en/discussion/comment/2378991#Comment_2378991
uh they are secondary weapons so, why can't they have skins?
I don't see what the issue is here, if a killer doesn't have a secondary weapon then they don't get a skin slot for it. Simple as that
I think it's perfectly fine and reasonable to not give every killer a secondary weapon skin slot because they don't have secondary weapons
Hell why not just give all killers a "misc" slot and this misc slot could be secondary weapons, crowns, frosty/hallow eyes, etc
But I don't see what the issue is that you're saying here.
Secondary Weapons are powers, not just an alternative to their normal weapon.
And I will repeat myself - adding customization options to some powers and not all of them would be inconsistent.
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You can disable the chat if you click the arrows. Iirc it will disable it for the whole session.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/2377731#Comment_2377731
It does absolutely nothing, except for the fact that it discourages tunneling because killers risk DS if they do so. Before where there was no obsession, unless an obsession perk was used, there would be games where no obsession was selected, and it would be a HUGE green light for the killer to tunnel knowing that no obsession perks were being used — DS being included. Usually killers don't tunnel, but in certain games, killers would really take advantage of it and would lead to some very boring games.
This.
People wanted there to be an obsession at the start of the match... And now someone makes a post that there shouldn't be one. Ugh.
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They are powers.
IF we gave cosmetics to those powers then it would be weird and slightly inconsistent (as if that's not an issue already) to not have it on all killers.
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Even thought this could be a little too good I still want to see this:
Survivors can now turn Breakable Walls into Makeshift Windows. This action takes X seconds. Killers can still break Makeshift Windows as they would Breakable Walls. (or slightly faster, maybe 25% faster)
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@Erd69 said:
https://forum.deadbydaylight.com/en/discussion/comment/2376107#Comment_2376107
You first need to realize how it's gonna look when ghostface enters a locker to go to another one because that's gonna look pretty dumb. And staying in a locker waiting to ambush a survivor only to realize no one is coming and 3 gens pop...
Why would that look dumb?
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@rebecca123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2376156#Comment_2376156
That’s what I’m saying, it wouldn’t totally counter Franklin’s as it would still deplete the item for that game just doesn’t end up removing your item from your inventory if you die and have a white ward
Just out of curiosity, what items for example you want to keep. And how many White Wards do you have?
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The problem of this perk is also that, there aren't that many Crows to begin with on maps. Unless I'm outdated at this point with this info.
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The question is, does Clown really need more chase potential?
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@stvnhthr said:
https://forum.deadbydaylight.com/en/discussion/comment/2374535#Comment_2374535
Yes it should go for survivors too, but you mentioned only perks, which add-ons do survivors run constantly which totally change the dynamics of the game? I can't think of one but maybe after 2000 hours of gameplay I have not come across them just yet.
Constantly? Not even killers constantly run iridescents. But they do have the "best" add-ons. As do survivor items.
But the most common things are (for each item): A medkit with extra charges, a flashlight that can last a long time, a toolbox (most likely it's Commodious) with speed and/or charges and a key...
(oh and styptic and syringe even tho only last a couple of seconds of it's own gameplay, it can extend YOUR gameplay by using them technically. So there's that)
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@TunaDBD said:
https://forum.deadbydaylight.com/en/discussion/comment/2375335#Comment_2375335
Yes Sure! No Progress Requirement. This removes the needs of flip-flop. However, killers can still be worthy of not going threw pallets. So thats why I decided to add the bonus wiggling speed! Like a extra chance.
But this does guarantee that if you're under a pallet you're pretty much safe.
And on good survivor who can loop that would be devastating.
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/2375215#Comment_2375215
Well the version I chose was the first game. Having the Ellie from the 2nd game wouldn't work.
The Entity takes survivors from diffrent times. It taking Joel from TLOU1 and Ellie from TLOU2 could make sense.
@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2375254#Comment_2375254
This is pvp game and this will make PS players have advantage. So dlcs have to come all platforms.
I am sure if they buy this license, dlc will come to all platforms
IF it's only a survivor, they would potentially do the same thing they did with Bill way back when (or Nightmare on Elm's Street on Switch) and that is - Make general perks with the effects of those licensed ones. However the only diffrence would be is that he's not free.
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@DaddyFatSacks420 said:
Never played anything but solo... This is why I feel Self-Care = selfish. You have teammates, they can heal you, you can heal them. There’s ways to be able to see teammates auras like with Bond or by using a key with specific add ons and there’s likely someone you could find working on a gen to heal you. There’s chests around that have like a 1 in 5 chance of containing a medkit as well other survivors that might drop one where the die. Sometimes you do play most of a match injured but you still manage to work on gens, distract killer, help teammates unhook/heal, without dropping everything to run to a corner to heal up. Go for a safe unhook than you and your teammate can try and heal each other. I can always tell when a survivor is using Self-Care if you’re both injured and they refuse to heal you or let you heal them and run to a corner to heal themselves. In the time it takes for one survivor to heal using Self-Care, two injured survivors could heal each other. Not to mention the time they wasted running to other side of the map.
As a solo survivor I actually would love it if you could see your teammates perks, item and add ons. Could lead to a better balance of solo vs swf
Technically someone self-caring is as efficient as going to someone to heal you. In theory it would take you the same amount of time to self care yourself as it would take you to run to someone and have them heal you.
It's a skill to know when to use Self-care and when not to. And adding an aura reading DOESN'T do anything to that.
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Most Ultra rares don't combo well with each other. Or you don't need the other one to still have a strong build. There are exception obviously to this like:
- Myers for example, yes he gets "a strong" ability but after A WHOLE BUNCH of stalk which feeds off survivors playing poorly.+ it gets countered by lockers or animation
- Or Trapper with his ultra rares.
Also did you see that some some of the ultra rares? Best example would be Nemesis as he's the most recent one. His Ultra rares are straight up awful. There are a lot of ultra rares that don't even see play with other add-ons.
The other arguement is that the ultra rares were made for each other. As with Myers' Tombstone and and Tuff of Hair. I didn't see anyone run Tombstone alone like ever.
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Oh also, the system would work both ways I assume right? So those pesky survivors can't run Dead Hards and Iron wills with Borrowed Time's?
Also also, moris were recently nerfed... to require 2 hooks! Yet, you still think they're too strong?
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@HipnoE said:
https://forum.deadbydaylight.com/en/discussion/267477/how-i-would-fix-tunneling-early-game
if you get tunneled early game its yours and your teams fault. you have BT and DS to prevent it along with the fact that if a killer tunnels one person with these perks or camps literally at all they completely throw the game. You already lose if you camp or tunnel we dont need more crutch perks or mechanics.
Ah, the common case of "I only read the title! The post itself doesn't matter!"
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where your left to die on first hook with no opportunity to go retrieve.... So your item would still be lost. Unless you used White Wards every game.
I recommend just bringing Ace in the Hole with Plunderer's. You can net some pretty good items and because you originally have no item, the chances of Franklin's go down.
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@Mooks said:
The license holder would probably rather see Chucky in a complete new chapter of they are interested in the inclusion in DbD at all. Just from a marketing standpoint, but also possible income of course.
also, currently Victor is not implemented to even get different skins, which probably needs much effort and resources.. can’t really tell what is easier to implement of course..
And the fact he's a power. And powers don't get cosmetics atleast for the time being.
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@KITTMaceWindu said:
TL;DR: As in Overwatch I'd like to suggest the idea, that you have the option to choose to stay together with the survivors after the trial.
Whenever I have survivors in my match that really play the game, have fun, help each other and do some gens I'd love to play with them again. It's not about absolutely "destroying" the killer or rushing the gens, it's just way more fun because none of them trolls around or disconnects.
I'm not that kind of person that sends friend requests on steam right after a game and with crossplay that's not even possible. And especially with other platforms this "stay as team" option would be nice. Besides it brings the members of the community together. :)
(I didn't want to resurrect this old post, but this person suggested it already.
While this is a good idea on paper, from my experience of playing a lot and I mean A LOT of Overwatch....
I only stayed as a team ONCE in my whole career.
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2372364#Comment_2372364
Ye you got a point but in the other hand, ppl still demand for more and that is a vicious cycle you know. The devs need to make quickly new characters and also work on the older characters to fix them.
I'm 100% sure that nobody would complain if they skipped one chapter just to optimize the whole game. Or atleast improve the health of it.
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The RE chapter is considered the worst because of it's many issues with optimization.
Old gen console players experience wasn't so great for 6 weeks and still counting. The map was disabled at the beginning for 2 weeks and we still can't even play on it wilingly (not like people want to play on it anyways!).
Don't start me on the set fiasco with Jill's basic hair STILL costing the same amount of money for a full set.
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Just because there are few good things doesn't mean we should overlook the bad things and vice verse. Is it cool that RE is in dbd? Obviously! It's amazing. Should have the update be handled better? Yes it should've had!
And because there isn't a similiar game at the moment (that is doing well), you can only relate the DLC releases to... previous ones.
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@Crypto137 said:
https://forum.deadbydaylight.com/en/discussion/comment/2364358#Comment_2364358
There is nothing wrong with the map. It actually affect any of the killers. Just get good instead of complaining about the map. Also, this map ain't that big. I think the Doctor's map is much bigger than this.
Learn the map and you'll be fine lmao
Ouch. You just hurt all Huntresses', Blight's, Billy's and Nurse's (somewhat).
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Here and there. Everywhere.
@griffg6 said:
https://forum.deadbydaylight.com/en/discussion/comment/2369674#Comment_2369674
I hope your not expecting new and casual players to go memorise totem locations of every map. You realise not everyone has the time to commit to something like that. That's why when there's one totem you couldn't find and you ran around the map bit still didn't find it, your still probably not gonna find it.
Small Game does wonders.
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@cobalt22 said:
https://forum.deadbydaylight.com/en/discussion/comment/2371104#Comment_2371104
Alot of players complained how Freddy works in the game even with the reworks. Maybe falling asleep he doesnt have to teleport or put snares and like the old freddy can just trap survivors without nothing to do but try to wake up it sounds good too me.
So you basically want a revert at that point.
@cobalt22 said:
https://forum.deadbydaylight.com/en/discussion/comment/2371096#Comment_2371096
Also theres no skill checks if you're unable to do gens. So that's what i call escape from hell!
You can "wake yourself up" before you fall asleep if you miss a skillckech (the sleep progression resets at that point)
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@cobalt22 said:
https://forum.deadbydaylight.com/en/discussion/comment/2371096#Comment_2371096
So if that was the old freddy why not bring that back than?
Because current Freddy would be too strong with that without changing anything about how to falling asleep or waking up works.
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The major diffrence is the Doctor has to actively shock people to make them mad. And survivors can Snap out of it anywhere they want.
Dreamworld always takes 60 seconds to suck someone in (Freddy can fast forward that process), there's only one clock that is always the furthest away, and other asleep survivors can't wake you up.
The only "reliable" way to wake yourself would be to fail skill checks, either before you fall asleep or when you're asleep and injured. So basically we're going back to the old Freddy (basically you can't do anything when asleep) with new Freddy's map control and chase potential.
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The better question is, why can't we use this add-on.
Survivors can use the lightbulbs and serums.
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@Kees_T said:
https://forum.deadbydaylight.com/en/discussion/comment/2368251#Comment_2368251
No, it happened like 3-4 months ago.
Oh. The other reasonable answer then is the fact that you logged AFTER the penalty was over.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2369346#Comment_2369346
That is the point.
Perks should not make you perfectly safe, because perks like that tends to get abused. Hence why release MoM was quickly nerfed and DS was changed to prevent survivors from remaining safe while forwarding the game state.
https://forum.deadbydaylight.com/en/discussion/comment/2369352#Comment_2369352
Camaraderie exists as a perk that pauses the hook timer for a short time. A perk that certainly helps when a survivor is on a hook and a killer is preventing an immediately unhook.
I'm sorry, but you did not just bring up Camaraderie.
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@Kees_T said:
https://forum.deadbydaylight.com/en/discussion/comment/2367521#Comment_2367521
It's not the same. You don't get penalized for forcing your game to close during the loading screen (my computer turned off during a loading screen because there was a power fault, while I logged back, I didn't get penalized)
And the lock is just temporary, it will be enabled soon.
I think that's because DC penalty isn't entirely on? Unless it did get re-enabled recently.
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Alright, so how would this make the perk less selfish? It just doesn't.
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OH WAIT YOU MEAN STRUGGLE... Why would you want to mash?
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Would you like to talk about our lord and savior Prestige?
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I feel like that was done to make him less like Huntress (+ he throws a lot of knives chaotically at fast speeds, wouldn't make that much sense if he was spot on everytime he threw)
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2366043#Comment_2366043
cough, any critique on what I suggested? (Like seriously, I am heavily pessimistic by default and am not sure if what I've suggested would be any good)
I could.
So imma start from the bottom, with Those Rifts are just The Hatch but with fancier name. And fully charged Memento is what people want today for the key.
Next, aren't you already turning totems in some sort of a side objective with Mementos? But I do not think "NOED" should be basekit. (also what happens to current noed?)
Disrepair makes sense, however I have issues with parts. How many parts can you get out of the chest? Would base chest spawn count chane? Would coins still exist to change the chests count? Wouldn't Hoarder be even weaker than it is now?
Also wouldn't (Perk) Corrupt be a little too strong? You block 4 gens instead of 3. Oh also
2 nearest Generators to Survivors start the Trial in DisrepairWhich survivors? -
@papichulo said:
https://forum.deadbydaylight.com/en/discussion/comment/2364550#Comment_2364550
No, you'd need 4 unhooks. I dont know how you got to 5/8 hooks- I will not rework the Babysitter perk. It was meant for competitive playing or just regular altruism plays. No, you would not be on the other side of the map. Once it gains that last token it will automatically work. So they survivor you protected at that moment gets the stun. So you can just steer of once the token was delivered to the effect of the perk.
What I meant was -> You would have to get 5 out of potential 8 hooks, cause you can't unhook yourself, nor when they're dead. SO ACTUALLY it's only 6 now that I think about it. (4 to activate Camaraderie and 5th to actually use it)
The next time the survivor that was protected is put into the dying state, when they are picked up the killer will be stunned. The next time you are injured you become broken for 45/40/35 seconds."Next time the survivor that was protected", so that would mean ANYTIME after you protect the survivor.
"is put into the dying state", so first you protect for them, then they have to go down. So by that logic, yes, you can be on the other side of the map.
"When they are picked up" And when they do finally get them they get stunned. That's assuming you got 5 tokens somehow. Which brings me to this
It was meant for competitive playing or just regular altruism plays.How often do you get MoM to proc?
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@cobalt22 said:
https://forum.deadbydaylight.com/en/discussion/comment/2364538#Comment_2364538
Whats wrong with the range and cooldown is there because it can happen to frequently, the alert doesn't happen for so long. Theres alot of pallets and maybe walls.
Alert works with everything in your perk for 5 seconds. Which usually means you get the location and where they're going next.
Alert also doesn't have range, so you can even know if you're safe doing a gen if it activates. No cooldown means you can get constant info IF they're doing those things (gens, walls, pallets). Also this is a resource which can be ignored by the killer, not allowing the perk to activate.
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I don't think that's possible tho.
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Camaraderie - So from what I've gathered and deducted, Camaraderie can activate once per match. Theoretically, that would save 16 seconds. And could potentially save a survivor from being tunnelled or camped. HOWEVER, BT would still be better than this because:
- You don't need to get 4 tokens.
- BT saves you from exposed.
The fact you need to unhook 5/8 hooks to have those 4 tokens and then activate Camaraderie, is kinda insane.
Babysitter - Would suffer the same issue that Mettle of Man has, but worse. Getting 3 protection tokens is already pretty difficult. Also it just doesn't make much sense - You can be one the other side on the map but it would still activate...?