Mooks
Mooks
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- Mooks
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i thought the vacation resort from I Still Know What You Did Last Summer could be a cool tropical map. With the exit gates I thought only one side should be beach/sea as a barrier that can’t spawn exit gates, and the other 3 sides can still be the usual walls
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@miketheratguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2255272#Comment_2255272
My understanding, which isn't much more informed than yours, but here goes:
Two DBD streamers disagreed on something. At least one of them was apparently banned or in some way punished. People are angry about it.
That's really about it. I'm telling you this only because I also understand that the mods have been going crazy trying to keep all the drama over it under control, so I advise you not to push for details. They've got enough on their plate, I saw like 12 topics on the subject over the last hour alone.
Thanks, but I am fine with not knowing anything about it. I just didn’t really connect this thread with it tbh, but I don’t need to know the connection either way.
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@Dabihwow said:
https://forum.deadbydaylight.com/en/discussion/comment/2255272#Comment_2255272
its probably best we don't talk about it... if your curious go on twitter in DBD drama... you'll have your answer
Yeah, no thanks, I don’t need that kind of stuff in my life XD
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@Dabihwow said:
https://forum.deadbydaylight.com/en/discussion/comment/2255251#Comment_2255251
I don't see why though he just said.... oh great were going to have this discussion now aren't we
I actually have no idea what this is about.. :)
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The only preparation I am doing is getting all bloodwebs of my survs 99‘d so I can get started grinding through bloodwebs for event items and offerings immediately. also BPs saving, but I guess those will be stuffed into Jill, Leon and Nemesis…
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@Nyx32 said:
https://forum.deadbydaylight.com/en/discussion/comment/2253066#Comment_2253066
Then, most likely, the Killer will lose that gen then go away from the hook. Or they stay camping and most likely lost the whole game and the other 3 survivors. There's no way a Killer can know everything, and in general that's the smartest thing to do in that situation.
Yeah.. the perk still encourages camping though even though many say it does the opposite. I didn’t say if it’s dumb or smart or good or bad..
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@Nyx32 said:
https://forum.deadbydaylight.com/en/discussion/comment/2250358#Comment_2250358
That's just a smart thing to do. If the survivors aren't going to pressure you away from the hook by doing generators, their only objective, then what is the point of leaving the area at all? There is no pressure from them, and you get free pressure as they're all off generators and trying to save a single survivor.
Never said it was wrong.
BUT maybe all 3 survs are positioned behind a gen or right next to a gen in a locker to avoid BBQ and are immediately on the gen again..
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@ItzPixelYT said:
I'm sure they said switch was meant to come out the end of Q1 2021 which was April and we're still waiting. Not sure if it's on their end of things or licensing but they need to pull their finger out or explain why it's taking so long.
They said Q2 2021 and they were aiming for beginning of Q2 but couldn’t commit to it. June is still Q2…
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Switch is supposed to come this month but I would expect it to get postponed…
the other consoles are not confirmed to even get cross Progression yet. I guess Sony and Microsoft don’t want it or they are still negotiating with BHVR. It may never come..
currently only Steam and Stadia have cross Progression and for PS/XBox you can at least upgrade to next gen.
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Wholesome post, i like :)
i started the asymm horror thinking same-ish. At that time I only watched a youtuber that played both, and I enjoyed F13th but just from glancing at it didn’t like DbD at all. But the Youtuber always said they liked DbD more (and even quit F13th after a while) so I gave it another chance and a little while later I purchased DbD. Never thought about getting F13 though..
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The survivors from the original trailer as Legendarys for Meg, Claudette and Jake. (I think there is no Alpha-version of Dwight in that trailer..)
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2237827#Comment_2237827
Those are defined relationships, not defined sexualities.
The devs have stated they unintentionally included those heterosexual relationships despite them wanting to not mention stuff like that at all.
People are just asking for equal treatment for non-heterosexual relationships. And the devs already agreed they want to be inclusive and apologized for being exclusive before.
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That’s a few licenses that could all pretty much fit into the game..
Hannibal Lecter is another well known license/killer they could use that I haven’t seen mentioned here. TV series version would probably fit better, with Will Graham as survivor.
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No but seriously, I get what you mean. It shouldn’t be abusable with the notifications. Red Herring and Diversion do have some heavy cooldown after all..
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2251573#Comment_2251573
okay but you're not gonna sabotage a hook unless a killer is bringing a survivor to that hook.
You haven’t met my soloQ teammates then. ;)
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Graphic wise definitely the reworked maps.
i don’t like some of the ground textures though, like on Autohaven Maps.
and to some extent I get what people are meaning when they say older maps had more character/charme/atmosphere. There is some atmosphere missing and I hope they can still add that to the new maps, with better fog for example and I kinda have high hopes for those teased terrain additions!
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This reads like I could have written it XD just that I play on Steam but I also use a controller.
its pretty hard to just give advise on improvement when people don’t see how you are playing. There were people on here posting videos of them playing and they got plenty on feedback for that, and I believe the PlayStation has video capture feature built in(?)
If you want to, post such videos in a new thread in General discussions ( most people only are looking there for threads) and ask for feedback!
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@PatWesker said:
https://forum.deadbydaylight.com/en/discussion/comment/2251504#Comment_2251504
I read them all and seriously there is a lot of potential! Like it
Thank you :)
that forum section isn’t frequently visited and I didn’t get much feedback, so it’s always nice to hear something
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@Nathan13 said:
I don't know if I want an item that can give killers notifications??
Toolboxes for sabotage and the new flash grenade perk from Leon make notifications already
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Pocket Knife, Sling Shot, Spray Paint Cans, Salt Pouch, Smoke Bomb, Voodoo Doll, Smudge Sticks
My concepts, click on the name to get to the thread here in the forums
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@LeQuack said:
https://forum.deadbydaylight.com/en/discussion/comment/2250358#Comment_2250358
The Killer is making the right play. If the survivors are close enough to avoid BBQ's detection range, it's very likely they're waiting for an opportunity to save and the Killer should spend more time looking around. I mean, if you were Killer, would you leave? I wouldn't.
I never stated camping is always wrong though… I just stated that. BBQ may encourage camping. Which it does. And sometimes the surv isn’t even nearby but was in a locker or just behind a gen or even just somewhere the killer didn’t look…
and I do play killer and i would rather leave and pressure gens than stand there doing nothing. But that’s a personal decision and I don’t expect others to do that as well..
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Another thread I can try to give exposure to my item concepts (Click to get linked to the thread)
Pocket Knife, Sling Shot, Spray Paint Cans, Salt Pouch, Smoke Bomb, Voodoo Doll, Smudge Sticks
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@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2250882#Comment_2250882
I'll think about that the next time I decide I hate myself and use ruin so that a survivor can spawn on it across the map thanks. Its just balanced that way
Okay.
also think about a survivor that gets facecamped because a leatherface got lucky and found/downed a Surv a few seconds into the game out in a deadzone because of spawns.
you can still play the match with Ruin gone. That survivor has to suck it up.
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@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2250658#Comment_2250658
Yeah that's a pretty bad argument not gonna lie, half the spawns on Yamaoka are bad too. For me totems perks are near useless to me with how bad spawns are. Sure there are a few maps that have mostly decent spawns, indoor maps have okay ones usually, but since its an indoor map I'd rather pull my hair out then play those maps anyways, but most hex perks aren't even strong enough to warrant such a high risk, its really only devour and ruin every other hex perk just isn't worth using unless its to defend ruin or devour.
Not to mention how many totem tracking perks and items there are in the game I really don't feel like a totem spawn like the one pictured above or any totem spawn within line of sight of a gen or in the open is ever acceptable under any situation.
That’s part of the risk/reward system.
no one forces you to use those perks. There is enough variety in perks that might better suit your playstyle then.
btw there are many non-Hex perks on both sides that may turn out to become useless in a match depending on RNG, killer/survivor playstyles and builds etc.
Hex perks are not meant to be super hidden and stay super long in every match.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2250651#Comment_2250651
Then you would agree that gens speed need to be increased? Because gen speeds are out of control and everything the devs tried so far, either didn´t work (like the increased healing time) or survivors refused it completely until it got nerfed (like undying).
So there isn´t exactly much left to slow the game down, is there? I mean, apart from tunneling and camping.
That’s your conclusion to totem tracking perks being useless when the killer doesn’t bring a hex perk?
i think we should wait for more info on that new game mechanic that started as early game collapse and the new Mori/key base rework (if those are not tied together anyway).
just increasing gen times will accomplish nothing more than making surv gameplay even more dull and boring than it already is.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2250681#Comment_2250681
I think the issue is that some maps are consistently worse than others. If you get Autohaven, Macmillan, or Ormond, your totem perks are screwed by default because nearly all spots on those maps are terrible - out in the open, next to gens, etc. Meanwhile, if you get Lery's or Midwich, you're probably golden, because those maps have maybe two easy ones and the rest are sneaky as hell.
I can see the problems. But that’s part of the risk of Hex perks. And you do have map offerings to shift that in your favor.
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@Sir_Child1234 said:
https://forum.deadbydaylight.com/en/discussion/comment/2250658#Comment_2250658
the problem is its right next to the objective
so you can patrol gens and don’t have to go out of your way to check on your totem. See the bright side :)
(yeah it’s a little bit problematic, but it used to be even worse. And judging by the screenshot, it was actually going well for you, 2 devour stacks and undying still standing)
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@Marik13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2250688#Comment_2250688
Fair point, especially with the memorization thing, although I think that would be a bit hard to do depending, since the maps themselves are often randomized themselves. Also I'm not sure if the randomizations of the maps are truly random or if they're randomized between certain level presets, you know? If they're truly randomized then I don't think memorization of spawn points would be a thing really. I mean, and I don't know if this is true or not, but hatch spawns are randomized completely and those spawn points can't be memorized right? But either way my point was just that I think the totem spawns could be a lot better than just spawning right there in the open next a gen. That's just a little ridiculous lol.
Hatch spawn points can very well be memorized, but there seem to be many spots and there is only one hatch spawning and you can’t search for it in every match as often it doesn’t spawn at all or just isn’t needed.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2250681#Comment_2250681
Yes. But the problem is those spots EXIST. For RNG to put them there. It's literally all risk/no reward
It’s no reward in this match but high reward in the next match.
that is the risk
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@Marik13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2250658#Comment_2250658
Yeah but isn't the whole point of the hex totem is that you have to look for them? Imo having them stand in the open right there next to a gen kinda defeats the whole purpose. High risk high reward, meaning you risk the survivors tracking it down and cleansing it. But if the totem spawns literally next to a gen you don't get a chance at the reward.
Now granted I'm also with you in that the totems shouldn't spawn in unreachable spots or be invisible, no no no. Just make them a little difficult to find, find a happy medium between stupidly spawning in the open with a neon sign pointing to it, and being next to impossible like finding Bigfoot (or in DBD a good MMR system- OHHHHHH! Sorry couldn't resist lol.) It's not like there aren't a few survivor perks that helps track them down anyway right? The spawn locations can be a lot better than what they are now, on both ends of the spectrum.
It was never stated that totem spawns have to be well hidden I think. But I agree they should be better hidden than that.
the Problem is that this could lead to too few possible totem spawns in one map and survivors just having to memorize and run to the few possible spots.. and overall I think totem spots and especially the graphical rework of the totems have made this way better for the killer side already, still room for improvement of course.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2250658#Comment_2250658
I'll say it over and over again. The problem is with a LOT of totem spawns. Out in the open like that totem..Right next to gens..On the hills like a lighthouse..In the shack in the corner..It basically makes it HIGH RISK/LOW Reward. Because they're typically gone within a minute because of trash spawns
its still High Risk/High Reward, it was just RNG that decided to give you a bad instead of a well hidden spot..
but I agree some spots should be removed as they are too obvious. There is just no need to act like all totem spots are so bad.
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I don’t think they are the reason but some of them definitely make things worse. There are others though that do the opposite and I enjoy watching those.
and content creators are also a big reason why this game got to be as popular as it is today. So maybe we wouldn’t have this game anymore if it wasn’t for them..
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Counter argument: those totems on Yamaoka estate that are literally invisible until you stand next to them and get the prompt to cleanse.
high risk high reward. It’s not like you were ever promised to get an invisible or unreachable totem spot.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2250640#Comment_2250640
Like for example?
Counterforce is literally useless and only wastes time totem cleansing.. Smallgame as well.
Detecitves Hunch gives also other auras I guess, still not worth it at all safe for totems..
It does not increase survival odds for you or your team if you cleanse totems when the killer doesn’t run any Hex perks, its ‚just‘ points and time you otherwise would use to be productive repairing, healing, saving or running the killer.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2250556#Comment_2250556
Could you name some of them?
Midwich, Lerys, New Crotus Penn, some of the totems on Coldwind Farm.
of course not every totem spot on these maps is super hidden. That’s nearly impossible to achieve and not the intention at all. But there are pretty much on every map some pretty good spots.
edit: how could I forget Yamaoka, some of them are pretty much invisible in the bamboo/grass and can only really be spotted by standing next to them and getting the prompt to cleanse
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You gotta think this way: when survs are running more totem perks they are running less ‚second chance‘ or ‚crutch‘ perks.
the totem perks are far from being OP, they are just there to make totem tracking a little bit more comfortable, and with the new dirtier look of the totems and some of the totem spots being pretty well hidden (yeah I know there are still those obvious ones, high risk high reward) they really have a place in this game.
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BBQ actually encourages camping. I have seen many killers that claim they stayed at the hook when they didn’t see the auras of all remaining survs..
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Pig and Huntress kinda? lol
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@CLAUDETTEINABUSH said:
https://forum.deadbydaylight.com/en/discussion/comment/2250022#Comment_2250022
Indeed you're correct, but by focusing almost exclusively on the graphical update, doesn't it destroy the balance of the game? It's like trying to play a game of poker when all your cards are colored from both sides, I mean they look cool but will it be fair for me to play like this?
They tried to make bigger balance changes with Ormond (which actually made the game more balanced) and the Game (which shifted it to the other side sadly..)
I think they will look at further balance changes once the graphical updates are done, which shouldn’t take too long? At least I hope that.
we also have confirmation that this year will only bring one other new map besides RPD, which makes me assume there will be further balance changes to older maps?
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To be fair, the Realm Beyond Update was intended to be mostly a graphical update.
and -from a casual viewpoint- I very much enjoy these maps; but I agree there seem to be many balance problems.
i wonder what the terrain updates will bring though
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@Heartbound said:
I used to love Alert. It's just competing with a lot of other perks for space.
Nowadays I hop on a generator at the start of the match and focus on it until the killer comes. If they do come, I've already got a plan of escape. (usually) If they're off playing touch football with another survivor then I'm just gonna relax and do my gen-
(This survivor was pulled off his generator by Myers.)
„do-do-doo working on gens do-do-doo Not paying attention“
*Myers tier up sound*
(Gotta love Samination for being so accurate)
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I very much expect to see many killers running Franklins..
i don’t see the point. This is a prime example of unnecessary toxic behavior and you shouldn’t complain about toxic survivors ever when you do stuff like that.
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Hopper, Barb and Robin please!
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No.
bring Thrill of the Hunt if you want to have your totems a little bit longer. Pr Undying. There are enough totem protection perks in the game, and they are still supposed to be cleansable.
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Pennywise is unlikely due to King I guess.
Alien is possible but a question of money. And Signourney Weavers likeness for Ripley is unlikely from what I heard, Fortnite at least didn’t get it. She was featured in Alien:Isolation though..
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2249082#Comment_2249082
Maybe, but I think it would be better than a whole new killer, tbh.
as they already have the Power maybe this could be a compromise for the ‚Health chapter‘ people are asking for?
i don’t know, I would be personally okay with it being a toggle option, just thinking it might be harder to implement it that way for various reasons..
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2249067#Comment_2249067
How about a "toggle" option which let us choose between his old power and his new power?
I mean.. sure… but, it could be messy to implement I assume. Addons etc. Also it would be very confusing for newer players I could imagine.
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I don’t think New Freddy needs to be deleted. Maybe create a new original killer that uses the old Freddy power with QoL changes and some other buffs/changes. Give those that had Freddy before the rework a shard discount for the purchase as well.
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@Hellbughunter said:
https://forum.deadbydaylight.com/en/discussion/comment/2238851#Comment_2238851
Yes they have a written backstory, but do you see any off it ingame? The all move the same, the act the same, they make all the same kinds of noises. They are blank shells. In a game like Last Year where the characters interact with eachother I can see a gay character working quite well. I am not against inclusion, but whats the point if all it comes down to is a sentence of text saying "btw he/ she is gay"?
The point is being inclusive instead of explicit exclusive. We have multiple heterosexual relationships in the lore which serve no other purpose. No need to be exclusive when it comes to LGBTQ+.
and the heterosexual relationships where added when the official standpoint of the devs was ‚No sexuality at all‘. Why was there no objection against it then?


