PassarinoT
PassarinoT
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@jakesotto said:
David needs casual outfits and decent headpieces
yeah this exactly
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https://youtu.be/pqHzqObnAz0
I don't have a favorite spotlight, but this reveal trailer is one of my favorites by far. I'm now a diehard twin main and this trailer has such good sound design to it, from the tension built to revealing Victor, and then the sweeping subbass when Charlotte raises her weapon. It's all just so well done and it's not even the final trailer for the chapter. I feel so sad because I feel like Twins were heavily overshadowed with a K-Pop chapter, nothing wrong with either of them, but Twins seem to be already forgotten.
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@Nos37 said:
You pointed out why the grind exists...
"The main reason I play anymore is to level characters"
If they removed the grind and you had everything you could ever want, would you still play as often?
Maybe? I'm uncertain on that. But if the game were still fun and no longer a stressful thing? Man, I'd play this so much more often. But it physically stresses me out. Only reason I level characters is because I have all killers PIII level 50 with all perks, and I feel an odd need to keep this up. I love horror and it's like this is my hobby. I just wish it were more worthwhile.
I think that the grind should exist, but on a much smaller scale.
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(Also I am aware that these perks have been around for ages, so have I. It's just odd that they're still so dramatic in numbers for bonuses.)
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@Kirkylad said:
I don't mind the skill checks because it gives it some sort of counter, but the cool down is way to much for me to get enough benefit from it.
Yeah it's definitely extreme for the little benefit I get from it tbh.
@DbD_Enjoyer said:
Its a meme perk for meme builds, doesnt work with Pop and has an absurd cooldown...
Yeah sadly so. Even with a shorter cooldown I don't know how sufficient it would be either tbh.
@glitchboi said:
It's actually a pretty solid perk, but it deserves a mini buff tbh. It's a decent perk to run alone, however it works best with Pop. Kick a gen w/ Pop and then you won't need to worry about kicking the other gens for a bit, or if they miss the skill check, bingo.
It does run pretty well with pop, but honestly pop just gives me such a small additional amount of stress with that countdown that I try not to run it lol.
@Bwsted said:
I don't think lowering the cooldown would do much at all.
I'd rather make it so it damages a % if they're on the generator.
I agree, I'd love to see it explode a gen to cause a quick guaranteed hinderance to gen progress. Surge is good for that.
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@DawnMad said:
If we don't get the only thing that breaks this games monotone gameplay, a chapter with a new killer and a survivor, we would lose a big part of the player base. The developers are supposed to balance game improvements and new features, they can't just give up on one to work on the other.
This is valid, but the thing I proposed would be an attempt at adding in new content to keep the game going, such as new maps and cosmetics, even though that may not seem like enough, I think that new maps to run around on, and new clothing for old characters would keep the playerbase somewhat interested. Atleast for me it would. New content doesnt necessarily keep me hooked if the game is doing poorly. And it certainly hasnt with my friends :( Nobody plays anymore from my group
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2169442#Comment_2169442
True. The point I was making that if they really believe that they need to have the longer cooldown, apply it in a way that doesn't hurt you if you're playing good.
Yeah exactly, or more so in a way that doesn't push you back in gameplay even further when you're doing bad. The Twins are horrible for that reverse snowball.
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@[Deleted User] said:
The Twins nerf is so backwards in design. Why make the cooldown 5 seconds for a successful attack, instead of a missed attack? It feels horrible to play.
I'm sorry but that's even worse. Imagine you miss an attack and you get mashed right then and there, that'll set you back even further. But still. Bad design overall.
It's so embarrassing as is hearing that PMPH and squelch when you get kicked, but to have to wait 5 seconds and hear the impending doom of some survivor coming up and kicking you? Awful
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@GoshJosh said:
Just the nerf. The buffs can stay!
Yeah, please. Even then though, I'd sacrifice these buffs for this nerf to be gone.
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@[Deleted User] said:
They've been overhauling maps?
But new maps do breathe a fresh set of air into my lungs. Even if they are visual overhauls.
Yes, this is true. I just really miss the feeling of complete unfamiliarity, like new layout and all. Still, the overhauls are very nice and very needed.
I would just say new maps such as to catch up on chapters like Ghostface, Descend Beyond, Binding of Kin, etc.
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@Emeal said:
We see these kind of posts here so often. There are so many problems with them.
- These questions are making assumptions about how the workflow of BHVR is setup, which isnt likely true.
- Its assuming people who work on new content can just switch over.
- The inherit vagueness of everything suggested in the post is tantamount to saying nothing. "Just polish the Gameplay, bro"
- Its well known Chapters are worked on up to a year in advance.
- The biggest Quality of Life Mid chapter just landed last night.
What more do you want?
I wish there to be an end to these "Just skip a Chapter, bro" posts
I didn't assume anything, it was a vague idea and I made that clear. I know that I'm unaware of how game development works, and I disclaimed that. Read next time please. And in real workplaces, of most if not all kinds, your skills should be moderately transferrable, if not, you're a subpar asset to a company.
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@PlunderingPanda said:
Yeah. When dbd first came out the lore EXISTED but was VAGUE, and that actually somehow made it more believable. Adding horror + belief actually granted the game a modicum of "scariness". Now I can read how many squares of TP each character uses per wipe, and reading all of it is a massive chore, which additionally removes all of the "unknowns" and removing unknowns is what kills horror.
THANK YOU. Hardly anybody is understanding why I'm against so much lore, it's not because it's too lengthy to read, it's because it kills the vibe. I like mystery to the horror. I liked the old stuff that left room for imagination and didn't tell a whole movie plot.
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@Phasmamain said:
It depends. Some like deathslinger’s is amazing to me but then there’s trickster who I have no interest in
I agree, but I think slinger's lore was pretty expansive for it's length. Trickster's feels like a run on sentence going nowhere.
@Seraphor said:
Considering that it's almost entirely all written lore, and not displayed through other things like cinematics or even cosmetics and map features (because we haven't had new maps in a long time) yeah, I'd say there's a point where it gets to be too much, and we're about there now.
Yeah. This exactly.
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@Thytuz said:
https://forum.deadbydaylight.com/en/discussion/comment/2103435#Comment_2103435
What a sadly missed opportunity for BHVR :'(
Unfortunately, steam gift cards come only in 10, 20 and 50 (brazilian reais - my currency) and the premium pass is R$21,80, so I need to expend more than I intend to
yeah it's messed up how BHVR does that.
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Not yet, sadly. The best way would probably be to give them a gift card to whichever platform they play on. :(
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/242077/my-idea-for-the-new-huntress-add-on
Nah, just make it so she never hums, period. That would be worth an Iri.
That would be good. Maybe a little OP at times but with the movement speed slowed and her current audio cues I could see that
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For those who can't understand my absolutely horrible phrasing, here's what it does:
The idea is that the huntress would, by basekit, move at 4.6 m/s when out of hatchets.
Replacing that add-on would be the ability to remove her hum when she is out of hatchets instead.
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Again, I bring about the idea of Realm choice, then Map choice. It would make getting maps MUCH more fair IMO.
Basically it goes as follows
All the realms are put in a pool of choice, each with the same chance unless offerings change it, and the realm is chosen.
From there, a map from that realm is chosen by the same process.
This way, Dead Dawg would have the same chance as Rotten Fields
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@ShamelessPigMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2062503#Comment_2062503
Well a new map is probably just a new renovation. A new realm is like when they add a new group of maps for a killer.
Not necessarily, they've expanded on previous realms, they meant they were going to be adding new maps "soonTM" not just reworking. Idk when that'll be but we'll see.
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@ShamelessPigMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2061784#Comment_2061784
A new map, or a new realm?
I said map, and they replied to that saying soon, not sure exactly how they'll twist that into their own terms but that's all.
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@ShamelessPigMain said:
Don't expect a new one any time soon; they're in the middle of the realm beyond graphical updates, so they'll probably do renovations first, new maps later.
Tbh I expect a new one soon, I asked in the QnA when a new one was to come, this was a few months ago, and they said "SoonTM" so they said it themselves.
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@tjrsla said:
This wont change anything what will happen is some killer will go back to survivor so survivor will get more queue time
Yeah, did you read further? This was intended to make survivor gameplay less tryhard, thus making killer less stressful and inviting more killers to play.
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@AggressiveFTW said:
If survivors would earn more BP, they would try to get even more. It's how the human brain works. Increasing BP gains for survivors wouldn't change a thing.
All Im saying is if reaching the max amount of BP was easier (shouldn't be such a bad thing considering the prices of offerings and such), survivors would hopefully not go absolute tryhard once they max out their bp. Im too tired atm to get into it but beyond that it shouldnt be such a bad idea, beyond maxing it out, toxicity wouldnt come into play very much Id think
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Also, like you said about chases being longer distance wise, I think that is extremely true.
I like to think about chases and try to imagine it in a horror movie. Would you laugh at it in a theatre or would you be on the edge of your seat? I think BHVR needs to try to eliminate the first option
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I like the idea of scaling! would add a nice new dimension to gameplay, this game could use it. I've always wondered about what other alternate things could be added to increase the interaction during chases, etc.
@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/2044142#Comment_2044142
Yeah, for now though I am going to blame the pandemic for bhvr's inability to fix the game. For now...
same here, I like to tell my friends its only in a bad place rn bc of COVID but I'm starting to think I may be too lenient
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@BaldursGate2 said:
Reworking a killer that is new xxxxxxxxxxxxxxxxxxxxxxxxxxxxxd
They can not even give Trapper a Bag and you think they will rework Twins. GL with it.
didn't say it was gonna be put in the game, these are forums. not patch notes
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@Exerath1992 said:
https://forum.deadbydaylight.com/en/discussion/comment/2038581#Comment_2038581
I disagree with both you and the OP. They are really good if played correctly, and only really struggle at competitive levels. The only thing they need? If victor is attached to Charlotte she should have an ability to throw him, as if he were leaping from her.
Yeh, I still think they can be played correctly right now, but I just suggest this to deter from playing in toxic manners.
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I havent had any experience with hexes going down instantly, but i have been seeing AWFUL totem spawns make an appearance again, such as a few meters away from any object, on the top of a hill, its weird.
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@SilentSpectre said:
This is still an issue.
Its so frustrating :\\
@Zeus said:
I still do lmao but I've always thought it had something to do with my antivirus. I use Malwarebytes and windows defender. Been doing this for like 3-6 months now and longer than when this post was made
Its not just your antivirus lol, dont worry
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@Huge_Bush said:
Run Plunderers. Find key. Hide key in a corner. If teammates are useless or tryhards who don't do gens, find hatch and leave them. Granted you won't find a key every match, but the odds for one during non-even times are good and it is so satisfying when you get one.
Hoping for your teammates to do what they're supposed to do is a pipe dream. Work only for yourself.
pfp checks out
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Not really adding much to this, but my friends and I refer to solo queue's who do all the gens as "Jeffs" because one time we were all doing anything but gens (party of 3), and this one Jeff took it upon himself to do every single gen. Best solo teammate ever. I hope he is doing well.
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@DebunkedMonsters said:
https://forum.deadbydaylight.com/en/discussion/comment/1946088#Comment_1946088
If that's the case then that would make Lucky Break into No Mither without the punishment...on that note, this would never happen because there's no way the devs would make a second No Mither, especially without drawbacks.
You do realize that the main suggestion was to earn back activation on Lucky Break, right? This isn't a completely passive removal of blood stains.
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@Lexilogo said:
Lucky Break is an interesting Perk for sure but it's not really worth the slot.
I can agree with giving it a regeneration ability as a good buff for it, and repairing gens makes plenty of sense. It'd be a neat buff, but it'd still be a very mediocre Perk in my eyes, as even for juking setups, which are a niche Survivor build in and of themselves, it doesn't quite justify a Perk slot in my eyes. Survivor Perk slots are really competitive and JUST removing blood pools doesn't quite do it IMO.
To suggest another buff, that I think could make it into a seriously competitive Survivor perk, I'd suggest that it should come with the following bonus effect: When you are injured, you leave no Scratch Marks for the duration of the injury's speed boost.
I dig that idea, it could be worth using. Maybe something like a mechanic that removes scratch marks when over 110% movement speed or something.
@DebunkedMonsters said:
I only see Lucky Break being a good counter to Bloodhound and no one brings that unless they're adepting Wraith.
Assuming no gens are done and that no gens get done within the (let's say max 180 seconds) or 3 minutes we combine that with 5 gens. After 2 1/4 gen completion you have Lucky Break returned. That means it can be done two times if no gen regression occurs.
That gives you 9 minutes total of Lucky Break, currently tripling the max time. With gen regression the total time is increased.
In theory you completely remove pools of blood for that survivor.
Then it should be fine, no? Since it seems to be useless to you, it shouldn't really matter how much they can use it for. It wouldn't be that bad in theory if they got nine minutes of it, especially since they had to earn back all that time with the generators. Anyways, No Mither completely removes bloodpools right now so I shouldn't think that would make this perk any more special.
Maybe just reduce the base time to 120, that way it can't be used beyond 2 minutes.
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The Forest was my favorite, still is up there, can't wait for the sequel this year.
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Yeah this I could see being fair, and possibly add a little grunt for when he lifts it like when he lunges. Just a nice queue for survivors. I wouldn't mind these changes even as a DS main. He's too easy
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I'm ngl, I would much rather them have released the patch and progressively released bug fixes. The new patches always seem to yield bugs regardless. So why not get them out sooner and fix em that way. They hardly play their own game enough to notice it seems.
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If you really enjoy horror, I'd HIGHLY recommend The Forest. It's super good, and a sequel that looks even better is supposed to come out this year.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/1909358#Comment_1909358
Gaining 3% speed every six seconds in chase - up to +15%? With Bloodlust still being a thing?
You have got to be Joshing me.
Ah, I guess I forgot about the lose chase part. I figure it should only kick in once the chase is lost, with a limit of 2 tokens per chase.
Also that is the tackiest thing anybody has ever replied to me with
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In my opinion a semi-reasonable and scary way to work the perk would be this:
(Sorta like Stake out)
PWYF:
- You become obsessed with one survivor
- Every 8/7/6 seconds you chase your obsession, you gain a token up to a max of 5 tokens.
- Each token grants an additional 3% haste status.
- Lose a token when you hit a survivor.
- Lose all tokens when you down, sacrifice, or kill a survivor.
The idea of this setup is that you will want to actually follow your obsession a bit, make them think theyre actually in a chase instead of looking and looking away. Alongside that, this will be a little bit more robust in terms of tokens, while its a slower gain, its a much more substantial retainer IMO. If you miss a hit, you lose nothing. If you hit multiple survivors, you lose a little less than downing/killing one. Idk its a rough idea.
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@Yords said:
I did not see the second trailer. But being able to intimidate the cannibals like that seems pretty cool and fun.
Yeah, the second trailer reveals a lot more than expected tbh. But it also seems interesting because I think you get to partner with one mutant, the female by the cabin.
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@Slashstreetboy said:
I played the Forest so much. I was kinda disappointed about the direction the game took (I think they could have improved AI and gameplay instead of the sandbox-builder aspect) This is why I´m not that hyped about it, I fear it may take a similar approach.
I also don´t think a Forest DLC would come tbh, but that´s just my guess.
Fair enough, in a recent interview they described the next-gen AI they were implementing, stating they made a new tool for AI, calling it VAIL (unsure what it stands for), but apparently this AI system allows for cannibals to use emotion to determine their next decision, alongside have experience alter their decisions. Not sure what it entitles, but presumably it'll create a much more interesting interaction. Also, from the trailers and whatnot, I think you also have to watch after a cannibal/mutant that stays friendly? That or you can befriend cannibals. dunno.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1887904#Comment_1887904
I assume that it isn't optimized well then, since all the new maps have bad frames for a lot of people.
Well, back when I had my old computer, the updated maps seemed to work better on low graphics rather than legacy ones such as rotten fields, for example Lery's got better framerate (about 50 FPS) than Coldwind (about 20-40 FPS) when on low graphics, but that could just be map specific. Whatever the case, I hope the dev team gets their stuff sorted soon.
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I used to main spirit. But she is SO BRAINDEAD TO PLAY. So, obviously I don't anymore. But it's just frustrating because when I DO play against her, I know how to counter her but it only goes so far. Survivors don't get nearly as much feedback from her power as she does. Which I think is unbalanced, but in turn I think that survivors should get more information, and the Spirit should get a buff to balance it out. It's not that she's OP, it's that she's just braindead for both sides.
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@SunderMun said:
I know a couple of people who have to, for DBD only, because of the way the files are packed.
Yeah, it's only DBD that has this issue for me. Huge deterrent for actually playing the game when I have to download the update twice.
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"I’m assuming you’d get it for free if you already bought cybil"
u do not know BHVR that well clearly
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Remove the M1 requirement. If Infectious Fright doesn't have a cooldown and doesn't need M1, surge should atleast have one of those.
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@yobuddd said:
https://forum.deadbydaylight.com/en/discussion/comment/1849801#Comment_1849801
Scratch marks? Really? Was this always the case or a recent change?
Whatever the case, let’s just say I’m embarrassed! Whoops! 😳
I think it was added post-PTB. No worries tho, this game has so much to keep up with. Like the idea tho :)
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It already does this.
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Personally, love it. I think the rarity might need reduction but I am so glad that all killers no longer have instant mori off hook. As a killer main, I would only use moris for challenges and even then I would wait till last hook. It feels necessary
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@blue4zion said:
Really neat ideas tbh, I'd love to see something like this!
Thank you! I currently love the Twins, I just think Victor is a little weak and needs to play too toxic for fun if they're to win. I would love to see this implemented or tried out for the Twins.