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Pumpkinbros

Pumpkinbros

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Pumpkinbros
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  • eh, he doesn't really get yknow, many good games so let him have this one

    also hag can literally do the same thing so I think it's intentional considering shes the one who brought hex perks to the game

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3358833#Comment_3358833

    I honestly would prefer more perks like this. Perks that counter killer regression than more gen rush perks.

    I mean, if you think right, if you gen rush a gen before the killer applies the regression you are countering the regression. And thats why we are in this gen regression s gen rush meta.

    I also feel like if you bring a build that only does one thing you should be at the risk of being countered. Just like using a healing build and going against plague.

    yeah exactly, everyones very upset about this whole eruption overcharge call of brine meta, so this would definitely help reduce it, that's not even what I was going for but that makes a really good point :)

  • @YOURFRIEND said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3358795#Comment_3358795

    Dunno. I don't. But if people want to they certainly should be able to.

    people should be able to right, so I want to run mettle of man, breakout, boil over, saboteur, but the killer wants to bring mad grit, in your own context this right here is already an example of how the other side already has the same type of clashes, what if I put a screaming build on killer and everyone brings calm spirit? there are several perks that directly clash with each other, but dbd is a game of chess after all

  • @FeryGEN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3358311#Comment_3358311

    Yes, one of the problems with this perk is that it is not always available when needed, and the killer can come to the hot gen again and again. It seems to me that you need to lower the activation numbers, or activate at any time, for example, repaired the generator for 12 seconds, which means it will work for 12 seconds, but set the maximum to 40 seconds. You can add a reload or something else. There are many interesting solutions. Since the release of this perk, it only helped when the POP perk reduced the timer to 45 seconds, but now no one uses POP, and other perks work at any time, this is not fair. It’s worth reworking the perk for the new meta. I play as killers with the "pain res" perk and would like to see something like that. And it will be very interesting to work because Jolt works even on closed generators. This perk is not that strong due to the kick meta, needs to be adjusted for the new meta.

    gonna be honest, i literally just copied everything over from the repressed alliance numbers, they're not too serious, and obviously can be changed as much as you see fit, just a filler so you can see the concept of the perk really whatever you think is necessary, it's up for discussion, and I'm definitely not against it

  • @FeryGEN said:

    To be honest, it's not a bad idea. I would even reduce the activation timer (to 30-35 sec) and increase the regression rate to 100% to balance the perk and bring this option into the meta. The activation timer makes it difficult to resist the kicks of the generator (or pain res, I want to resist precisely pain res)

    that sounds like a valid change, i was considering making it 100% reduced regression, but I was like, ah that might not be fair, but I don't really see why not since repressed alliance already does the same

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/366343/repressed-alliance-but-gen-regression

    Why not just use repressed alliance?

    Has the same function but better since you don't loose progress

    yeah i agree, i would actually reduce the regression to 100% it should just be there as a trick, repressed alliance works, but it's easier to sniff out plus not to mention you can't remove the entity whenever you want you have to wait for the entity to leave the gen to start working on it again, this would fix that, and create a unique way to keep the killer away from your gen

  • @YOURFRIEND said:

    You cannot have a survivor perk that can be brought 4x that negates an entire suite of killer perks. You've played a heal build against plague, right? You know how demoralizing it is to just not be able to use your build. That's how it'd feel for killers.

    there are several perks that do that, but always remember that just because it exists does not mean it will always be utilized, not to mention repressed alliance already exists anyways

  • @Zeidoktor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/366288/buff-territorial-imperative

    I actually had an idea for this one I posted in another thread. To quote from it directly and save a click:

    Scourge Hook: Territorial Imperative

    * The Aura of a Survivor entering the Basement or moving within 2/4/6 meters of any Scourge Hook when you are at least 32 meters away is revealed to you for 3 seconds.

    * Hooking 2 different Survivors on a Scourge Hook gains 1 token

    ** At any normal hook, consume 1 token to convert it into a Scourge Hook, deactivating an already active Scourge Hook elsewhere in the Trial, chosen at random.

    Don't take the numbers too seriously. I'm using Hangman's Trick's distance for the Scourge Hook aura read. I figured keeping the cooldown on the aura reading might be too much. Not sure if the tiers should be the aura distance or the number of Survivors hooked, but I'm inclined to keep it at the distance.

    The core idea is it offers a way around one of the most-often noted issues with Scourge Hooks - the RNG of their placement. You could still get screwed by RNG depending on what Scourge(s) deactivate, but it gives you more control than you have.

    that sounds very useful for those doing complete scourge hook builds

    this is a crazy rework for this perk, and I genuinely like it, kind of takes it away from the whole just camping basement with it thing, makes it more useful outside of that

  • @Flood73 said:

    I agree it could use a change but I'd prefer a total rework. It would be pretty useless even without the cooldown and range restriction. The main reason a survivor enters the basement is to rescue someone you hooked there and you can quite easily patrol the area in a way that you notice someone going for the save. I don't see much value in having a perk to help with that.

    it's obviously only really used by basement campers, but I think information from across the map could be a lot more interesting

  • @DancingCactus said:

    Might be a free horror movie music sample, would fit Ghostfaces character. Since there is some instruments(?) missing in this version I doubt this a case of stealing

    Is the huntress lullaby in that game just the melody or legit the DBD Huntress humming one?

    Also yes of course its just the melody, that would obviously make no sense if it was huntress, a character you meet is the one humming it

  • @DancingCactus said:

    Might be a free horror movie music sample, would fit Ghostfaces character. Since there is some instruments(?) missing in this version I doubt this a case of stealing

    Is the huntress lullaby in that game just the melody or legit the DBD Huntress humming one?

    I thought there were instruments missing too but that’s actually not true lf you skip through the ghost face song there are parts where theres no drums and its just that melody so

  • @OogieBoogie said:

    The Huntress' lullaby is a real world Russian lullaby called Bayu Bayushki.

    Yes i am aware about huntresses theme, thats why i pointed out that it plays IMMEDIATELY after the ghost face theme and that the coincidence im trying to point out not the song itself

  • moris 100% idle animations?? not worth my money no, i don't even know how unique they could get with idle animations

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3349447#Comment_3349447

    If there were that many ppl really working on stuff, then problematic things would be solved much sooner.

    Also if 2/3 of perks combined together has less usage then 1st most used perk, then it's clear perk strength balance is just not there.

    That perk fact is just completely untrue and i think you just need to try more perks

  • yknow i was skeptical but yeah this 100% makes sense, trapper gets blasted in the beginning of the match trying to setup all of his traps, I do think that a majority of killers do not need it

    Killers that need it:

    • Trapper
    • Ghost Face
    • Pig
    • Demogorgon
    • Deathslinger
    • Clown (short)
    • Belinda
    • Sadako
    • Pyramid Head
    • Freddy Kreuger
    • Bubba
    • Twins (maybe)

    Every other killer in my opinion does not need it my choices were mainly based on who does not have easy map travel, sadako even tho she has TVs can not teleport to them when the game starts, might've completely missed some but I also just said why I picked those so I think you can see where to go from there

  • Her design looks like it was only made for people to thirst over, which I'm not 100% against, but I think you can do that and still be a bit more creative

    her mori just makes no sense, I don't really understand what the drone is doing when it scans you, does it burn you? does it expose you to radiation? and then she just freddy kreugers you

    her power is the most half baked part about this entire thing, as 1 person stated, knowing where you are means nothing when you can't do anything about it as an m1 killer, there either needs to be something more that the drone does, or a chase power added

    her lore.... uhhh it's kinda strange

    her perks, nothing really game-changing, and one of them I've heard people complain that it promotes tunneling (game afoot) they should release the bots, and the new maps, but release the killer when it's fully cooked, I'm talking a nice 165 degrees, cause rn it's in the danger zone

  • I don't think tunneling ever needs to be removed, it should never be impossible to tunnel a survivor because that would be like giving the survivors a baby crib of protection

    YES. it is a strategy

    tunneling is 100% a strategy that a killer can use, how you react to it is up to you, BHVR has done what they can to reduce tunneling, but overall it needs to be possible for a killer to create a sense of pressure, if you don't want to be a toxic and deliberately tunnel, you can say yknow what you don't actually get protection, I don't have to be nice, so you leave the person who just got unhooked on the floor, this is beneficial without being "tunneling" you're forcing survivors off gens to go pick them up, but you didn't hook them again, so this is an example of how it can be used as a strategy. if it happens to you frequently then you need to start equipping yourself with things to prevent it, I say if it happens it happens and I just deal, tunneling is not an issue, being toxic is.

    let's also take for example a survivor who decides to use their endurance to protect the other person, well a killer could say, yknow what, they want attention, if you're abusing your endurance, something meant to protect yourself, then you the survivor are the problem, and you got yourself tunneled/slugged, killers don't have to "be nice" they're killers! so don't test your luck, in a way it's sort of this privileged assumption that a killer isn't allowed to hit you after getting off-hook, believe it or not if you run directly into their face they probably will hit you

    It's a very bad strategy, but it's a deeper issue than the surface level, if we're being honest only bad killers do it really,

    the solution to this problem is just to give survivors more anti-tunnel/camp perks, reassurance was a really great one we recently just got, the new perk that was just released called blood rush, that's an anti-tunnel perk considering it only works when you're on death hook, these situations can be frustrating but they're 100% counterable, play it safe, pay attention, adapt your builds to your weakness

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3349180#Comment_3349180

    How can you judge that it's simple feature? I just argued it's a big feature that has barely visible outcome (compared to the work).

    Do I think the idea would be nice? Sure I do. Do I think it's worth it compared to remaking every single broken map and make complete perk overhaul for all the dead perks? Well... I would much rather forget about moris if I could have a choise.

    you may be a programmer, but, I don't think you're a professional, it's a lot different on that level and things are more streamlined than you think they are, you can not answer this problem because you actually don't have the source code to dbd. trying to argue how large a feature is to make is pointless when you're not the one doing it, and you keep bringing up this focus thing after I bring up the pipeline, not every employee is focusing on the same feature all at once man, people are reworking maps separately from programmers and you know that, and I know you know that.

    and a perk overhaul, really? gonna be honest, it's a bit too soon, there isn't a very defined meta right now, I try new builds every single game, but no we do not need a perk overhaul yet, dead perks get buffed through updates anyways, any means necessary a previous dead perk just got a really nice buff, wasn't really dead, but also felt a bit useless.

    object culling for ONLY moris, meaning you don't have to change any aspect of the game except for moris, sounds like a very minor improvement/feature, I don't really understand why you think object culling is some holy grail of 3D technology, I just wanna see the animation man....

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3348288#Comment_3348288

    I am a programmer by profession. I know how things work. And I do consider how much work things like these are. For this specific reason I would WANT to prioritize. If I know by my trade that something would be complicated to do and the only advantage is that I get "nicer 5s animation" - and for this reason I will not get unstuck as twins (problem that should be about the same difficulty), then sorry, but I DO NOT WANT ANY MORI CHANGE. If bhvr had unlimited programmer's capacity (which is VERY OBVIOUSLY NOT TRUE), then I would ask for something like this. But right now... Really? 5s animation is that important? I would rather have working things before animation happens then this.

    I mean... Dbd definitely works as I play it, and yeah it's definitely in a playable state, adding a simple feature isn't gonna overthrow the work load of the entire company lmao chill out

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3348685#Comment_3348685

    your example is precisely why I don't think that's the issue. So many times you can land on cars, ledges, pallets, carts, etc until they fix said bug. that I am pretty sure they fix them case-by-case by invisible "walls".

    You can't do invisible walls on most things even tho its unfair that you can land on them you have characters like hundreds that have to throw hatchets over them

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3348103#Comment_3348103

    What you talked about is something different. This kind of culling is based on distance from camera only. This is something you can learn to do in 1st hour you open some opengl tutorial. Very simple thing. Much different from distinction of the ground.

    However considering how survivors camera works (and the fact you can't ever look below the ground), there already is some marking - this one is not usable, because it considers hard obstacle also walls you want removed. But maybe it could be extended. Maybe. It's hard to guess what they have inside.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3348107#Comment_3348107

    But they don't have 1000 programmers. They can't have. Once there are too many, adding another one will slow you down further (and no there's no such thing as code for bugs and code for new features. They are 1 codebase). Not all work can be split and a lot of things need to be done by single person. And in the end, you need to ask what's the benefit. Having one slightly better animation? Or say fixing twins glitch where their players couldn't move after swapping (or if u are playing survivor and have better memory - fixing wesker/locker interaction where survivor's camera got forever stuck in locker even after wesker carried you away).

    A working compromise would be to recycle existing code they have - for each mori players are teleported to special location (seen this way only for killer and morried person) and the animation happens there. For all the other survivors - keep current mori. This should be much easier to do and you would get big part of what you are asking for.

    yes, 1 code base that can be worked on simultaneously by all the programmers, there is a dedicated team to fixing bugs as with all game pipelines, but there is also people working on new chapters and features, everyone's doing something different, it's still redundant to say, cause obviously if dbd wants a new feature they'll have people to do it, yknow when a new chapter comes out and It actually has a list of bug fixes every time, and yknow, doesn't as if they all just focused on the chapter and nothing else??

    industries have pipelines and both features and bug fixes are worked on simultaneously, idk why you want that not to be true. dbds going to release new content and features regardless of how much you want them to focus on bugs, like stop saying that it's kinda obnoxious, "focus on bugs" yeah. they are. plus I'm obviously aware of the type of culling you're talking about, it's built right into dbds current engine unreal engine 4, so you don't even have to code that, but it's also entirely possible to code a dynamic culling system, that works specific to moris, there are several tricks you can use such as forcing the characters in the mori to even always render on top, that's not ideal, but I'm just saying this issue is solvable and you debating whether its possible or not is their job not yours

    if you would like a feature like that, just say "yeah i want a feature like that!" and then you don't actually have to code it because you don't work at BHVR, so it's their choice to listen to if you want that feature, and it's their job to decide whether it's possible,

    do you want that feature?

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3347965#Comment_3347965

    This is probably not issue. There's usually difference between visual of object (that you can delete) and actual interaction (but it is possible I am wrong depending on their implementation). Also you can remove parts of map strictly for those players, that are locked in animation (namely killer and morried person, again depending on existing code).

    https://forums.bhvr.com/dead-by-daylight/discussion/364999/object-culling-for-moris

    But this still might be hard to do. You would need to mark every object as what is "ground" and can't be removed (stairs, hills, possibly grass, ...) Or anything else that could possibly make you levitate and distinguish it from things like cars, walls, etc that could be removed. This could be very time consuming, maybe even hard (depending on existing code) and prone for bugs.

    I would mutch rather have devs focus on fixing actual bugs in a game.

    i'm also hoping you know that dbd has about 1000 people working on it at a time... so I really hate when people say "they should just focus on bugs" when there's obviously a department for bugs, and a department for new features, they're not all simultaneously focusing on a single thing at a time it's a $96 million dollar company come on

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3347965#Comment_3347965

    This is probably not issue. There's usually difference between visual of object (that you can delete) and actual interaction (but it is possible I am wrong depending on their implementation). Also you can remove parts of map strictly for those players, that are locked in animation (namely killer and morried person, again depending on existing code).

    https://forums.bhvr.com/dead-by-daylight/discussion/364999/object-culling-for-moris

    But this still might be hard to do. You would need to mark every object as what is "ground" and can't be removed (stairs, hills, possibly grass, ...) Or anything else that could possibly make you levitate and distinguish it from things like cars, walls, etc that could be removed. This could be very time consuming, maybe even hard (depending on existing code) and prone for bugs.

    I would mutch rather have devs focus on fixing actual bugs in a game.

    The grass is already culled out dbd, move your camera down to the ground and you will see grass blades made up of tiny little pixels until it goes full transparent grass isn't the problem it's objects like shack and rocks

  • @AmpersandUnderscore said:

    If a mori was an actual cutscene then sure, or maybe at the end of gameplay like they tried with the finisher Mori thing. But there's a lot that can go wrong in a multiplayer scenario if you start culling objects with collision.

    You're far more likely to have either the killer or another survivor get stuck on the terrain as it comes back into play.

    Which doesn't even touch on scenarios where, say, a survivor could deliberately stand somewhere during the mori animation and when the Mori completes, they're fully contained inside a rock or out of the map.

    What do you do if, for example, the map boundary wall would block the mori view? Do you delete the wall for the animation but in doing so allow players outside the playable area?

    what you're basically doing is asking questions that the devs would already be working on development, there are a lot of dynamic culling choices, and with the wall scenario it would be possible to make the wall modular, but I hope you realize... culling is client-side not multiplayer global. I also hope you realize the yes. dbd does in fact already have an object culling system in place while you're on maps like RPD, and it is also client side, so while I appreciate the concerns, I can assure you that Culling has been out since games started making large maps. no ones getting stuck in rocks

  • @Shaped said:

    Why do we live if we are going to die eventually?

    To have fun tbagging killers at exit gates when we manage to escape.

    yeah, but in the lore aspect these survivors have just been here for so long surviving, I think they genuinely just take breaks, where they just sit and die over and over and then after like 100 times they continue surviving again, but there genuinely is no point, very, it's not comparable to actual life because there's more things to do outside the realm than in it

  • huh. poor timing, im sorry everyone, bhvr just tweeted about this game just today, I didn't realize my answer would come so soon

  • @Lastchild said:

    https://forum.deadbydaylight.com/en/discussion/comment/3236709#Comment_3236709

    Can you explain to me from the killer point of view, from the killer feeling, what is wrong with all the suggestions presented ?

    I would like to understand why you would not like to play it if it was as presented here.

    You say this is not the place to talk about a Pig rework.

    Do you see a place other than the feedback / suggestion part of the official BHVR forum to talk about this ?

    Well remember it's a discussion forum, and that's why rn, we're discussing your feedback and suggestions. From a killer point of view, as the pig is already, I get so many DC's not many people like the pig as she is already, and this is suggesting a way to make her even more powerful, so from a survivor point of view which I mainly am a survivor main, that's just too much power for a killer that's already pretty strong as is, she already has been reworked with the 12 search buff/nerf, what you're more or so looking for is a complete reimagination of the killer, which is something that I will always before, but this isn't that, this is a slight change that would probably make pig almost unbearable to play against.

    As a killer, it would probably be a blast to play with this rework, but the way you could easily abuse it is why it wouldn't be fun for me, pig is at a point where she can not abuse and camp her boxes, that is a positive thing, so I'm telling you, this idea with the key and all would not result well, and a different rework would be necessary

  • @Lastchild said:

    https://forum.deadbydaylight.com/en/discussion/comment/3236360#Comment_3236360

    We have to find common ground with my file and your objections...

    she already has a power.. ambush, I use it in chase all the time, you're trying to make pig enjoyable, but I really don't think you're doing that here, I'm a pig main, and I wouldn't enjoy that plain and simple, she's simple enough rn, if she needs a rework, this is not it

  • @Lastchild said:

    You seem to appreciate the "luck" side of the Pig's power, so here is a new proposal to complete what I said earlier.

     When a Survivor wears an RBT, they "ramdomly" suffer "one" of the following effects :

     - Hindered.

     - Mangled.

     - hearing (15 seconds).

     - Incapacited (15 seconds).

    so.. is that also coupled together with the fact that you still have a death timer, or is it only the random effects

    because if it isn't you're going completely against the point of a reverse bear trap, but if it is coupled, you're just making her even more oppressive

  • @Lastchild said:

    https://forum.deadbydaylight.com/en/discussion/comment/3235945#Comment_3235945

    it is enough to add a 5th JB, which will take the letter of the survivor who goes there at the time when the Pig camp the initial JB where he intended to go at the start.

     It's been 2 times 2 of you tell me that the power of the Pig is based on the movies but if we really limit ourselves to movies for Licensed killers Myers and Ghostface shouldn't be able to expose the survivors just by looking at them.

     This is a video game, and my main point is that all killers should have their powers available often.

    ghost face is an original character NOT based on the movies

    Michael literally stalks characters in the movies, and that is undeniable, they perfectly captured his character in this game and I literally won't have this conversation, you are objectively wrong about not basing powers of the movies.

    but as well, it's not even about the JB the pig could camp the correct one in the game as it is if she was lucky enough, it's the fact that you included a key, and an item that can be knocked out of someone's hand, if that exists, I can just camp that item for as long as I want, and they literally can't win the game, at least 1 of them can't, that's objectively unfair, the way pig is, works for the most part, I think we need to leave it alone unless some crazy exploit gets discovered where she can totally win and there's nothing you can do about it.

    and if you wanna think about the character's powers not being based on the movies, think Freddy Kreuger, his power used to be like the movies, and then they changed him, and a complete outrage broke out because he should work as he does in the movies, but he really doesn't, people care about that, so I wouldn't just brush it off. SAW is my all-time favorite horror franchise, and I really care how Tapp and Amanda are presented, I wouldn't be happy with a change like this

  • I've literally never heard of that killer in my life is this actually real?

  • i think all of his traps should just start out set, he loses so much pressure running around and designing the perfect trap for the survivors, he can move them if thinks the placement kind of sucks but Idk, maybe that one add on that auto sets trap should just be basekit as well, that would at least make it possible to chase, he can't be everywhere at once, so his traps need to be doing something for him as he chases

  • there has only been 1 time where the regressing healing actually affected me, a zombie was chasing me, and it was impossible to heal, however, that being 1 against like 5 million times where it didn't really matter to me... i don't think it needs a change sorry

  • I totally agree, maybe for some moris it doesn't matter, but for blight, and demo, the mori needs to alter the survivor's body, like for blight it could delete the torso and leave a gory pile of limbs on the floor they could even just use generic female/male with and race variants for each. they've been slightly doing this recently with new moris such as wesker, nemesis, and deathslinger. but i just feel underwhelmed when I see a giant bubble inflate on your character, and then absolutely nothing happens, it just pops

  • yeah i get how it works now

    it should probably just round up, not round down

  • you could do that regardless of the mori change lol

    all for it

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/3236095#Comment_3236095

    Well i didn't realize china had no dbd anymore. so yeah then im all for it.

    tho some people still might think its 2 much.

    can gore in video game stop the streaming of it?

    but yeah atleast if moris had the correct injured marks it would be nice

    the chinese government... is very uhh open, and dictatorial

    I don't wanna get into politics, but there's a lot of problems there and they ban a lot of media. but like I said in OP the system would probably be togglable since performance and gore, and also Twitch Guidelines

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/3236086#Comment_3236086

    Yeah but especially in china. idk about south korea. but def in china decapitation and losing of limbs is getting games banned

    even feminine men are planned to be banned in Chinese games

    to be fair, china literally banned Animal Crossing New Horizons

    Dead by Daylight has shut down their servers in china, so people there have to actually use a VPN to even play atm, as well apparently any form of streaming DBD is ALSO banned in china, but like I said, the censored version would still be localized for china regardless, if they're ok with how it is now, then there's no problem, since the dismemberment system will never be released to them anyhow

  • @not_requested49 said:

    https://forum.deadbydaylight.com/en/discussion/351458/opinions-on-a-dismemberment-system

    Yeah its something i actually wish the game had but ofc by doing this they would only lose money because it would be banned in more countries, so its not in BHVR's best interest to do so

    Possibly in a dbd 2 tho (if that ever happens)

    At least we have friday for dismemberment and gore

    yeah fr, you have to put in your birthday in the steam store to play this game on steam, it's rated R, but you can't swear

    but it wouldn't be banned in other countries, think about it

    manhunt got banned in like 15 or so countries, but eventually got unbanned in most of them such as the UK and Australia because they released censored versions, which would be the dbd we already have right now, they could just keep this version for the other countries, and give us gore and dismemberment, it's been done before. So I actually would disagree against the argument that localization is holding it back from this sort of thing

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3236003#Comment_3236003

    That would be better solved by rebalancing the addons and their relation to the basekit, honestly.

    so all iridescent should probably just be priced the same you're right on that

    idk, I like the concept, but it's just so weird to balance with the unpredictability of the blood web

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3235994#Comment_3235994

    I think that might be a bit too frequent of a rate, unless you were to make it more restrictive (like, say, making it so the purchase limits were shared by role instead of character.) Sadly, the addons just aren't balanced well enough for that degree of freedom, so you'd end up with people just rotating killers to never have to use anything less than their best addons.

    ...which could help with increasing killer variety, but it would make pretty much all of them play exactly the same between players.

    ah, nah, just make them super expensive, that's a lot easier, some killers are essential to have addons on like trapper, while others are op, so just vary the prices based on that

  • @MrJack20252 said:

    idk if i would like it (probably yes since i like it in other games) but if it comes i believe it should come with a toggle option, so people can disable it if they don't want to watch any of that.

    I said that in the OP

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3235977#Comment_3235977

    A lot of that went into the idea I gave earlier in this topic, the ability to purchase things directly should be more of a buffer to prevent it being inaccessible than a means to stockpile or otherwise prevent build variation or over-rely on specific consumables.

    you could probably just limit the amount you can purchase every day,

    so that yeah you can still play with those addons but you're not allowed to rely on them

  • @AshInTheTallGrass said:

    You go to the store, you buy what you want, in what quantity you want. You also can sell useless add-ons and offerings (that we've all accumulated over the years).

    If you have a better idea, please share.

    nah cause honestly I agree, I hate wasting my time in that blood web,

    I think there should be a blood web for perks and offerings, but for addons and items, absolutely not

    trapper is completely unplayable with no add-ons, but if this is the case, we meet the new problem in dead by daylight....


    ..inflation!

  • @RaSavage42 said:

    @Lastchild

    I mean I haven't played the game in like 8-9 months so I don't have any experience but from when I did it wasn't luck that got the trap off

    Either they guessed right or guessed wrong

    But still not activating the Trap apon completion of a Gen does hurt me... No ones going to have a Trap on by the Time the last Gen is done

    Her potential is highest during the mid-game when she's getting downs and putting on traps

    Her start up is slow to say the least and her end game is laughable... seeing how they nerfed her

    But all of that could just be my playstyle with her

    it completely goes everything that is saw, once a gen completes their team is the one killing them, it's the whole point of the phrase "Make your choice, live or die" that john kramer and Amanda say over and over, but its also not luck, they have it completely outlined, that the first survivor is the most likely to get it off, but the 3rd survivor will have to search 5 boxes no matter what

  • the fact is, making it so that all she has to do is knock a key out of someone's hand is way too easy, the pure fact that pinhead has a carryable object that can be knocked out and oppressed, makes him EXTREMELY powerful, I'm a pig and a pinhead main, so I know how ensuring people don't get their boxes on both killers works

    if I can just continue knocking a key out of their hand chasing them across the map, then leaving them and guarding their key, I could quickly get a head pop that way, it's a trashy way to play, but let's be fair you made it easy to play trashy with this gimmick, the reason pig is the way she is, is because that's how the traps are in the movies!

    they reworked her so she can't camp boxes, you're completely right, however with this update, YOU LITERALLY GIVE HER THAT POSSIBILITY BACK, allowing her to look at the label on the key, and camp the box that belongs to it, or camping the key itself, either way, not a good idea I'm sorry, I can tell you put a lot of effort into this, but like I'm sorry it would just make things worse

  • pig could just run franklins and do nothing but camp all the boxes like??

    that would make her literally more powerful, head pops constantly

  • @Viciusaurus said:

    I would be all in on this, as it would make Moris a really brutal show and spice things up

    especially since we've seen all of the netease ones, they don't have it either, but they give us hope

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