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RaidenHusky

RaidenHusky

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RaidenHusky
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  • Same! I've tried on Survivor 4 times now, and restarted my game each time

  • @MrPenguin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442084#Comment_3442084

    This is said every patch. Not by specifically you, but in general.

    You're not wrong, but in my personal experience, I have never been tunnel this much to this degree

  • Honestly, I don't think tunneling has EVER been THIS bad before. It's THE strat like EVERY game anymore.

  • Did you know you can free yourself from the claw with the shield? It breaks right away.

  • @drsoontm said:

    Hopefully a bug. I've abandoned about half the outpost I've tried this evening, and reported almost half of these (for various crap, lava thing, ...). It would annoy me even more than the almost-zero visits on my outpost.

    Thats not what you should be reporting is just lava "exploits"

  • @UmbrellaWeapon said:

    As said above.

    it’s not a feature of the game. If that were true, or someone who has a base like this tells you it’s true. Ask them , “ then why does my trap not work shooting through the corrosive cube while not in second wave?”.

    pure exploitation of the game, report report report, leave that game, block the player, at least you know you’ll never play his or her base ever again.

    I hella disagree with "report report report"

    Until BHVR comes out and says its an exploit, and patches it, don't fill their report inbox with BS noise and blame the base builder

  • @Redbeard_Steel said:

    For other games, doing DLC that includes other games would be bothersome, but it's basically half the reason DbD has done so well to this point, so could we get a Portal DLC?

    Imagine having moving portals that spit out different guards, pathways, trap-activations, etc. Giving portal guns to raiders might be a bit too hard to counter and aside from that I'm not sure what they could add for raiders directly, but it would make bases way more interesting for both parties to build and go through.

    Just saying BHVR, ya'll get licenses for so many games, this would be an amazing addition to MyM.

    I mentioned this last week to, it would be AMAZING if they got the licence for that!

  • +1 Same

  • @BillSimmons said:

    While this can sound like a cool addition it loses the charm when you think about how repetitive trap combinations make raiding dull. Introducing a holocube that matches the surrounding blocks would create an annoying combination by removing the one easy way players can identify a holocube. If you want holocubes that match the surrounding environment pathing part of your genmat route through a bedrock section works well. Hiding a holocube with second wave is a great way to surprise raiders too.

    Everything in MYM is setup around clearly showing traps and this idea would be the exact opposite of that, for that reason I'm out.

    Counter-point to your point. If raiding is dull because you can sus anything and everything out now that you can recognize it, wouldnt adding making the cube reskinable as a mod help keep things fresh and scary since it won't be easy to sus out a holo cube anymore?

  • @Darkyan said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3398791#Comment_3398791

    While I understand your point, I stand by what I said, traps are fun because it's obvious that they're trap.

    The addition of this would mean that now every single 2500 capacity worth of blocks you own can be a transparent block dropping you in a pit of lava or hidding a flamethrower/grapple.

    I'm sure you yourself shot a set of 3 real bedrock just to verify they weren't fake because you weren't 100% sure and you didn't want to die, now imagine doing that with every single 1x1 cube you see in the game.

    Or worst, you shoot a grunt, his body falls backward into a normal looking block, turns out it was an invisible block you could have never seen, your arrow falls into a pit of lava 3 block deep, you lose your arrow forever.

    I'll stick to this : Traps are fun because you recognize that they are trap.

    If I have to play battleship with every single blocks in the game just to see what is real, I'd rather not play

    Sorry, still very strongly disagree. If you are standing still or going slow, thats the chance for even a regular holo cube or trap to get you.

    And what makes them more painfully obvious and less of a trap is if every other wall is gold and covered in a prop or light, and then here is this block with no lights, no color, etc. Whats the point as a builder of using it if its that obvious?

    And again, you shouldnt be standing still enough to be shooting a holo cube. If I have a holo cube go off on me, I jump, I zipline, I shield. The same would be true if a holo cube went off but it was covered in a decal. Because you get an audio and visual cue of when it reveals itself, enough time to get out of the way.

    And again, you die, you learn, you memorize and try again. Just because it fooled you the first time, now you know for the second time.

  • @Darkyan said:

    These kind of traps are only enjoyable because you know they copy bedrock.

    I know it hurts aestetics, but it would hurt infinitely more if literally all the blocks around you could suddenly vanish and leave you in a lava pit.

    I'd be one of the first to make a very long impossible path with only lava blocks and vanishing blocks, then make a alternate hidden path after killing the harvester.

    And that's no fun for the players

    The harvester still needs to be able to leave though, and as with all burials sites, you run through, you die again and again until you learn more on each death and learn which are holo cubes and which arent

  • @chezpizza said:

    Heads up. Lots of posts that say the same thing. A couple with polls intergrated in them too.

    Oh thank you! Got a link?

  • @wydyadoit said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3397310#Comment_3397310

    it's not even just that. the fact that they only imitate bedrock really limits their viability.

    Agreed!

  • @chezpizza said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3396983#Comment_3396983

    This.

    Sometimes i feel like i am relying on luck rather than skill or tactics when I encounter a kill box build.

    Thankfully the grenades and consumables are cheap enough to ensure I'm stocked up.

    Agreed, Ive just made my Phoenix Pack my staple to throw down right after I grab the genmat lol

  • @Mellcor said:

    the only issue with kill boxes is they are boring and repetitive, but due to traps and blocks being tied to the same resource, if you want lots of traps you get less block to build with. so people make a box with everything in it

    but with over 100 hours in MYM i can say that very few killboxes do anything interesting and most are just a process of kill this -> then this -> then that ect ect

    I really hope these change/go away as the game deepens and grows with new content and the community adapts

  • @wydyadoit said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/371780/ive-changed-my-mind-kill-boxes

    yep. that's where player skill comes in. players that read and research are at an advantage.

    kill boxes are easy wins. the real challenges are the maze maps with all grey walls and distorted topography. those maps tend to have fake out cubes and double back traps. ammo captures. and the most annoyingly terrifying thing... empty hallways.

    It just REALLY sucks the holo cubes cant be re-skinned. Makes it so if you wanna use that trap you have to have an ugly base because otherwise its easy to sus out which ones are the holo cubes

  • Yeah, economy needs a rebalance FAST and the prestiege system needs a rework FAST! I really enjoy this game and its scary to think that people might leave it if they just lose all their resources because bases are super saturated so no one will ever raid yours

  • @RaidenHusky said:

    Just adding thoughts here: 

    1. Portal 2 crossover event

    2. More objectives. I wanna hide a treasure for people who are curious explorers and can see through my sneekyness, and reward them for it!

    3. Its way too easy/limiting to figure out the path to take using HARV. It always has to be flat. No jump downs or grapple ups. 

    Man, I'd also like to be able to search more maps. I feel like there are so many I dont get to see because the game choose for me what 15 I get to see

  • @TragicSolitude said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/371418/my-top-3-thoughts-after-launch

    In reference to your second point, there is the Forsaken Tomb to act as hidden treasure. Bigger maps even have two Forsaken Tombs. A lot of people don't realize what they are: only three people have found the ones in my Outpost, and only two knew what they were. I had no idea what they were the first day I played and was so mad when I discovered that they drop treasure. Hours and hours of wasted raids where I missed out on all the loot because the game's tutorial is so garbage.

    I wish HRV could go up verticals. BHVR could at least allow him to go up any vertical that's small enough to be reached with a double jump. But I've noticed watching replays that a lot of people use the grapple constantly, so anything that can be reasonably grappled to seems like fair game.

    Yeah! I love the forsaken tombs! Lol, and same. I wouldnt have know what they were if not for the Live Stream. You know its a BHVR game when you have to learn from experience rather than a clear teaching lol.

    And actually, I think the larger the map or genmat when you buy a burial ground, the more tombs you get! Mine has 3! Thats the most Ive seen so far!

    I like what chezpizza said about it would be nice if you could be the one to place them. But I do see how randomizing it could encourage unique and wonky structures you wouldnt make otherwise.


    And yeah, I'd like if HRV could climb walls. Wish he didnt give the path away too, I try to have my traps kill him off ASAP so people cant use him as a guide