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Rey_512

Rey_512

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Rey_512
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  • @Shaped said:

    https://forum.deadbydaylight.com/en/discussion/comment/2439943#Comment_2439943

    I already said myself that I understand that licenses bring people in. I just said that the game wouldn't be dead if there were none in my opinion, because of the one of a kind addicting gameplay.

    And interesting original characters.

    Agree to disagree. Like I said, we can only speculate… I’m sure someone with more time than me can go research the statistics as to how much the player base increased after the consecutive releases of Myers, Freddy, Leatherface and SAW.

  • @Shaped said:

    https://forum.deadbydaylight.com/en/discussion/comment/2437103#Comment_2437103

    It is just my opinion like you stated yours and have freedom to do so.

    I just have a feeling that hardly anyone will leave a game because of the license. Original characters are pretty good and there is hardly any difference except in looks.

    I understand it’s speculation because there’s no way to “prove” it, but I think it’s fair to say this game wouldn’t have achieved the popularity it did with purely original characters.

    Why do you think they keep procuring LICENSED characters? The SAME REASON they keep pumping out cosmetics nonstop… because it generates a lot of money.

  • @Shaped said:

    I think people are overvaluing importance of licenses compared to gameplay.

    When I first played this game it drawed me in without even seeing the licensed characters first.

    I get it that licenses draw people in but this game wouldn't be dead without them imo.

    I think you’re undervaluing it based on your personal experience.

  • It would be helpful if someone posted the match on here to see what actually happened.

    If what some people are saying is true - that Otz was Ghost Face on Ormond with non-meta perks - then there is no issue to discuss. If he was using a meme loadout (perk wise) then it’s unreasonable to expect him to get a 4K vs a strong SWF on a survivor sided map.

  • @DerpyPlayz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2426959#Comment_2426959

    My idea would be static: a few pallets are randomly selected at the start of the game to have the Pallet Lock on them. Once the lock has been removed on a pallet, it would remain off for good.

    Static: lacking in movement, action, or change, especially in a way viewed as undesirable or uninteresting.

    Random: made, done, happening, or chosen without method or conscious decision.

    I don't think you can say it is static if it is random. That makes no sense.

    Okay maybe I misunderstood what was asked.

    When I said static, I meant that pallet locks are selected at the beginning of the match (RNG) and that’s it. They don’t come back and can’t be transferred to different pallets. My bad.

  • @GoshJosh said:

    Hmm let’s see.. breakable walls take about two seconds to break, can be broken early on, and are done for the rest of the trial.

    And you want pallets - also taking about two seconds to break and then are done - to take 20-30 seconds to be usable by survivors.

    Something’s way off here. Survivors have enough loading bar tasks, thanks though.

    Ok make it 10 seconds, like another survivor suggested. It also depends on how many locks there are on the map. If there’s only about 2-3 then I think 15 seconds to unlock is an acceptable time. If there’s more, then 5-10 max…

  • @WeenieDog said:

    https://forum.deadbydaylight.com/en/discussion/comment/2426965#Comment_2426965

    Do you really think that having 4 survivors travel to random pallets to check them because they can't be sure if anyone has or hasn't a minor thing?

    I'm all for having mechanics that encourage strategizing, but you have to actually give survivors tools to strategize and not leave it to the just be psychic and mind read where everyone else is and doing at all times like we have now.

    I already said they could have a visual indicator (perhaps a flashing light attached) to help identify the locked pallets. If that’s not good enough, they can have a yellow aura when survivors are within 10m or 15m.

    Still think it’s a bad idea?

  • Deliverance is fine just the way it is. Only thing I could go for is letting the broken timer be a little shorter. However it still needs to exist to avoid survivors unhooking themselves and using a Styptic Agent for a free escape. DS alone is strong enough to combo with.

  • @WeenieDog said:

    https://forum.deadbydaylight.com/en/discussion/comment/2426883#Comment_2426883

    But those decisions on how they are done are going to depend on if the group is solo or swf. Obviously a swf isn't going to have moments where you have 4 people checking the same pallet to see if its unlocked wasting massive time.

    Ignoring solos is like me campaigning for mettle of man to be reverted to its old stats and say " well some killers are going to deal with this perk better then others , so let's focus on the killers that have a damaging m2"

    It skews the theory crafting too far from how the game is actually played.

    It doesn’t really require communication. If a solo comes across a locked pallet, he can choose to unlock for future use by him or his teammates.

    Only major advantage a SWF would have is if they are pushed off of unlocking a strong pallet by the killer, then they call out “hey, someone please finish unlocking Jungle Gym pallet by <landmark>”.

  • @DerpyPlayz said:

    https://forum.deadbydaylight.com/en/discussion/272794/gameplay-idea-pallet-locks

    Certainly a interesting idea. The best and only solution I have heard that is unique. Im unsure how effective this is though. It could also maybe be annoying if it isn't static. Imagine being in a losing position and RNG locked a pallet, could outright break games with no fault to the surv.

    My idea would be static: a few pallets are randomly selected at the start of the game to have the Pallet Lock on them. Once the lock has been removed on a pallet, it would remain off for good.

  • @Power_Guy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2426853#Comment_2426853

    That's a flaw of the game. BHVR should just add voice comms and balance around it.

    Instead, they plug their ears and scream 'VOICE COMMS ARE NOT THAT BAD! LALALALALA!' and keep the game trash for non-SWFs.

    Some kind of voice feature would be nice (maybe make it proximity based).

    However that is an entirely different topic. I’m interested in hearing your thoughts on this idea, or another idea that would create a new gameplay element for survivors so it’s not just M1 simulator + loop same pallets + cleanse totems (maybe). Something that requires survivor’s time but isn’t too harsh on solo teams.

  • @WeenieDog said:

    Another mechanic that only affects solos and barely does anything to swfs.

    I disagree. SWFs will always have a built-in advantage, and that we cannot change.

    A feature like this would still require any survivor team, SWF or not, to decide on whether a certain pallet loop is worth taking the time to unlock.

    Lets talk about that instead of making this a solo vs SWF debate.

  • @BingBongMan said:

    I've been trying to find a killer that suits me, but is still one that can perform well.

    For god knows how long I've been maining console Blight, and occassionally trying other killers. But lately I've grown tired of precision based characters who can be dodged by moving slightly to the left or right. Which seems to be a growing trend with modern killers.

    I just don't know who to play anymore. I don't want to take a break, I just want to find a killer that suits me.

    Playing on Console (mainly last gen) is horrible for killers that require precision such as Blight’s bouncing and Huntress aiming. Wraith would probably be a good choice.

  • Extra customization is always fun, but remember that it can’t be anything too crazy where it would cause serious lag and performance issues.

    Perhaps things like posters or the patterns on the walls, the tiles themselves… something simple.

  • People are more familiar with truly iconic characters like Michael Myers and Freddy. The general population/player base won’t go out of their way to purchase a game featuring Hollow Man versus a guy like Michael Myers.

    Although at this point, the old school icons are running thin and DBD is big enough of a game to take chances on smaller IPs: can be from a game like Evil Within (The Keeper), or even Candyman.

  • FNAF fans: bUt thE BiTe oF 87!!

  • You’re going to doubt your actions based on the comments of one person?


    No, dude. If you want to give last survivor the hatch that’s your prerogative and not “BM”. You can

    play however you want.

  • Short answer: No.

    Reason: Too many maps with elevated areas, multiple floors, etc.

    Your underwater killer would have to be above-ground the whole time. Sorry Jaws fanboys.

  • @StibbityStabbity said:

    Well, if you go by the movies...

    Chains. Hooks. Chains and hooks. Pinhead carries a knife around his belt that he uses in a threatening manner in the second film, which could be his standard attack weapon. That said, in guessing it will just be a hook.

    Also, in the films, he can summon columns covered in flesh and blades. In theory, he could summon his own hooks.

    While he can teleport in the movies, he's otherwise slow, and never more than walks. He'll likely be a 110 speed.

    Chains and hooks? Rihanna next killer confirmed!!


    Wait, that’s not it…

  • @glitchboi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2418670#Comment_2418670

    As I said, he's easier than many of the other killers, but he still has a skill ceiling despite his very, very low skill floor. For instance, mindgaming in loops with his uncloak superlunge.

    Yes, he still has a ceiling that a new player won’t hit immediately. Agreed. I think that applies to all killers, though.

  • @glitchboi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2418489#Comment_2418489

    Just because a killer is easier than others, doesn't mean they take zero skill.

    Wraith’s learning curve is arguably the smallest in the game.

    Hit and run tactics (especially on low visibility maps like RPD) are super easy to use for newer players.

    Compare that to picking a killer like Huntress… actually aiming, measuring hatchet speed and distance… Wraith is basically a noob’s favorite killer.

  • Increased speed for survivors? No thanks.

  • I only have two things to say about it:

    1) The Devs should’ve programmed their game to not allow for stretched res, regardless of performance. If you can’t run the game on a normal resolution, you shouldn’t be playing.

    2) That being said, if you use stretched res you ARE giving yourself an unintended unfair advantage and there’s ZERO defense for it. Doesn’t matter if your primary goal is increased performance.

  • @WeenieDog said:

    https://forum.deadbydaylight.com/en/discussion/comment/2222569#Comment_2222569

    Honestly though, To me nothing is more LGBT+ than the 'slippery slope'.

    Before gay marriage was even a thing, I'd hear people really believing that if you let two consenting homosexual get married, it would lead people fighting for the right to marry farm animals.

    I’m not scared that people wearing pride charms will lead to any more tunneling than what we already see. I’m more worried about the auto-ban system itself, and how self reliant it will be without human review (BHVR mods reviewing multiple reports on a flagged player?). Multiple pride charm bearers can easily report the same killer because they lost to him and POOF - autoban.

  • Bans should only happen if someone is being homophobic in end-game chat and harassing someone who wore a pride charm.


    Tunneling someone with a pride charm SHOULD NOT get anyone banned:

    1) It’s impossible to prove they tunneled because of homophobia.

    2) Tunneling is not a bannable offense.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2170010#Comment_2170010

    You said "make" not "made", so I thought you were talking about new Moris.

    You’re right, I apologize for misreading. I do believe keys today are unbalanced and need a rework. Current moris are balanced since they only avoid potential DS or flashlight saves

  • Highly UNLIKELY. Resident Evil has other more iconic options such as Mr. X and Nemesis, possibly even G-Birkin.

    Lady D is a brand new character and DBD zero history of adding licensed Killers that have not become iconic over time.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2169987#Comment_2169987

    Ehhh, how? Moris are only useful now to counter a possible DS or to prevent sabo/flashlight plays. If anything they are a detriment to killers who run perks like PGTW.

    I think you underestimate the impact killing a survivor after 1 hook state has (old Mori, not the new ones).

  • Keys need a rework but Moris make the game unquestionably more unfun than keys do, as they can have a huge impact MUCH earlier.

  • Bubba isn’t SS? Faulty hook camp tier list.

  • I’ve mori’d Laurie with each of these killers, though.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1543199#Comment_1543199

    You've basically made it so any Survivor who makes it to the endgame and isn't on death hook is almost guaranteed an escape.

    Not true. Current DS already works like that.

  • If the survivor bots don’t t-bag at the exit gate I don’t want them.

  • @gunslingers_potatoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1458852#Comment_1458852

    I finally get your concern, and Cruel Limits could be too strong in this form against some killers, so here's another addition to the Original post:

    If a survivor within 12 meters of you stands 3 or less meters away from a vault location, Cruel Limits cannot be activated.

    Now you cannot just activate CL when the survivor is about to jump the vault, you have to do it before they reach a 3 meters limit, so the survivor can react to the perk and reposition immediately. Still a strong idea. Do you think it would be more balanced this way?

    I like that adjustment, although a good killer will still be pretty much guaranteed a down because let’s imagine this:

    You catch that elusive, strong looper out in the open for the first hit. Now you see them running towards a strong tile like a jungle gym or killer shack, so you activate it before they get close to the vault... now they will be forced to throw the pallet (if it’s still up) or take a down. It would give the survivor a chance to react, but not by much.

  • @JackFrostMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1458845#Comment_1458845

    Again, this version requires a gen to pop before you can use it. At best, you get one down because of that before the effect wears off.

    Guaranteed downs are stronger than you think. Imagine saving your Cruel Limits tokens for a team’s strongest looper... it’ll be devastating.

  • @JackFrostMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1458832#Comment_1458832

    It doesn't really seem that overpowered to me. Strong? Sure, I will admit that much, but the fact that it's so uncontrollable is the main issue behind it (that and it's low range).

    Uncontrollable because it’s tied to the radius of a completed generator... I’m usually in chases so switching it to terror radius would make it instantly better for me. Imagine a Bill, Bubba, one-shot killers with your suggestion... zero counterplay. It would be total BS.

  • @JackFrostMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1458822#Comment_1458822

    You can only use this form of Cruel Limits five times a round at most when a gen is done and it has a cooldown. Bamboozle has unlimited usages, allows you to vault faster, and has no cooldown.

    I just don’t think a killer should be able to block ALL vaults at their desired time/location. Take away the token/choice aspect and change it within 32m of the killer and it’s better.

  • Choosing when and where to block windows is way too strong. Why would Bamboozle even exist?

  • One issue is not exclusively tied to another. Although I hope Moris are reworked first because they are the single most unfun, broken feature in the game.

  • Wouldn’t Wendigo look like Hag’s twin?

    But you got some cool ideas. I like the Hex that blocks other Hexes when cleansed. Maybe buff it to all totems and it would be worth running.

  • @snozer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1425158#Comment_1425158

    Because it destroys the flow of the game and removes all momentum you have gained.

    MOM had the same issue. You could be snowballing with one survivor constantly hooked, but when you are about to down one that you found out of position MOM activated allowing them to get to a safe area and waste your time.

    BOOM momentum gone and the survivors have had time to spread out and work on gens.

    I try to knock out someone’s DS early so I don’t have to deal with it after their 2nd hook so I can just tunnel them out of the game.

  • Haha, just messing with ya. I actually am not sure who you’re referring to.

  • @Deadsea said:

    My favorite is Pain Reliever. Paulie is a close second.

    My least favorite is any toxic Youtuber. I saw one guy stream and he had toxic builds as Trapper and he was mocking 2 survivors as he killed them and was laughing evil. Guy needed psychological help.

    Stop talking bad about my boy Monto. It’s called humor.

  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1443930#Comment_1443930

    Small games a great perk, and with the amount of people bitching about noed more should be running it. Especially if youre running inner strength

    I prefer Detective’s for totem cleansing, as I can work on a gen and THEN knock out totems once I’m done. The exact location is especially helpful on indoor maps like Lery’s and Midwich.

  • META PERKS

    SURVIVOR:

    Decisive Strike - to prevent tunneling, since killers want to eliminate survivors from the match ASAP

    Borrowed Time - to go for saves when killers camp, same reason as above - killers want to secure kills and easy 2nd/3rd hook states

    Unbreakable - to pick yourself up and recover faster, since slugging is a common tactic to win games as killer

    KILLER

    Pop Goes The Weasel - especially useful in late game, rewards good killers for hooks by slowing down important generators

    Corrupt Intervention - people say it’s mostly just a Hag or Trapper perk, but it also works for killers who need extra time to build up their power (ex: Oni, Plague, Myers, Legion - getting people injured, maybe even Pig)

    Hex: Ruin - when not found, it’s one of the most devastating perks in the game because good killer players who can apply pressure will make gen life a living hell for survivors


    I’m not going to include BBQ for killer meta perks because it’s honesty not an amazing aura reading perk (easily countered, and requires you be a certain distance away - which most killers can’t effectively capitalize on). People pretty much only run it for the bloodpoint bonus, which doesn’t constitute any validation towards being “meta”.

  • @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1441202#Comment_1441202

    I mean SWF does render multiple perks useless and weakens certain killers and strategies. It also buffs some survivor perks and strategies. I agree that “breaks the game” is hyperbolic but it definitely affects balance having people communicating about the game when there’s no in-game communication. Four pairs of eyes are always going to be better than one and having easy access to knowledge of what everyone in the match is doing when solos have to run perks for the same information is not an insignificant advantage.

    See, your kind of feedback is exactly what I like to see. Well thought out, not aggressive/childish even though you have a different way of thinking... kudos.

    I totally agree that it’s a huge advantage to be on comms. My biggest solution is to give survivors Kindred (without killer aura reading) as base and THEN buff killers in some way to compensate. Maybe after hooking a survivor, killers get a brief killer instinct effect on the furthest survivor for 2 seconds to start... maybe making it so gen progress is 15% slower for the first 30 seconds of a match.

  • @KnotEnthusiast said:

    https://forum.deadbydaylight.com/en/discussion/comment/1440798#Comment_1440798

    I think you've hit the nail on the head, and it just shows exactly how OP did not watch Scott's video. Killers aren't unfun because they're good, they're unfun because the experienced gained by playing the game means nothing. I could be the best survivor in the world, and I still would have to just take a complete random guess as to whether or not a spirit is phasing when she stands still. Or on the other end of the spectrum, I still have to drop a pallet 9 years early when in clown gas. It has little to do with how good a killer is, but everything to do with how applicable your skills are to playing against them.

    Exactly. You need to make it interactive for both sides, not just a complete guessing game or “I am forced to drop a pallet early because Freddy can puddle me to death with no drawback”.

  • @Dr_Loomis said:

    Having a gen pop even before you find a single survivor. Big time suckage.

    Whispers and Corrupt Intervention say hello.

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