SCP_FOR_DBD
SCP_FOR_DBD
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I think all he needs is basekit compound seven. But I'm not even sure about that because its been less than a day.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1607565#Comment_1607565
It's size means that even if every tile has a pallet, which is rare enough, they're so spread out that decent killer that knows how to zone you will most likely get a hit between tiles. It's the flip side to naturally spread-out gens: borderline unchainable tiles.
I hope the devs redesign the way some maps work with the graphics update.
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@ZCerebrate said:
https://forum.deadbydaylight.com/en/discussion/comment/1607543#Comment_1607543
@SCP_FOR_DBD Pallet gets dropped and you can still kick it - doesn't effect it because its technically already down before that hit "registered" on the server side... I guess(?)
That makes sense, thanks for letting me know.
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@MadLordJack said:
It's a Hex because maps are not always designed... Intelligently. Some maps, like Mother's Dwelling, have 1 pallet in an area and nothing else - that perk basically turns it into a deadzone. Other maps, like almost every other map, have pallets galore unless the RNG is extremely stupid, which means that the perk is useless.
Is Mother Dwelling really that badly programmed? I have almost never gotten it as survivor so I'm not very educated on it.
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@KingFrost said:
Yeah, I'm not sure it needs to be a Hex.
I do wonder though, I haven't been able to test it out... what happens if you get the hit, then the survivor drops the pallet. Does the pallet not get dropped?
I've never thought about that, I wonder what happens. I'll test it out next time I boot up the game.
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SCP of any variety. I'll take anyone so long as its done right.
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Its definitely a bug.
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I think hes actually really good with compound seven. Without it though I agree.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/1604598#Comment_1604598
That doesn't happen.
It happens sometimes. The mechanic is wildly inconsistent.
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He needs some fixing all across the board. Sometimes survivors can't reveal me when I'm right in front of them. Other times I get revealed behind a wall.
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7
I like them lorewise and those perks seem pretty cool. He also seems fun to play.
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@Lx_malice said:
https://forum.deadbydaylight.com/en/discussion/comment/1604489#Comment_1604489
Yea I lunged in the opposite direction of the hill and I was able to get out.
Huh, Wish I had known that; not much I can do now lmao.
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@Lx_malice said:
Can't you get out as killer by lunging? It worked for me yesterday when I got stuck as Ghostface.
Really? It never worked for me.
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@Shugon135 said:
https://forum.deadbydaylight.com/en/discussion/comment/1604415#Comment_1604415
ive already decided on what to do, i really think this idea could work, the stealth and beartrap actions have to have some kind of connection, remeber the demogorgon, all his abilities have bridges, his portals allow him to patrol all corners of the map without consquence, it gives him the undetecable status allowing you to get a hit him, his abyss channeling gives him the shred and allows him to attack survivors at a long range, but the bridge between these two is that activated portals while channeling abyss reveal survivors near them with killer instinct. the difference between these two is that demogorgon relies on that one bridge to fulfill his potential, while the pig pretends to fulfill potential with 2 things that do their own thing. sometimes even if you knock down a survivor with ambush you might just hook them without appliying a beartap.
i need sleep, we will continue this conversation later.
That doesn't mean they're not connected, just that they can have uses outside the bridge. Lets use your Demogorgon example. Abyss channeling not only interacts with the portals, but also shred. Similar to how you can down with pigs crouch and not use a bear trap; You can use shred on demogorgon without using the portal aspect. I could see your changes maybe working, but I think she only needs some minor tweaks currently.
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@Zayn said:
https://forum.deadbydaylight.com/en/discussion/comment/1603164#Comment_1603164
They're right though. I play Pyramid Head myself but it's dumb to say that him putting his sword in the ground is a mind game. You either keep looping the pallet and he cancels and gets the hit or you throw it down and he hits you while you're in animation lock with his M2. Mind game implies that you confused your opponent when this is just a hit either way unless the Pyramid Head misses. I agree one thing a survivor can do is run past the pallet and then quickly turn around and throw it down but an experienced PH respects until they're 100 percent sure that the survivor will keep running the tile. That's like calling Deathslinger spamming his ADS to gain distance a mind game. If you try to dodge, you get m1'nd, if you keep running straight, he gets a point blank shot. Not a mind game.
Depends on the definition of mind game. My definition: Using an m1 or ability in an attempt to make your target do something they wouldn't normally do without being specifically implemented by the game. There really isn't 1 definitive definition to my knowledge.
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I'll switch to this version of the post. To continue the conversation; They actually do somewhat bridge. Crouching makes you stealthy which can get easier hits, this then leads to faster downs and faster Traps. Amanda actually was the one of the pigs kidnapping people, so it is her way of kidnapping people. Its already twisted enough by having her use fatal attacks rather than drugs. Traps are random so it can go both ways, you can have survivors instantly take off the trap or the last box on the map, they really need to make it more consistent.
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The point of Pigs double abilities is to represent Jigsaws normal way of kidnapping. Sneak up to people to incapacitate them and stick em in a trap. It wouldn't feel right without it. The upsides to crouch are undetectable and ambush, isn't that the entire ability? The problem with RBTs is that they are way to random, sometimes you can get them off in one box, or the last one on the map. I think if they made her traps less random and reworked her addons she would be fine.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1604339#Comment_1604339
False. Stealth in this game is much easier than people think. Also, see what I said to the other guy about checking the area: You put distance between yourself and the locker, the Survivor inside it gets out and runs to a safe loop. You lose either way.
Stealth is way harder if the killer is actively checking for you, and if a survivor is in a locker and you leave its likely they'll stay because they believe they have not been spotted yet. Happens all the time lmao.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1604306#Comment_1604306
So pulling someone out of a locker is a "bad play" now?
And not that hard to just hide and wait for the Killer to grab them.
https://forum.deadbydaylight.com/en/discussion/comment/1604308#Comment_1604308
No flashlight beam showed up on my screen, so where could it have possibly come from? Behind me?
With this game, maybe. But my bet's on through the locker.
I also mentioned punishing unaware killers, if you don't know they are there your unaware. Its almost impossible to hide well enough that a killer can't spot you and still be in range to get the flash.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1604300#Comment_1604300
Right, because me being punished that someone else made a mistake but some random schmuck looked at it happening and went "lol no" is totally fair. Getting blinded through the locker is totally fair. A Survivor dumb enough to get caught in a locker being given a free second chance that required no skill or input on their part is totally fair.
You could just check your immediate area for this survivor. The point of flashlights is to punish unaware killers and bad plays.
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@Auron471 said:
https://forum.deadbydaylight.com/en/discussion/comment/1604245#Comment_1604245
not being able to be interrupted is to counter facecamping, and the looooong CD is to make sure it cant be abused too hard.
I guess so, but that also could be used to make unsafe unhooks safe. I don't think the cooldown is a very good idea, it wouldn't stop it from being abused just that it can only be abused every 2 minutes. I think it'd be better if taking a protection hit made the perk not activate. Thats just me though.
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I feel like thats less a nerf and more so fixing a mistake.
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@Auron471 said:
Borrowed Time:
- When you unhook a survivor, and the killer is within 12m, regardless of terror radius, the unhooked survivor has endurance for 15s. Being hit with endurance puts the survivor into deep wound for 10s.
- When borrowed time is off cooldown, unhook actions CANNOT be interrupted by the killer, by any means. This includes: shocks, grabs, or taking damage.
- After triggering borrowed time, this perk goes on cooldown for 120s.
I like BT as it is now, not being able to interrupt actions just sounds annoying, and that timer is wayyyyyyy too much imo.
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Yeah, they really should optimize it a bit more. Sometimes I'm able to stalk out in the open and other times I get revealed behind a wall.
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Cool ideas. Just so you know, people have a sore spot about FNAF here. If you see anything really against the idea, its because of that.
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@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/1603586#Comment_1603586
I'm pretty sure the varying ranges was never based on the weapon but on the movement speed killers with a lower movement speed had a shorter range
Huh, they still should have kept the idea around though.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/1603586#Comment_1603586
Less that they removed it, but replaced the effect when Legion came out, as it was no longer called the BT timer, but the Deep Wound timer.
That wasn't what I was referring to. Some killers had unique lunge hitboxes, it was made universally the same hitboxes for all m1 attacks. This leads to stuff like Freddy getting a hit when his glove never actually touched you. It also forces the devs to restrict animations into the same thing, PH swings his sword in a different way than normal, for example.
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I'm not a very big fan of this as a Ghost Face main. Ghost Face is a fun amazing, and well done addition. Changing him fundamentally like this just doesn't seem right.
Lets go into your points for these changes.
- His current ability already fits that description, perhaps even better because he can be revealed when noticed.
- This also is something his current ability covers well.
- Neither the current ability nor your proposed changes to the character showcase this aspect of the killer.
- Neither of these abilities showcase this aspect of his character.
- The Ghost Face we have is an original character, not Billy or Stu from scream. He is far more experienced and calculated than those two. / The actual proposed changes are fine though, sound kinda cool. Except maybe night Shroud itself, sounds a little too strong with its cooldown.
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Better turning, it currently handles like trash.
Better collision, walls make me wanna die.
Remove the double stun, I hate that.
Rework Blood Favor, its one of those things thats either gonna be worthless or OP. Right now its leaning more towards worthless.
Maybe an m2 attack where he drugs them with a needle, to reflect his more research like side.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1603691#Comment_1603691
It was because of a bug that would cause all of the common perks to appear before a single uncommon could, then all uncommons, etc, etc. That, as well as the devs deciding to neuter the in-game grind (buffing bloodpoint gains, adding in extra bloodpoint perks, completely chainging the bloodweb, etc) meant that they went.
Thats right! Wasn't that supposed to be a temporary change? I remember getting all the way down to rank 12 with all tier 1s after prestiging lol.
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I totally forgot about common and ultra rare perks, why did they get rid of those?
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Freddy, he could be so cool but instead hes just an m1 killer with tar blood.
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Killers having varying lunges. A bunch of killers hitboxes don't match the swing they make, I wish they would give them an upside and a downside to the normal lunge to balance it out. I also just want PH to swing his sword like he did in SH2.
Also, Why did they remove the different vision for BT? I liked that as well.
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@nursewannabe said:
https://forum.deadbydaylight.com/en/discussion/comment/1603155#Comment_1603155
That's not a mind game
Case and point, here.
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Its a combination of things. His ability to immediately cancel his trails and m1 as an effective mind game annoys some people. And his ability to cancel hook perks like BT and DS. I like him though.
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@m_hillbilly said:
https://forum.deadbydaylight.com/en/discussion/comment/1601949#Comment_1601949
Imaging being such a miserable person to watch videos on how to play a videogame :D
Why exactly the unprompted insult? This is a competitive game, some of the best make stuff specifically to help people.
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@NuclearBurrito said:
I would much rather have the current Forced Penance than the one you just listed. Blindness is kinda irrelevant and Exhausted isn't very strong as an on-hit effect.
So the thing is that protection hits aren't nearly as situational as people give it credit for, since it's not just body blocking, but people simply being in the general area of an injured Survivor. So if someone goes for an unsafe rescue or is healing someone else it will proc. And because the condition of injured nearby Survivor is paired with a keep them injured effect, the perk snowballs with itself as the more injured people there are the more likely a hit is to break someone again thus keeping them injured even longer.
To contrast this, an on-hit within a window after a heal is much more situational, since it'd only work on heals and not on body blocks, completing gens while grouped, unhooks or even interrupted heals. And it also doesn't snowball, since broken Survivors can't be healed and thus the more Survivors it effects the harder it is for the perk to trigger.
Fair point, I'll edit Protection Hits in as well.
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@leatherfav88 said:
https://forum.deadbydaylight.com/en/discussion/comment/1601882#Comment_1601882
I was wondering if they where different people
Yes, Lisa and Cheryl are two different people from the Silent Hill series.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1602040#Comment_1602040
And yet it is the lesser side of the argument, since they have far more often removed uniqueness than created it.
Oh definitely, its very likely this will stay. However my point was that this is the kind of game where stuff like this can occur. Also, this is a little unrelated but I wish they would change Pigs TR down to 24 meters, it would be so nice.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1601964#Comment_1601964
What unique Terror Radius? The game has 2 variants: 32m and 24m.
And, I don't know if you know this, but not all killers had the same lunge. 110 killers had a somewhat shorter one, but this was changed to normalise everyone.
I was referring to huntresses 20 TR with 25 extra lullaby, And the 24 TR since its different. I wish they had kept the lunge change, that would have been cool. I think the devs changing something or introducing a new mechanic for the sake of staying true to something isn't entirely out of the question, since they've done it before.
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@bubbabrotha said:
https://forum.deadbydaylight.com/en/discussion/188895/nitpick-about-pyramid-head
That first picture makes me chuckle.
"Top ten images taken before disasters"
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1601566#Comment_1601566
I have SO MANY threads I am tempted to steal this for!
But back on topic, DS is FINE and killers who eat it every match need to tone it back. As the Primarch of the Raven Guard, Corvus Corax once said, "Strike and fade, then strike again." It is OK to spread out the hooks, and it makes survivors a lot more afraid to go for an unhook when they're down to death hook.
Feel free to use the image, I've only used it once and I've gotten my fair share out of it.
As for how I feel about DS I don't really have a massive problem with it, I do get pretty annoyed though when I go after the unhooker, some undetermined amount of time later I down the unhooked and get DSed out of nowhere. But those can actually be fun sometimes.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1601930#Comment_1601930
And how old are those killers? They wouldnt even remotely be like that if released today. Not to mention the fact that both of those mechanics are directly related to powers.
Quite old, however the devs kept the changes in, unlike pig, so they are clearly fine with them. They also keep giving characters unique TRs, why is a unique lung out of the question?
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Matchmaking sucks, sorry you have to deal with that. Try watching some killer guides on youtube, in general and for the killers you play. The grind is long, its gonna take a minute before things click.
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The Observer already oversees killers tomes to my knowledge. And the Curator is licensed, its highly unlikely we'll see them get major lore relevance. Perhaps the devs could do something small with him, maybe about the Curator giving the human killers some therapy but any prolonged lore importance is almost definitely out of the question.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1601896#Comment_1601896
Let me put it this way: Pigs terror radius used to be unique at 28m. She was the only killer in her class. Then they made her a standard 32m killer, not because she was OP, but because she was different. Which, by the way, was a huge nerf and forced M&A to be a staple perk on a goddamned stealth killer.
Myers is the only killer to be 105% at base and the only killer with varying lunge levels. Nurse and Wraith are the only killers to get lightburn. While these are all old examples the devs have yet to change them for years. While the devs have definitely screwed up in the past just to normalize killers they have also given other killers unique attributes specific to them.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1601246#Comment_1601246
DBD isn't that kind of game
What do you mean by "That kind of game"?
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Are you asking if Legendary skins are canon? Or are you asking if they are two different people?
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Depends on the outfit. I'd assume some are based off of survivors memories, but others like the blighted cosmetics are a direct result of other situations.