Saltjar34
Saltjar34
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- Saltjar34
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@Raptorrotas said:
Friendly fire allows for finer skill expression.
*dedinitely doesnt just want to burn survivor retina*
Yeah in most multiplayer games, friendly fire is non-existent due to the fear of griefing
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Due to how mostly weak zombies are, I don't really see a problem with this though what's the benefit for killers to destroy these guys?
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Would they sound like a survivor? Because if my teammate starts laughing loudly, I'd be pretty suspicious
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@Kumakx said:
How about multiple legion members hidden in lockers across the map (how many? No idea, maybe like total of 4?) and once in a while legion Could jump into the locker to swap to other body (not too often tho). It would give him bigger map pressure, while not making him more oppressive in chases.
Now what happens if survivor tries to hide in locker with legion body in it? Either they scream and slam the locker (weaker version) or get stabbed with deep wound (stronger version). Maybe something else, post your ideas.
We could even let survivors sabotage lockers with legion bodies in it, so if legion teleports to sabotaged locker, it takes him few seconds longer to break out. Sabotaging could be done by hand, but would waste some time from survivor too (maybe like 5-10s).
Yeah lockers have for some reason become an staple in most Legion reworks featuring all members. I like that
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@Vulgun said:
https://forum.deadbydaylight.com/en/discussion/comment/2223891#Comment_2223891
I mean it'd probably be a simple modification to movement speed followed up by coding to make Legion crouch automatically upon triggering the move. The only troublesome part would be indicating what could be considered a corner; however, this could be rectified with a simple visualizer and probably the ability to go at any part of a wall or object, rather than a corner, for convenience.
Probably a lot of coding behind it, but in simple terms, it'd probably be like that.
Alright I'm going to assume how this works. You use Feral Frenzy to injure everyone. Then you use the phantom ability to get sneaky hits that down people. I just realized something from, do you know why anti-heal is so good on Wraith? It's because stealth allows him to get clean hits but because of his lack of insta-downs, he relies on leaving people injured
Making Legion stealthy while also keeping his original ability which is basekit anti-heal would make him really powerful and I'm not sure if it's in a good way
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Yes we get it, buff Blood Favor. It seriously sucks and is an example of what hex perks shouldn't be
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Just remove the original effect and increase the numbers on your new effects. That should work
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@Adeloo said:
https://forum.deadbydaylight.com/en/discussion/comment/2224117#Comment_2224117
but why add a feature that is already present in the game by the form of a perk ? i know what you want to do but this probably won't happend anyway.
You don't see the auras of dropped pallets at basekit. You need WoO to do that
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@DawnMad said:
Another solution would be to give an indicator to nearby injured survivors like We'll Make It does.
Funny thing is, OP made another thread regarding perks giving off notifications to nearby survivors
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I agree with this. Hook suicides should not screw the entire team's BP gain
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I think I've seen a suggestion like this before and the way they balanced it is that their add-ons give them different abilities. In fact, what if this killer was a Bioshock splicer and their add-ons, the various ADAM injections give them their powers like wall-climbing, hypnosis, ice blasts, wasps, etc. Seems pretty cool
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@kaeru said:
https://forum.deadbydaylight.com/en/discussion/253265/changes-for-trickster-and-legion
You can't break pallet while in frenzy. You just vault it.
You can with Iri Button
Now that you think about it, a purple add-on that lets Legion tackle through Breakable Walls while in Frenzy seems pretty fun. Kinda like Lo-Pro chains
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Does it deactivate after breaking chase?
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@glitchboi said:
I love this idea. Better Together is one of my favorite perks in the game to run in solo queue. Trail of Torment also nerfed this perk a bit, which is why I want this buff.
The best part about this idea is that you can now differentiate between ToT and Better Together due to the generator changing colors progressively
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/2223935#Comment_2223935
I don't think so, that would be too OP I think :D
Then it suffers the same problem Poised has, you can't control when it pops up and it might activate when or where you don't need it
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2225179#Comment_2225179
Yeah I get that. But I don’t know any non-human characters from horror franchises that would fit so Bishop was the closest one that came to my mind
You know, I just realized something. Isn't the main character from SOMA just a consciousness fitted into a corpse which is then fitted into a diving suit? That's not exactly human
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/2224090#Comment_2224090
I haven't tested it, but if the other person is only healing you for half the heal bar then surely they only get half as many points.
It's hard to work the point difference into the perk itself.
- Does Solidarity give double points to anyone who heals you, period? Then what happens if you let someone else heal you the entire health bar just to give away double heal points instead of using Solidarity first?
- Does Solidarity only award double heal points to the survivor that you have fully healed while using Solidarity? What happens if another survivor is helping you heal? What happens if two survivors heal you after?
Alright I checked the wiki and turns out you get the BPs based on how much percentage you've healed. Though seriously, why would you deny the value of someone else's perk, which shaves off a quarter of the time to heal both of you just for points?
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I would prefer it to increase the chances of getting skill checks seeing as to how you're getting easier ones anyway. Also remove that requirement of being injured, it's stupid and makes it outclassed by Technician as a beginner perk
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@Szarman said:
https://forum.deadbydaylight.com/en/discussion/comment/2224131#Comment_2224131
Hey! Thanks for a comment. That's right, that the Blindness status effect isn't very good, but it's an uncommon addon. We shouldn't give such a strong status effect like oblivious on uncommon addon. And also you have an ability to apply oblivious status effect with stab wounds study :). Thank you one more time for a comment, have a nice day :D
I guess that makes sense. I kinda like Fuming Mixtape. It's like a weaker Zanshin and it has that pretty neat effect though it might be pretty strong in tight loops
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@danielmaster87 said:
No more sound perks please. The meta right now against killer is making yourself impossible to hear.
That's just a bug in Iron Will. It should be fixed in a decade or so
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I feel like I've seen this suggestion before and I still kinda like it
Though I do still wish for the range to be increased to 32/64/128 meters
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@Junylar said:
Lightborn should protect Wraith against burns. It's ridiculous how I have to pick lightborn as Wraith whenever I see a flashlight lobby only to be constantly stunned with them without any room to breathe in spite of that perk. I had to quit playing Wraith altogether on ranks 10+ because of this.
This I also agree. In fact, Wraith's lightburn should really just be given to Spirit
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Lesser rarity Ricochet sounds nice
Hemorrhage and Blincness add-ons, not so much. They're generic and offer no real benefit.
Also, one of the worst things about spamming knives is the recoil. What idea do you propose for that?
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Nobody is really sure how these types of perks work so maybe we should hold the speculations until we get more news?
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/2217296#Comment_2217296
Latency will still get you hit through pallets and by then, what's the point of SH if you get a SB for free from the initial hit. It still exhausts you for the effort but the same distance for the hit. That's my point.
That's also a problem Lithe faces so I don't see a problem. You can get hit while vaulting and you just end up exhausted
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What if they turn into zombies only when downed by the zombies while on death hook? In other words, you have to rely on an AI to get an advantage
Also remember the WWZ multi-player video game? That can work
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With how many things deactivate DS, I guess why not
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Will they still try to attack survivors they encounter?
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Or at the very least, disable the Haddonfield offerings to prevent the Balanced Landing teams from taking advantage of the map
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It's very rare for you to get injured and not get into a chase immediately
It's usually from escaping a trap, sniper hatchets, Wraith and Hag's hit-and-run playstyle, or Legion and Plague
Lucky Break is in a pretty nice spot currently though I would like the timer to pause while being healed
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Or at the very least, disable the Haddonfield offerings to prevent the Balanced Landing teams from taking advantage of the map
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@Luigifan64 said:
https://forum.deadbydaylight.com/en/discussion/comment/2221148#Comment_2221148
It could be a survivor running up behind them getting the pallet stun, so the killer has to confirm if it actually was a second survivor or not. By telling the killer it completely removes any opportunity for this perk to be used twice, again unless if they're really clueless. The perk is already hard enough to get any use out of, it really doesn't need another hindrance.
The only way for you to pull that off is on an SWF so again, I don't see a problem
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@Onyx_Blue said:
https://forum.deadbydaylight.com/en/discussion/comment/2212993#Comment_2212993
Old dbd was a broken mess. As the game has changed, the mess has since been morphed into something actually really good, but there are still things that need changing, and STBFL is due yet another change. Started off as a cooldown perk for successful and whiff attacks; it then changed to become linked to bloodlust with only the successful attack cooldown applied; it now links to a token system. In each of these variants they all represented the state of the game in that era. DBD is getting to the point where perks that impact successful attacks cannot stay the way they are. Maps are introducing dead zones to be common place, and sporadic rng cripples a lot of original and reworked maps into making pallets and usable tiles too far spread out. If it stays the way it is, a lot of maps become oppressed by this perk, especially on a lot of maps.
Also, calling a perk 'perfect' is different from saying it is 'strong'. Perfect implies it is in the best state it is in. Maybe the game does need STBFL to still tie to successful basic attacks, but maybe what constitutes a basic attack needs readjusting. It probably should only apply to attacks where the use of the M2/L2/LT button has to be delayed between the M1/R2/RT button so that you do not get bonus attack points in the scoring category in order to gain or lose a token, and hits where M2/L2/LT has been used to secure the hit grants no token gains or losses, for example: Nurse blink attacking successfully does not grant tokens nor remove them, Myers successfully hitting within 2 seconds of stalking and during EWIII does not grant or lose tokens, Trapper hitting someone who is trapped does not grant or lose tokens, Doctor hitting someone still affected by the shock therapy does not grant or lose tokens, Plague hitting a max infected survivor does not grant or lose tokens etc etc
STBFL either gets taken in that ^ direction or becomes something completely different altogether.
First of all due to how Nurse's fatigue work, decreased attack cooldown really doesn't matter for her
Second, dead zones are actually an M1 killer's worst nightmare due to a survivor's ability to just hold W. You know what type of killers STBFL is good on, M1 killers!
Seriously, mentioning Doctor, Trapper, Myers, and Plague really doesn't help with your point that STBFL needs a nerf since they are known to be notoriously mediocre
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@Dream_Whisper said:
https://forum.deadbydaylight.com/en/discussion/comment/2217467#Comment_2217467
What are you talking about; I seen Survivors with cosmetic of backpack or bag of sort! But this perk is very unique in which you can literally Cqrry 2 items in the match; instead of one; at the cost that you can use Exhaustion perks at all! This would be a useful perk when it comes to farming Items in the trial, or bringing more useful items then you usually can carry to benefit you and your team better!
But.... if they they encounter the killer with too many items; they would be in a pickle without their Exhaustion perks
The exhaustion is also a theme I see in threads about backpacks. You know on second thought as long as this perk's ability doesn't affect the items it carries, I think I'll be down for it
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With the flashbang being added, I would like firecrackers being an item. I mean, Botany Knowledge is essentially a perk that imitates medkits so why not
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This would lead to the problem with Demo where in their path to make it thematic, they made him extremely predictable
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That would certainly be nice
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Rewards for thumbs up seems nice. Probably never gonna give any to my Solo Q teammates though
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Here's a fun fact : Leatherface and Freddy were DLC characters in Mortal Kombat
Who knows, maybe the devs can get a deal to get a character from the franchise and then we'll get more brutal moris from it
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@glitchboi said:
I think you've got a great idea here. Soldier's Puttee has a similar issue with one of Clown's iri add-ons, Tattoo's Middle Finger. Both are brown/yellow add-on material.
I would change it to this, however:
- You carry hatchets in your left hand.
- While charging up a hatchet, your ability to perform a basic attack remains.
- After performing a basic attack, the hatchet remains charged up, and can be used immediately after the attack cooldown.
By running this add-on, you suffer from the downside of having to rely on throwing hatchets from the left side of the screen. It might feel the same, but who knows?
Oh and also it'd be nice to have the add-on stack with STBFL.
I liker this idea. Seems like a good game-changing add-on which is perfect as an Ultra Rare
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A lot of online games have a story mode and since DbD already has an AI, I don't see why not
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There is one way to fix this but we'll probably only get this when the devs realize they can put skins on the killer's power
Now in TF2, the Pyro who is notorious for his flamethrower, has a skin for that weapon that causes it to shoot rainbows. It even changes the sound effects if I'm not wrong. Now the rainblower may not be added for people with Pyrophobia but perhaps you can use that logic on Plague? Perhaps make her puke out rainbows and instead have the survivors make sounds of glittering sparkles?
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You do realize that there's a cap to how much BPs you can have, right?
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Problem is if you add other ways to escape the killer, it will hurt other killers who have no method to deal with the previous methods, such as M1 killers.
Also, flashbangs have recently been added. That's another way to defend yourself
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Anything to reduce the grind is acceptable
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Then what would be the point of totem protection perks?
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@JPLongstreet said:
I'd love to see them pull off transitions from day to night and back to day, prolly based on a timer. You know, that Daylight part of the name meaning something.
Slight weather transitions also would be cool, like intermittent light rain or cloud cover, etc. Nothing too fancy.
So long as none of this would hurt frames of course.
It could be based off progress with the night transitioning for every generator completed and survivor hooked
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Can be a nice map for "The Creature from the Black Lagoon" chapter
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@PatWesker said:
https://forum.deadbydaylight.com/en/discussion/comment/2210631#Comment_2210631
I absolutely agree with you... from the start I always thought it was stupid. I mean, if the killer gets blinded to the point they drop a surv... then what on earth makes them invulnerable of that in the middle of the animation of grabbing a surv... like #########
Because during that point, they are unable to do anything with the flashlight. At least with pallet blinds, you're just possibly ending the chase. With this, you can end up losing a survivor they've chased for long periods of time, possibly after hitting them twice
Also, I think there was a period of time when flashlights worked like this and it really messed up que times
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@Chilli_man2400 said:
Sounds great but the problem with the perk is the range it’s way to short if the range was 64/96/128 then it would be a great perk along with your idea
Now that you think about it, why is it limited to 32 meters?