Sandt21
Sandt21
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- Sandt21
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Comments
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a five second channel to open the hatch with a key would solve a lot of hatch related issues
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There is only one change i'd ever consider for NOED. its meant to be the ultimate endgame perk and it should absolutely stay that way. Its purpose is to end chases quickly at the cost of not having a fourth perk for most of the game.
You don't want it to have the exposed effect. How about this instead. Hitting a survivor with an M1 doesn't give them a sprint burst effect.
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@AhoyWolf said:
The increased charge speed is nice, but it just isn't worth taking if it means that you will be a 110% Killer for the entire match. I also think that removing the downside entirely isn't a good idea.
So what downside would you give it instead of the current one to make it at least worth running?
How about removed the current downside and replace it with "downing someone with the chainsaw overheats it for 30 seconds." It'll be easier to down people thanks to the reduced charge time, but at a cost of losing your map pressure for half a minute.
People asking for it to not have a downside are insane, but the current downside is a bit much
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Abso-friggin-loutely. I'm not going through the hell of unlocking everything again
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I’d be okay with there always being an obsession in every match as long as they FINALLY add a downside to being the obsession. Logically, you shouldn’t want a killer to be obsessed with you. Thatd be a fair trade off. You gotta take the bad with the good
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@Lord_Tony said:
Without perks kicking a generator already provides an incredibly slow regression process.
to make matters worse a survivor can just "tap a gen" within literally a fraction of a second and it would instantly halt an already really slow regression process
Why? Seems pretty OP a survivor can tap a generator within a second and stop regression it definetely doesn't feel fair and they can do it in mid chase too
Just throwing this idea out there, as I have in the past. What if Brutal Strength also had gens regress 50% faster after kicking it?
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I’d be okay with this as long as they FINALLY add a downside to being the obsession. Logically, you wouldn’t want a killer to be increased with you. Thatd be a fair trade off. You gotta take the bad with the good
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@Lord_Tony said:
I still think deathslinger should pull survivors through pallets to break them
this action of course works like his broken chain effect. Deathslinger gets stunned but survivor walks away with mending
That would be a great ultra rare add on, compared to the bad ones he currently has
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The Devs has a choice on their hands. Either make the Trickster a 115% killer and keep him weak at a distance, or keep him a 110% killer and make him much more of a threat at a distance
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It'd be cool if survivors got a sledgehammer that could break breakable walls. a green rarity sledgehammer breaks one wall, a purple rarity sledgehammer can break two
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It'll forever blow my mind that there are people who think red rank killer is easier then red rank survivor.
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@Nathan13 said:
I've been wondering why keys have been taking forever to get nerfed since the mori change because you know both are very similar. It makes me think the keys are probably gonna be nerfed harder if you know what I mean and I hope the wait is all worth it. I wish we had a clue as to how they could be getting changed?? I mean the only thing I can see is them adding an animation to where a survivor has to open the hatch and not instantly while being chased.
I don't know if I can see them making it so only the key carrier can escape because of that "where did they go" achievement.
It’s something that benefits survivors so expect it to take years to get nerfed. But something that benefits killers, that’ll get hot fixed ASAP
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/2076582#Comment_2076582
I'm annoyed they thought the premise of his power was any good/healthy for the game when it's essentially release Legion, but throwing knives instead.
Release legion was so powerful that he needed to be needed ASAP, and he was. Release trickster is so weak that the best advice people will give you to to pretend he doesn’t have a power
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Did you forget that the Plague is from roughly six thousand years ago?
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I’m genuinely annoyed that the devs allowed the Trickster to be released in his current state
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@gendoss said:
It's almost like he moves the same speed as Huntress... The same thing applies as Huntress and Slinger you can't use your power around small rock loops like that you just have to force an M1 or the pallet.
The issue is that the Trickster shouldn’t move as slow as the Huntress or Deathslinger at all.
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So basically, Mr X from Resident Evil Resistence
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Proud Plague main here. ( Am actually putting together a in depth complete guide to playing the Plague at the moment). Can conform this is the case.
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@Mat_Sella said:
https://forum.deadbydaylight.com/en/discussion/comment/2052586#Comment_2052586
and that's exactly why he's the worst fit for a killer in DBD, every aspect of him in F13 is only balanced by the fact that you can actively stun him throughout the match, have people beat him up to drop you, kill him, and have a player come back with a damn gun. pallets are not anything like the knives, flashlights are not like the weapons, you cant kill the killer, and players don't come back with a force to be reckoned with.
I'd like to think i came up with a way for Jason to work in DBD thats not overpowered but still accurate to the F13 franchise. Here's the link...
https://forum.deadbydaylight.com/en/discussion/237404/another-friday-the-13th-fan-chapter#latest
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If Jason Voorhees' power doesn't involve walking through pallets and breakable walls like they're not even there, then it's not Jason Voorhees
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As soon as I red the first sentence of this post, I said to myself, "This seems like a Sluzzy post." I wasn't disappointed
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Demo's base kit is pretty good. Map pressure and a super lunge. Where he suffere is having a bunch of useless addons. Only two or three are useable.
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@GannTM said:
https://us.v-cdn.net/6030815/uploads/ULC3PJXX8LU0/3551eac9-3999-4182-a130-f95787775c14.jpeg
S tier being killers that could beat the ######### out of me and D tier being killers that I will tear their limbs off.
I doubt you could take all four members of the legion at once, And the hag is strong enough to rip through skin effortlessly, if her mori is any indication
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Jeez, Sluzzy, how many accounts do you have?
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Spine Chill happened, sadly
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My idea for a Iri Head nerf was always remove the Insta-down, make it so you can only carry one hatchet, that number can not be increased by any means, and instead have it give every singe negetive status effect survivors can get. Mangled, hemorrhage, blindness, oblivious, exaustion, hindered, broken, and deep wound.
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RULE 471: WHEN PLAYING AS A KILLER WHO HAS AN INSTA-DOWN, YOU ARE NOT ALLOWED TO USE SAID INSTADOWN. M1 ONLY, AND EVEN THEN, NOT WHEN THE SURVIVORS ARE INJURED.
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The Vommy-Mommy is, by far, my favorite killer. Its damn near impossible to not get value out of her power. I wouldn't change a thing about her poweer or her addons
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Can anyone tell the difference between Default and Tritanope? They look identical to me. I don't have colorblind problems, so if I did it would probably look completely different if i did, but right now, it looks the same to me
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Hatch takes five seconds to open. Done.
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Haddenfield, thats not even open for debate
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I'm hoping for Raccoon City
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@Withered8 said:
Yea there definitely needs to be a longer cooldown/punishment if victor is killed rather than just 6 seconds, which is ridicuously fast. Funny how everyone was eager to shorten the recall time but nothing about this punishment time.
You want to increase Victors cooldown. Ok, im cool with that, but only if Charlotte gets a buff whenever victor is cooling down, like an enraged status. Otherwise, your asking for a much longer cooldown along with COMPLETELY removing all aspects of a killers power whenever Victor is kicked. Having survivors have the ability to completely remove all aspects of a killers power is something no other killer has to deal with, and quite frankly, is ridiculous to begin with
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Im blown away by the fact that there are people who actually think Killers are stronger then Survivors, it really does
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i want this to be a thing sooooo bad.
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@Tricks said:
A token system to tell us how many bones are left do be done would be fantastic.
I don't want to be doing math in my head while trying to out think a Killer lol.
I wouldn't mind this being added to he perk Small Game.
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The drawings are effing majestic
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@RaSavage42 said:
With this BL experiment... I got to thinking that we need more of these experiments for live testing
Only if the next experiment is “a weekend without exhaustion perks”. Survivors have been pretty happy with the bloodlust experiments. Next time, it’s the killers turn to be happy
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I never thought I'd see the day when people would actually complain about Blood Warden, of all perks.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/1764359#Comment_1764359
"The All Mighty Dollar" should never be a defense for a defective product. Companies go bankrupt for less.
This chapter could really hurt them financially. If that locker counter isn't included in some way for launch, even with placeholder animations or sounds, then this killer will be practically unplayable. And I doubt many people would spend money on an unplayable killer.
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@TheClownIsKing said:
In fairness, as part of the publishers financial projections, and to meet shareholder expectations, release dates for content would have been set at the beginning of the financial year. There would be a little wiggle room, but not a substantial deviation from an intended date.
With that in mind, this is the first time the devs have had to do MORE than a simple tweak of numbers to meet the needs of balance for a chapter. Usually even if a chapter/content release needed to be delayed because of this, it wouldn’t be long because of the simple change of numbers. I.e. nothing that would upset shareholders, and completely screw with financial year projections.
This is the first time ever they’ve had to complete put in a new mechanic and new animations to address a big balance issue. The time required to do this AND delay the release UNTIL it’s ready would have likely exceeded the permissions given by the publisher and the shareholders.
Sorry, but they still have to run a business.
Regardless of the reason, the Devs are willingly and openly pushing out an unfinished product and asking us to pay for it. Each prior time something like this happened, it was debatable whether it was unfinished, but not this time. They are openly saying that the product they will be selling is not finished and ready to play in game, yet will still be put into the game as is.
This is absolutely unacceptable. I'd even go as far as saying this this is gross and disgusting
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@HellDescent said:
Did they post changes they are making to the new killer somewhere?
They did, in the News section.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/1759122#Comment_1759122
Huh. I was certain it was tied to her TR, thats why I never use m&a on her. How did you find this out?
Otz has done extensive testing on this. He posted his results on his channel
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This is a change I've wanted for a LONG time
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@The_Bootie_Gorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/1759040#Comment_1759040
Now I'm curious...does distressing mess with her sound?
Nope. No matter what, her phasing radius can not change from 24 meters, regardless to what you do to your terror radius. The same goes for the Huntress' 40 meter lullaby.
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@yobuddd said:
I swear, she pops in behind me all the time to hit or grab, and there’s no static sound whatsoever! Post-match, her add-ons are nothing special. PS4 btw
Even if spirit uses Monitor and Abuse (which would make her have a TR of 16 meters), her static sound will always be 24 meters no matter what. So in that scenario where the Spirit is using M&A, there is a 8 meter area where you would hear no TR but would still hear a static sound. And considering her immense speed when phasing, its more then possible that she could grab you or get that hit just as the noise might just be starting especially if she's using the green speed add on and the red speed add on combined.
*Edited do to me correcting an instance where I misspoke.
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While blackface is a distinctly racist thing, Leatherface wearing a black person's face isn't since it fits with the history of the character.
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@TheClownIsKing said:
Calm down. They reworked Ormond and all of the Autohaven maps. That’s a pretty big accomplishment considering how quickly these reworked maps are being released.
I'm actually blown away with how quickly these maps are being remade. Remaking 6 maps, gameplay wise AND graphicly from the ground up, in the span of three months is quite an accomplishment
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@Komi said:
If it helps the situation, I believe their perks have non-reference counterparts that are in the common perk pool, so you're only missing out on a killer and model.
Huh. Gotta check that out when I get home.
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@Mister_xD said:
licensing issues.
same reason why they are not present on other plattforms (e.g. Switch) aswell.
but, like @Mooks said, they will make it to all of these plattforms eventually.
I figured. But I’m still hoping for them to address this on the forums. The only information I can find on what your saying is second hand, and I’d prefer to hear it from the horses mouth, and recently as opposed to months ago