Skylus
Skylus
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To exercise their trigger fingers! Holding M1, WASD, the occasional DH E, and spamming spacebar isn't engaging enough.
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Maybe the Lament Configuration in the Entity's Realm is an imitation of the original made of Auric Cells. The real box is still out there on Earth, so Pinhead can come and go as he pleases.
Plus he seems rather proficient with portals, so if he needs to go back to Hell to serve the Leviathan and complete his duties as the Hell Priest he probably can.
Like Pyramid Head, an unspoken agreement with Pinhead let him savor the sweet suffering of the Survivors while he helps the Entity feed.
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Maybe not a negative effect on the Killer, but an incentive for them to move out and kill other Survivors beside not losing Gens and allowing Exit Gates to open.
Something along the lines of the hooked Survivor getting teleported to another hook if the Killer lingers too long around them. Borrowing from Pyramid Head's Cage of Atonement.
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To add busywork. Survivors want more things to do, Killers want them off the Gens, so bones get the spotlight.
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Morse Code by flailing your arms on the hook?
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Let the Killer grab the Survivor if Dead Hard was used at the last second/too close.
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IMO in the startgame collapse whenever that is coming (or just as a QoL change), Hex Totems should be blocked from cleansing for a minute or few ala Hex:Plaything's existing mechanic.
That way bad totem spawns next to the Survivor spawn point won't be an immediate deactivated perk for the Killer.
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All you have to do is not solve the box. He can't came if you don't.
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I guess it wasn't a traditional trial, but a pathway to lead the RE gang through the Fog into the newly-shaped Realm. Meg was used to lure Nemesis after he walked into the Entity's realm- her death meant nothing as she will wake up at the campfire without any memories of this happening.
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Misty and Brock vs Ash
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Maybe add 1 more zombie at Mutation Rate 3.
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@KingFrost said:
I think a couple things:
#1. Zombies should not come within 8 meters of a hooked survivor.
#2. Survivors should have a way of killing Zombies (other than dropping pallets). It shouldn't be easy, and the killer should be rewarded for it by increasing their mutation gauge. (Thus making it risky) But they should be able to temporarily remove zombies other than dropping a pallet.
#3. Like Trapper's traps, I think the number of Zombies should be map dependent. On indoor maps, fewer Zombies are fine. On large outdoor maps there should be more.
I think direct counters against zombies for the Survivors can include a few things:
1. If a zombie is unalerted, a stealthy Survivor can approach from behind and kick the zombie (use crush Victor animation) to knock it down flat on the ground like how they fall from heights.
2. Same as above, approach from behind while holding a T-Virus vaccine to inject the zombie, which instantly kills said zombie forcing respawn.
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Instead of killing a zombie when you punch them, let Nemesis punch a zombie to down it on the floor, then like a downed Survivor can pick the zombie up and carry it around.
Drop the zombie you are carrying on the floor to let it stand back up and patrol where you want it to. Or throw the carried zombie at a Survivor to damage them by 1 health state, but this kills the zombie on impact forcing it to respawn.
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I am slightly disappointed that Nemesis can't pick up a zombie and throw it at Survivors.
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At most I think zombies should be allowed to do is pester Survivors by contaminating and injuring them, but not progress to downed state. Given that they track Survivors' scratch marks and Nemesis can see their actions/reactions through walls, with their presence almost always present on the map due to short respawn times.
The zombie AI should not allow them to camp a spot where a survivor is downed or hooked. Let them continuously wander around looking for healthy/injured Survivors.
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For now it's locked to tutorial only matches with default Survivors and Trapper. Custom bot matches are still unavailable.
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Can Head On kill zombies or just stun them? Don't wanna waste a pallet to despawn a zombie that returns after some time.
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They are intrinsically tied to Nemesis. If the Killer in your match is Nemesis, then no matter the map, those zombies will spawn and roam around trying to bite you to infect you with the T-Virus (meaning Nemesis can then slap you with his tentacle to injure/down you from range)
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Flashlight trap clearing removed, trap placement prevention radius around hooks enlarged, and add manual trap disarming by default (takes time, needs you to crouch-walk on top).
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Without hearing your's? Ladies first.
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3 seconds of Endurance and Sprint Burst for an unhooked Survivor, overridden by BT's longer duration. Unhooked Survivor has no collision until hit or Endurance wears off.
Self-unhooks including Kobe and Deliverance will not trigger unhook Endurance but still enable the Sprint Burst.
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Maybe the Entity is forcing them to keep their eyes opened, to witness the horror of impending doom.
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Stridor Spirit with BBQ caught and hooked me first, proceeds to ignore unhookers to exclusively search for me until sacrificed.
"You didn't run Iron Will and I could hear you from across the map"
Amazing ears, Rank 1 spectral crutch.
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Actually I would like breakable walls to become breakable doors, at least some of them if not all of them. To add some more chase variety.
Like, with a Breakable Door, Survivors can slow-open, slow-close for silent access, or fast-open, fast-close with loud noise notification like they do with Lockers. Killer can forcibly break the door down. The door will also jam if a Survivor uses it too often.
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@GoodBoyKaru said:
https://mobile.twitter.com/DeadByBHVR/status/1366750213805903877
This says "Finally, SpO is released today"
I think it's the initials of the chapter, like Binding of Kin would be BoK
So chances are, yes
Special Oppa, for our KPOP star?
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Hopefully. What time do PTBs usually drop?
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Double staircase basement but no chest inside.
An indestructible hook inside the exit gate areas.
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Been hookbombed and farmed by a Yui with WGLF but no BT, while a Ghost Face with a Mori was proxy camping. Just one more second and I would've gone on my merry way into the sky and onto the next match, but nooo, let's take a selfie first.
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I'd go with this.
Hatch states: Locked, Unlocked, Opened, Closed. Survivors must interact for 10 seconds default to open the hatch door. Keys can only open Locked and Unlocked hatch states. Dull key reduces open time to 6 seconds, Skeleton key is 4 seconds. Hatch door stays open for 15 seconds when opened, and will close when this time elapses or earlier if a survivor jumps in/killer jams the door.
Locked - hatch is spawned on the ground and visible. Only keys can open the door for one survivor to jump in. Becomes Unlocked after it closes.
Unlocked - black fog leaks out and hatch makes noise, default state when 1 survivor remains. Can be opened with or without keys. Can be jammed shut permanently by killer triggering EGC becoming Closed state.
Opened - Allows 1 survivor to jump in or the killer to jam it shut. Changes to Unlocked state after it autocloses in 15 seconds. Makes loud noise notification when the door closes.
Closed - Hatch is permanently shut and EGC is triggered.
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I'm just trying to smack that mosquito for you.
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Got sniped a minute into the match and hook-farmed by teammates lol.
But honestly, given the chance to run, Yeehaw is pretty fun to go against as he keeps tensions high. I can only take a sigh of relief when I stop hearing his Terror Radius.
Whenever I'm going against him or rabbitface, it's line of sight breaking and dodging practice.
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The MMR will probably make or break DBD for me. Of course I'll give it some time to be tweaked after release, but I sincerely hope to see improved matchmaking times and player skill level consistency.
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I always thought he coughs from physical exertion from throwing a bottle. Glad to hear his exercise routine is working out!
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The Executioner has... from what I saw and heard anyway:
Trench Trail - using his large blade, Pyramid Head carves a long trench with barbwires atop cracked earth behind him as he moves while the power is activated. Survivors that touch/move through the trench becomes Tormented, which advances in stages if left unchecked.
If a Survivor is Tormented and he puts them into the Dying state, Pyramid Head can plant his blade into the ground to teleport that Survivor into the Cage, a special hook that spawns somewhere on the map.
If a Survivor is in the last stage of Tormented and probably after the second hook/cage, Pyramid Head can use his own Mori to instantly kill the poor soul.
As his anti-Looping attack during chases, Pyramid Head can also use a special attack that plants his blade into the ground to send a narrow wave through walls/objects to injure Survivors.
Someone else take over for his perks.