StibbityStabbity
StibbityStabbity
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3261433#Comment_3261433
Which would be an improvement, as the terror radius would more closely match the level of danger your in and the distance the killer is from you, while still allowing for the potential that the killer is right above you and able to drop down.
Ya, I just don't know if the OP wanted the sound to be very different depending on level or not.
@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/3261433#Comment_3261433
Well if you wanted to know exactly all they have to do is add a symbol on the screen ^ = above you - = same level *down arrow* = below you.
Thought I feel that is too much info given, the idea of not knowing actually keeps me focused abit more while on flat maps I can quite easily chill on my phone lol
An arrow would be a bit too blunt. I think that a sound filter might work better, but it's also harder to implement. Also, the arrow bit would still require flags to tell the player entities where they are in relation to each other and would still need a similar setup to the sound one in order to avoid it affecting some smaller structures.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3261326#Comment_3261326
Or you make all area effects (terror radius, boons, etc.) A spherical zone instead of a vertical pillar.
This way if the source is on a different level, the effective area on the other levels is greatly reduced.
While that would tell you a bit more accurately where the killer is, it still wouldn't create a clear difference between them being on the same level as you or not. I guess it depends on how one reads it, though. If they just want it to be a bit more accurate, your method would work. If they want the sound to, say, sound like it's behind a wall to specifically tell people the killer is on the level above/below them, your method would only work if they were running around in the TR to determine if the killer was on their level or not.
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@Splinterverse said:
Here's what I want for maps . . .
- Shelter Woods killswitched until it is completely re-done.
- Differentiation in terror radius sounds from above or below on two-level maps.
- More vaults upstairs on the Game.
- Offerings having a lower percentage influence (closer to unhooking yourself).
- A higher priority on addressing maps in the roadmap.
So, number 2.
That sounds like a great idea, but I'm trying to think of how to do it on a technical level, and coming up kind of short.
Generally, you would want such a feature to be universal. It should work the same on ANY map and get the expected results. This rules out using Z coordinate checks, since some maps have multi-story buildings that shouldn't probably behave like an entire map with multiple floors.
The second is to have large, invisible meshes that take up the top floor, bottom floor, and stairs. Each would have their own. Each would flag where the player entity is when feeding information to the other player entities, essentially telling the survivors where the killer is silently. It would then play the TR that pertains to their location. Stairs would have to be separate because you don't want the TR suddenly shifting hard if they bounce up and down through the middle of the stairs, so the entire stairwell would have to be treated as always on the same level as the survivor that hears it. Otherwise, you'd have survivors being chased on stairs that hear sudden, drastic differences.
Long story short on the second method, you'd basically be labeling levels as Zone 1, Zone 2, Zone 3, etc, and stairs as Zone 0, which would get special treatment and always play the TR as if the killer is on your level on account of their direct access to verticality changes.
Edit: This method would still have issues with holes that allow the killer to drop. So even then, this is not a great method.
There are other methods I can think of, but they are iffy and would have odd issues. If they flagged floors as, well, floors, then used a Hitscan to detect if a Floor is flagged between the killer and survivor, it might create odd interactions with holes, unusual angles, etc. Also, the stair thing again. Swamp also presents a lot of issues with anything but the second method I detailed, as it is not flat and could easily produce a lot of false positives or false negatives.
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The survivors didn't win. They just didn't lose. Still didn't win, though.
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In theory, I'd say no. If maps were well balanced, map offerings wouldn't really be an issue.
However, indoor maps exist. I don't think that any amount of balancing could make those not suck for many killers, unless they all turned into indoor arenas with very little that actually makes them feel like an indoor environment. I COULD be wrong, and it could be possible while still feeling like an indoor map, but I simply can't imagine it.
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@Grigerbest said:
https://forum.deadbydaylight.com/en/discussion/comment/3261222#Comment_3261222
It's the same as saying "Nurse is much better on PC, let's nerf her on PC to the level of consoles" - How? Messing with her camera sensitivity?
They can't simply do something about it.
Yep. I am very intentionally bringing this exact issue up. I want to see what kind of "fixes" are suggested, and see if they are Hag nerfs or PC nerfs. Neither of those are good options, but my guess is that some people have very specific outcomes they'd like to see.
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@foodie said:
https://forum.deadbydaylight.com/en/discussion/comment/3261222#Comment_3261222
This is an issue with any game that goes from being PC available to cross-platform. There are always issues that the console players have. The devs can do their best to accommodate, but at the end of the day, it is a PC game and no change will ever be enough unless it's overpoweringly easy for one side.
Not to mention that you can connect a keyboard and mouse to your console, so I guess that would be the solution
I know. It's why I presented the question.
Most "fixes" people would give to the scenario would unfairly penalize PC players or nerf Hag unnecessarily. It's one thing for people to bring up these kind of issues, it's another to come up with a fix for it. Off the top of my head, the only things that could work would either restrict rebinding for PC or nerf Hag. So, I leave it up to people to decide which of these two things is the better outcome. Personally, I don't like either.
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So, how would you fix it?
Deny PC the ability to rebind keys? Set some keys as not bindable? Some people use the mousewheel for other binds because they don't want to slam on their spacebar. Put a timer on how fast Hag can react to something, which would artificially limit their response time?
I want to know how you intend to fix this issue without outright nerfing PC players or Hag specifically. Or, I guess you could just nerf Hag for being available for PC. Any nerf to Hag would effect them on console as well, though.
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Technically yes, but honestly, no.
It's Meg being a dingus. I'd pin the blame on her. You didn't go out of your way to chase the same people down and kill them. You reacted to the brain-dead Meg doing brain-dead things and went for the easiest outcome. I wouldn't blame the killer for the most part, unless they said something after to make it sound like they were in on it.
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I'd like to see a test build where it does 150%, only activates when a survivor is put on a hook, and deactivates when a generator is done. It would kinda pressure both sides to make it work in their favor. Obviously, it can still be cleansed.
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I hear they are bumping Dwight's damage numbers. His ult is also getting reworked.
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Ya, part of the fun of the Chest Defender Bubba play is the "oooh piece of candy" mentality the survivors adopt. It makes it more fun.
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Obviously, they want whatever is in the chest.
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@Audiophile said:
You guys aren’t seeing this in context. In a swf with 3 other good players, it’s not an issue. Nothing is really an issue in a strong 4 man swf except maybe a strong nurse or blight. The problem is MOST of us play in solo queue. 75%-90% are solo or 2 man swf. Fact - matchmaking is god-awful. So strong builds, whether on weaker killers or not, become extremely strong. Re: this legion build… teammates waste time healing or they stay grouped up or they don’t do gens… the game is lost before it even started. In solo queue these legion games are aggravating af because you spend all game mending and rescuing while gens go nowhere…
Whatever…. same old #########. Killers gaslight that there’s no problems and that survivors are just unskilled entitled whiners. While the reality is that DBD killer is the easiest gig in gaming. Killers get most of their games vs solo teams that are horribly mismatched and they use their strongest killers, builds, and camping/tunnelling/slugging tactics on top of it. But why are so many survivors DC’ing and quitting?? Why do survivors have permanent double BP incentives?? Oh, they just won’t adapt. Killers continue to confound ‘work’ with ‘difficulty’. Mowing the lawn can be a lot of work but it’s not difficult. You will 100% finish mowing the lawn. Same in dbd. In almost all your games it will take work but you will nearly always 3 and 4k. It’s not difficult. Easiest gig in gaming.
It's not a strong build.
Oblivious actively HURTS the Legion player. It is literally bad for Legion to cause Oblivious. Legion loses tracking during Feral Frenzy if they cause Oblivious to survivors. Legion loses some immediate intel on who is and isn't Deep Wound debuffed (Killer Instinct informs the Legion player who is and is not Deep Wounded), which directly works against trying to get a fifth stab during Feral Frenzy. The only useful way to use Oblivious on Legion is to blow their Feral Frenzy for a single hit, then eat a 3 second fatigue for turning it off, and then chase the person they just stabbed. It's a complete waste of Feral Frenzy.
If Legion is using Oblivious and winning, the survivors are almost literally just feeding Legion kills. It would be like complaining about a Clown that only uses speed tonics. It could work in a few niche situations, but would be largely detrimental to their playstyle.
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Could basically add a silent metric that keeps track of how many people you've unhooked, and uses that number to boost the chances of success for unhooking yourself. Deliverance would basically just 100% the silent metric.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3255639#Comment_3255639
And what about legitimate camping scenarios?
All gens have been repaired so the killer has no other objective besides the hook.
You hook a survivor but others are immediately there to attempt to farm them off it.
You chase a survivor and they lead you back to the hook.
None of those scenarios are ones in which the killer was at fault or should be penalised, they're mistakes the survivors made, or circumstances survivors shouldn't be expected to have a 'get out free' card. Being able to bypass the entire hook mechanic should cost a perk slot at the very least.
Remember, camping is still a legitimate tactic, to secure a kill in exchange for giving up all other gen/survivor pressure. They just need to balance that equation and make it actually cost something to camp. I.e. camping a survivor at 5 gens should ensure that, if the survivors countered it appropriately by 'just doing gens', that all 5 gens could be repaired in that time and the killer would only get a 1K.
Well, if it costs an entire hook phase, they'd realistically only be able to do it on first hook. That would make the ability to late game camp much more viable. It would mostly settle early game camping.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3255618#Comment_3255618
Would be a neat idea for a perk, but shouldn't be basekit, and it shouldn't be necessary to run a perk like this.
I would totally make it basekit, that way you wouldn't need to run a perk to deal with hook camping. That said, the cost of switching hooks could be adjusted.
Right now, everyone always looks at complex ways to deal with camping as an issue. Make abilities not work, do something where the radius of the killer effects the timer, etc. The ability for the survivor to say "this hook sucks" and switch places would be one of the easiest ways to fix the issue. It requires the least amount of nuanced coding as well.
Also, to make it a bit more "fair", it could just switch them to another hook NOT of their choice. Probably the furthest away from their current hook. That only requires a distance check between hooks. A perk could come later that allows them to pick their hook, but at cost of more timer or even an entire hook phase.
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Make it so survivors can sacrifice a portion of their struggle time to get sent to another hook. When that happens, the killer does not see where they went for 30-60 seconds.
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Jason is a rats nest of legal and licensing issues. Currently, it's split between two entities, and both have to agree to work with the other in order for ANYTHING to happen. This is partly what killed the F13 game. The licensing issues made it so they could no longer support the game without the risk of being sued. As it currently stands, Jason is basically separate now from his own lore. His mother is no longer allowed to be mentioned in anything he is in, and New Line currently owns the rights to put Jason in film, so long as they don't reference the name "Friday the 13th" or any of the specific lore established or built upon by the first film.
BHVR has said in the past they would love to add Jason to the game. The actual chances of that, at the moment, are slim. Pinhead and Hellraiser only became accessible when the Weinsteins decided to be the Weinsteins and lost everything because, you know, Weinsteins. Jason is in a similar limbo, but the owners of him haven't been MeToo'd yet. New Line MIGHT be able to license him out, but there is a good chance that ANYTHING they do with him will be met with lawsuits as the entities that own pieces of him and his lore like to try to bleed each other to death.
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It mostly has to do with both Knight and Artist having the same basic gameplan, which is to use their power to trap a loop so that if they survivor sticks around, they take a hit.
Of the two, the Knight is the easier for the survivors to deal with, though. They can see when the Knight is summoning a guard, summoning makes the killer stop in place, the path and radius of the guard is clearly indicated. So Knight gives survivors a much bigger heads-up that they should just run to the next tile.
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All of them.
Open the door, then slam it on them. Even if they aren't standing directly in it, they get stunned anyways. Then do it again. And again. Do it forever.
If it works with pallets, it can work here.
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Nea.
She's as disgruntled and over it as I am.
Also, she hurts everyone. EVERYONE. Including me.
Help me.
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I don't have the quote, but from my recollection, BHVR has stated that Legion was NEVER intended to have a group function, AI buddies, or the ability to hide as a survivor. They were ALWAYS planned to be a person that stabs you a lot.
I doubt in the most extreme of extremes that Legion will get a rework. If they do, however, it will probably involve them stabbing survivors a lot. That is their niche. Their thing. That is their design. It will always be that. Huntress throws hatchets, Trapper uses traps, Legion stabs a lot.
The most Legion will likely ever get is a change to their 5th stab mechanic to be... something useful. Not some complete rebuild, rather a change to their already established playstyle to try and make it more well-rounded and lethal. Anything more would probably just be used on a new killer rather than wasted on a killer people have paid for long ago. If Legion was OP, maybe a bigger rework would be in the works. They aren't. There's no reason to revisit Legion except to make small changes if they deem fit. Is Legion great? No. Is Legion terrible? Kinda, but not really. Just below average. That's not good or bad enough to warrant a full rework.
I say all of this as someone that has played more Legion than any other killer. My pfp is Legion. I was a Legion main before becoming a survivor main (Nea is a better Legion). It's well and good that people want Legion to be improved, but realistically and ideologically, it won't happen. Their playstyle and mechanics are essentially etched in stone at this point, and nothing will change that.
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Hell ya I love baby day!
Wait what was this about?
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Nerf pig.
Am I hired now? I put that application a while back...
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Imagine you peepee sprinkle someone early on. Later, you're chasing them and right as you're getting close, they run off cuz they get an injury boost. Now, you've wasted your time chasing them cuz they were going to get injured anyways, and the boost made it so your chase can't lead to a follow up hit. Good job wasting time.
You're a survivor. You're being chased by the jolly green goo girl and you got spattered earlier by her nickelodeon gak. You're running a loop pretty tight, ready to get hug a wall into an opening and drop a pallet. As you approach the opening, you suddenly boost with little warning and completely clear the opening instead of turning into it, as you weren't expecting to suddenly go that fast. Now you've over shot the pallet, vommy mommy had made up the distance so you can't go back, and you're entering a dead zone where she will definitely down you.
Point being, it's for consistency. It allows you and the killer to operate normally without sudden bursts of speed making things wonky. In a direct hit, this isn't an issue. The killer hit you and is getting feedback. You got hit and are getting feedback. The infection mechanic is much more subtle, and would feel like a finger between your buttcheeks while you're trying to enjoy a leisurely stroll.
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Guys
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I had a game recently where I went to save a David off his first hook. He was being eaten by the sky when I got there. I just stood and stared up while the wraith uncloaked next to me. He waited a second, hit me, and the rest of the match was a farming session.
I salute you wraith player.
I also did the same thing when I played killer. If I saw someone DC or hook out early, I just farmed. I hit gens a few times to let the survivors know the plan.
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I press the power button on my tower. You can't stop me, you're not my dad.
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Nea. Cuz she kills both the killers and survivors.
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If you're leaving someone on the ground to deal with their nearby buddy that is obviously primed for tomfoolery, go for it. That's not an issue. Just try not to leave someone slugged for the whole game. For me, slugging is best used when there are multiple people around you, in order to create pressure and either get them to come out to help or make a bad play. If nobody is around, I toss them on a hook.
Edit:
Since this was brought up earlier: It is NOT a killers job to give survivors the chance to do a tome objective or daily. The idea that players should neuter their own gameplay in order to give someone else their objective is stupid. If they want that objective, they have to work for it. Don't expect freebies, and don't feel obligated to hand them out. If you want to, sure. You're not required to, though, and you don't have to consider the other teams goals whatsoever. Your job is to either kill or survive. That is always top priority.
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Let's see...
- Contextual Ping would be a good start. If a ping goes off, let it sit over wherever the ping was for several seconds, in order to let players properly look at it and say "okay, I understand that". If a player pings during the duration of a previous ping, the previous ping is lost. Pinging should be capped to once every second seconds to avoid spamming, as well as to make players prioritize what they bring attention to. Furthermore, pinging the survivor on a hook SHOULD mean "I'm going to the hook". This is to say that Contextual Pings shouldn't point out the obvious and bring attention to intel that everyone already has. If it just says "This guy on a hook that you can clearly see is, in fact, in a hook" would be silly and useless.
- Icons showing what people are doing. Ya.
- Along with the Contextual Ping, I feel like pointing straight down and pinging would be good to say "I'm over here somewhere." A ping doesn't show precise location unless the person viewing it is running adjacent to the direction they are looking, as your brain needs more than a 2D marker to triangulate locations based on signals.
- The ability to see what perks the other survivors are using would help a lot. If you want solo to perform remotely to the level that SWF does, then sharing loadouts is actually kind of essential.
- An odd one of sorts, but when a survivor is within the Terror Radius of the killer, their icon should get a slight indicator that grows or shrinks based on how loud the TR is. This would simulate a player telling people what they hear, and how loud they hear it, essentially revealing the rough estimated location of the killer to the rest of the team. Even when joking around, SWFs off-handedly remark when they hear the killer close by, and are sharing intel whether they realize it or not, affecting the rest of the teams decision making.
- A Comm Wheel has been brought up in the past. This could work to relay some basic and common strategies that people would normally wish to communicate. It could be attached to the Ping system or separate.
These are just a few things the game would need in order to get SoloQ up to SWF levels of play, and still wouldn't be a potent as telling people precisely what you want to tell them over voice. I get that some people fear that a game with no K/D ratio, no ability to show off your elite navy seal gamer flick shot skills, and no freemium model must somehow have a massive audience of 10 year olds that are just into this game instead of CoD or Overwatch, but... actually no. I don't think that fear is valid in the slightest. Some people just want to play the game without ever talking to anyone. Point being, if you don't want voice chat, a deluge of mechanics will need to be added to even remotely bring SoloQ up to snuff with SWFs intent on winning, and even then, it would still be sub-par. However, the ones I listed would likely be a few of the better methods.
Edit: As for killers getting buffed, that would come after SoloQ is fixed. Each killer would need to be individually adjusted to deal with whatever changes are made to SoloQ.
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Setting stats for survival based on the amount of swf players per team would be good.
Is would show just how much being solo is hurting players, as well as how well coordination works against universally buffed killers.
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The meta changed.
How that meta plays out didn't.
If Slowdown and Second Chance perks are consistently the strongest options, then they will always be used more often. Which ones are used, however, has changed. This IS a meta shake up, even if the resulting gameplay isn't notably different. Slowdown perks and Second Chance perks would have to be redesigned in a global capacity in order to make them less advantageous to run if you wanted them to no longer be meta. Until then, the meta mostly just consists of which ones to use based on the pay-offs they provide.
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@Grandpa_Crack_Pipe said:
But could you imagine?
Shaggy runs into a locker, Michael opens it, and finds nothing because Shaggy popped out of a completely different locker 20 meters away?
Michael opens it, Shaggy has gone Ultra Instinct, and Michael has to run while Shaggys timer counts down before he loses Ultra Instinct.
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I don't see a reason to add the sprinting Jason from the remake when most killers don't sprint.
They'd probably make one of the older Jason models (preferably with the axe wound on the top of the mask), make him a 110%, and give him a glut of special abilities to make up for his lower speed.
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Just for the memes.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3221165#Comment_3221165
Its ok, let all the vitriol out and make room for sweet UwUs and even sweeter snoot boops :>
..
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Personally, I don't like tunneling, but if the gens are flying and the killer decides they need to tunnel someone to get a kill on the scoreboard, I don't really blame them. If the gens aren't flying and they do that, well, meh. Some people just want to play like that. It's boring and dumb, but it's an option.
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All the uwu stuff was just too much.
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Most killers already have a special interaction with their home maps.
The map is explicitly bad for the killer it is the home of.
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It's like petting a cat you don't know.
Sometimes they like it.
Sometimes the kill your whole family.
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I just tried sitting through the Watchmojo video.
I couldn't do it.
It's just so cringe.
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So, to make an animated texture like that, it could be done in several ways depending on how you want the final product to look. JUST changing from one static expression to another, they could do that the texture and UV Map. Essentially, they would put all expressions onto a single texture for the mask, and have the game offset the texture based on what it is supposed to be showing. The UV Map itself would only be designed to use one of these squares, and the offset would make the mask treat every square the same.
Now, if they want it animated, it's a bit different. They would have to do the same thing but with a much larger texture, and have the texture play certain squares in specific orders, then reset to the start of that animation string, and then jump to a different part of the texture for a change. Essentially, it would be a GIF on the face. At this point, it would be easier to tell the model to swap facial textures based on what the expression is.
The third, and probably most jank option, is to essentially have movies playing on the mask. This would, well, it'd be jank. Scrolling textures, which a lot of killers use, are easy enough to do. GIFs and Movie files played on the surface of a character, however, is much harder. I don't even know how much the GIF and Movie functions are supported by UE. I know they are possible in other engines, though they are often not used because they tend to look a bit meh.
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Discord Ants
Mad Sh*ts
Iam Maddened
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SWF, especially when they want to be a pain, is... a pain.
However, I'm entirely on the side of "don't punish people for having friends".
Honestly, I would just make it so that SWFs are given "Virtual MMR". Every person in the group increases their collective MMR by a set amount. This would make it so they get paired with harder and harder killers based on how many people are in the group. If the SWF is low-mid range, they wouldn't be dealing with the top killers online at the moment, but they would have a bit more of a challenge to deal with. Higher MMR groups would be paired up against the sweatiest killers available at the time.
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@Jeromy137 said:
https://forum.deadbydaylight.com/en/discussion/comment/3206139#Comment_3206139
That is why I was proposing an increased time on the basekit and a decrease % on the perk
Currently how they have it in the notes you can get up like 9-10 times with the perk added into the mix
Also I believe other people have pointed out something about if you somehow got all 4 slugged it would just end the game if no one was able to get up in time somehow I would need to double check on that though
That is correct.
If all 4 survivors are hooked or slugged, everyone dies.
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So, you want to remove people yeeting off a hook per random chance?
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Moris aren't toxic. They used to be busted, but not inherently toxic. These days, as in, how you see Moris now, simply aren't toxic. Also, with how long many Mori animations are, they aren't really a faster win. For the most part, Moris are only useful if a survivor is downed too far from any hooks, whether it be through bad RNG, Sabo plays, etc. They aren't really an advantage most of the time, and depending on the Mori animation, can act as a hindrance because of the time wasted.
Teabagging is on a personal scale for most. Some find it cute or humorous, some don't. That's a person-to-person basis. Middle fingers don't offend me much, but I don't fault other people for getting offended. Getting offended by a clearly rude gesture isn't an extreme response to said rude gesture.
Slugging for a 4k bleed-out is pretty toxic, though it CAN be funny if the context is right. DbDThings on youtube has shown that. If someone tricked me into a stupid play that caused a 4k bleed-out during EGC, I'd probably have a sensible chuckle.
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@ThiccBudhha said:
It would not really work fairly as a universal rule. Sure, for Oni that would be very good. On Michael? Well, you know, he has instant downs. Extended his timer would probably piss off survivors.
Well, normally, Myers wouldn't pick up during T3 anyways. So, the new mechanic is still a nerf to him, and this would essentially just restore him a bit to normal.

