T0xicTyler
T0xicTyler
About
- Username
- T0xicTyler
- Joined
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Comments
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Just run Open-Handed. Current Bond is fine.
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This is an interesting. I'd like to see something like this in a PTB so we could see it in action! +1
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Everyone asked for it. The new matchmaking was hot garbage. Queue times were insane for killer and survivor.
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Very nice ideas! +1
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Descriptions are a bit vague but the concepts are pretty good! Lemme give some thoughts:
1 Hit Hero - Will Endurance proc after opening one or both exit gates? If you open one exit gate can you receive Endurance a second time by opening another one?
Justice - Is the second hook that's destroyed automatically a random hook or the next nearest?
Soggy Wood - Should probably be an offering honestly. That said, leaving it up to RDM might be annoying. I'd suggest that the pallet would break after a survivor vaults it 4/3/2 times.
Cursed Loot - A very interesting idea! I like it!
Forbidden Treasure - Another very interesting idea!
+1
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@Kilmeran said:
@T0xicTyler Oh Christ, is that where it came from? I never heard of it before a couple of recent threads because I don't follow or watch Tyde's stream or video content. Don't really care for him.
Yikes.
It makes me deeply cringe lol. Everyone is adopting this term to describe the current situation but honestly the biggest problem this game has at the moment is networking/matchmaking. Balance-wise this game is in the best place it's been and anyone who has been around for a while can attest to that.
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Cool idea! Seems very well thought out. +1
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This is a pretty cool idea!
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@Tylerz said:
Delete hex ruin then with your ideas lol
LOL not sure how well received that would be!
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These are so fun! Thank you for sharing!
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End My Suffering would promote slugging which is... bleh. This + Deerstalker would end games quickly and be far too OP.
Only One Way Out doesn't have a whole lot of counter-play unless you're guaranteeing a key somewhere. The reason hatch opens for the last survivor at 3 gens is because it isn't feasible for a solo survivor to repair the rest of the generators without getting caught. It would basically be a free kill.
Don't Waste My Time is a hard stat boost which is perfectly fine! Not sure how much play this would see and how it would interact with flashlight timings for saves.
On Sticks sounds interesting but paired with Hope could make the survivor faster than the killer, yes?
Faith to the Entity also sounds interesting! What sort of "difficult skill check" are we looking at? I'd imagine it would need to be the size of an Unnerving Presence Decisive Strike skill check lol.
Beating the Odds is a good idea for extending loops by a little bit and giving you the slight edge in chases.
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Quentin has some cosmetics as well but yeah it's down to the license holder what BHVR gets to put out. It's a shame really that the holders don't take advantage of the cosmetics store.
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Welcome to free weekends!
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@FlamingkittyUmad said:
Quentin is just a tired dwight
This is too accurate 😂
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@Nea_Death_Experience said:
https://forum.deadbydaylight.com/en/discussion/56634/is-it-true-that-survivors-are-getting-buffs
I feel like both sides do this
100%. Survivors have been nonstop nerfed lately but I'm not sure where OP is getting their info from if this isn't bait...
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Suggest it on the forums! I remember reading the functional description of the Spirit MONTHS before her release on the Steam threads and BHVR is pretty active on here.
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SWF kills this idea, unfortunately.
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I'll take a quality Ghostface cosmetic for Legion at this point, though all I really want is to be Sydney Prescott 😥
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Autodidact - Increase chance of healing skill checks.
Boil Over - Perhaps a small increase in wiggle speed or a larger range for the aura suppression.
No One Left Behind - It's a neutral perk so it isn't supposed to be amazing, but maybe just increase the buff to altruism speed.
Premonition - Fine as is. Very good at what it does as a neutral perk.
Saboteur - An idea I posted in another thread for this perk was to make it like Buckle Up in that it reveals hook auras nearby (32 meters?) and shows how sabotaged they are.
Streetwise - Needs to be at least 50%. It just isn't worth running for a tiny amount of extra charges and is dwarfed by its counterpart, Overwhelming Presence.
Up the Ante - I'd love to see luck affect more things but I'm not sure what form this would take? I think the percentages are fine as is, perhaps a small buff but keep the requirements.
Vigil - I'd be interested to see Vigil partially restore the idea of exhaustion while running. The trade off is obviously that the survivor would be down another perk slot in exchange.
Left Behind - Increase repair speed (or perhaps more speeds?) for every survivor that dies. It still wouldn't be the best but still more broad than the narrow scope of Left Behind right now.
Slippery Meat - Agreed. Re-work it completely but I'm not sure what form this would take.
Technician - Make it do what it says it does but also apply the effect to others working on the generator. I saw an idea on the forums previously about being able to turn off a generator to avoid detection.
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This whole idea of "dark times" that TydeTyme has started makes me cringe 😶
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I'm with you on this. The game is much, much more balanced than it used to be.
It's dangerous to say on these forums, but the game is in its healthiest state balance-wise I've seen in my thousands of hours of playing it. I'm super excited for the future of the game and I hope the devs can sort out the networking and matchmaking issues that are undoubtedly the biggest problem with DBD right now.
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I just really want to be able to use my prestige with all these sweet new cosmetics we get!
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@TheRockstarKnight said:
I support this change and your suggestions!
As for more suggestions, I have some ideas.
- Multiple hit zones in a single skill check - Basically instead of one good and great skillcheck bar, you get two or three and you have to try and hit all of them to avoid regression.
- Multiple hit zones, but they appear as you hit a skill check and your line reverses direction - After hitting one skillcheck, your little tick suddenly goes counter-clockwise towards a new skillcheck that you have to hit. The process could repeat itself if desired.
- Separate great and good skillchecks areas - Essentially, just put some space between the great skillcheck section and the good skillcheck section so that the player has a little more pressure on them to actually hit the great skillcheck if they try to go for it. The order of the two areas doesn't really matter IMO, and could be kept randomized to make it interesting.
- Press the skillcheck button/trigger (depending on your device) instead of hitting it - So instead of just hitting a button and letting the tick hit the skillcheck area, you have to hold down the button while it moves over a skillcheck area. The longer you hold it down, the better the skillcheck; with great skillchecks being awarded only if you get the entire (or very nearly the entire) skillcheck area.
- The above modification could be complicated by having multiple skillcheck areas - So, instead of just holding a button down, you need to hold down while you're on a skillcheck area, release as you leave it, and hold down when you enter a new skillcheck area. This allows for an easy increase in difficulty by adding more skillcheck areas and/or reducing their size.
- Instead of a skillcheck wheel, replace it with a curve - Your skillcheck tick will start at one end and move from right to left, or left to right, along a twisting path. As the tick moves up or down a bend in it's path it slows down and speeds up. It would force the player to pay attention and have a good understanding of their timing in order to hit skillchecks on or adjacent to bends.
What do y'all think of my suggestions?
These are all very good! +1
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@drunky26 said:
Why though?
What's the point of this? How does this make it less boring?
If anything It's gonna make it frustrating and even harder to hit.
Not saying they're already hard, but combine that with ruin, huntress lullaby, Doctor and you're in for a fun ride!
Variety! Personally, I'm a little burned out after 2,000 hours of M1 and hitting space bar to succeed in a "skill" check that anyone who has played the game a couple of rounds can hit 90% of the time.
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I would love this! What sort of perks would she have? If it was a Chapter DLC, what would Baby Face's ability and perks be?
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I would loveee Clem as a survivor! omg this is awesome!
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I'm always down for more cosmetics!
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RIP Sabo 😥
Perhaps it could show the auras of hooks within... what 32 meters? In addition, similar to how Buckle Up shows recovery progress, it could show sabotage progress through the aura.
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I like this! +1
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Everything is pretty quick and fluid right now. I remember when filling up one node of the bloodweb took longer... bleh
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When they add dedicated servers I'd love to see improvements made to the chat system such as seeing who left and persistent chat (which will only be possible with dedi servers)
+1
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I just want Bubba to actually split the survivor in half 😓
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Agreed +1
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C'mon devs!
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+1 Anything in the way of accessibility would be great for the game!
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Awesome idea!
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I'd like to see something like this! Though of course people would complain "bUt It IsN't A nEw KiLlEr!!1!"
+1
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The old DS was so unhealthy for the game but the new DS is just straight trash.
Personally, I would have preferred something along the lines of pressing your active ability button while wiggling to get the skill check. If you succeed in the skill check the killer would be stunned in place for 5 seconds (or whatever) but not drop you.
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This is an interesting idea! +1
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I believe it was acknowledged that Nurse blink hits not counting towards MoM is a bug.
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No. This will change the meta significantly in that you will only see certain survivors and never others. This is the exact problem with survivors having abilities like the killers do.
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An opinion that doesn't circle-jerk hating the devs? Unacceptable! 😆
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Plague is basically the Huntress with a flamethrower.
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@Kagrenac said:
There's still a hole in my heart from when they removed the moonlight offerings
I really wish they could have optimized more instead of straight up removing them!
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Everyone is so dramatic in this game.