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Its very clear they're meant to be more for action games than horror elements imo
Elaborate.
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"What is the win condition for this game?"
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This seems more like fan content than speculation. :P
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@IWasLeft2Die said:
https://forum.deadbydaylight.com/en/discussion/comment/2184838#Comment_2184838
I'll go out on a limb and say 0% as in she just isn't going to be the killer
I think there is a slim chance, but I definitely would not bet on it.
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@N0IDEA said:
https://forum.deadbydaylight.com/en/discussion/comment/2184809#Comment_2184809
I just hope it to be either Mr.X or some Re 8 character, but Lady D is definitely not out hand
I'm not going to say that she has a 0% chance, but I certainly do not think the odds are in her favor nearly as much as some people seem to think. Her size is probably the biggest problem.
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@N0IDEA said:
https://forum.deadbydaylight.com/en/discussion/comment/2184790#Comment_2184790
I said Re 8 development take more time than DBD if it were being made to the zero, but I never said Re 8 WAS in development SINCE Dbd released
Considering hiw Re 8 is,like, a triple A game
That's the same thing. But that's neither here nor there. The important fact is that BHVR has almost definitely been working on this for long enough that the idea that Lady D is a shoo-in due to fan popularity doesn't make sense.
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@N0IDEA said:
https://forum.deadbydaylight.com/en/discussion/comment/2184770#Comment_2184770
Planned,for sure
But the development very probled started as asson as Re 7 came out, no doubt about it. Is how Triple A companys do the thing.
Jot saying programming is easy and stuff but BHVR have some really simple updates (not saying its trash,is currently my personal favorite game)
You just said that you believed that RE8 had more development time than the entirety of Dead By Daylight, which was released in 2016 vs Resident Evil 7's 2017 release.
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@N0IDEA said:
https://forum.deadbydaylight.com/en/discussion/comment/2184274#Comment_2184274
Again, I have no idea why "Bhvr have been working ont his a while" have abything to do with the next killer,considering how Re 8 have FOR SURE more develpment time than the intire DBD Itself
You think Resident Evil 8 was being worked on for more than a year before Resident Evil 7 was released?
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Should probably remove that post you quoted because it still contains the spoiler :P
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All these foos thinking the Killer will be anyone other than the glorious Egghead himself.
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I think the video + the posts might be enough to conclude that it was intentional.
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I agree with making Soldier's Putte baseline; I don't agree with making her speed gradually increase as you use up hatchets. I used to agree with that, but currently I don't think her base speed should be higher than 4.4 as long as she has even one Hatchet.
Not sure how I feel about an add-on that makes the lullaby map-wide. Feels like it needs a downside, but idk.
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@KerJuice said:
https://forum.deadbydaylight.com/en/discussion/comment/2179230#Comment_2179230
Why should we be held hostage in a terrible match when we ARE playing the game and our teammates are crouching in corners, too scared to do anything? I gave you an example. Cmon now. That’s not fun for us. Let us “que” up for another match with teammates that are actually trying. You want to play hide and go seek, that’s your business. I’m not trying to stay in that match with you.
Because no individual Survivor should be allowed to screw the entire game for their teammates out of a sense of selfishness.
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I used it for my taxi build because it let me slow down things a bit without having to stop the taxi-ing. That said, having the cooldown and the basic attack requirement is silly IMO. I've heard some people say it would be too OP to remove the cooldown because Nurse can just rapid-fire down people to hit the same gens multiple times, but that can easily be fixed by just making it so Surge doesn't affect gens that are already regressing.
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I pick her because I love killing Survivors with RBTs. That said, your assessment is mostly pretty accurate IMO.
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It sure would be nice if the game would actually set a baseline of what constitutes "winning" and "losing."
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I think the more accurate thing would be "Killers are favored against bad Survivors."
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Is there any other reason for this than "I want to keep my item?"
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I will only ever leave a lobby if I decide I don't want to play the game anymore for now (or can't) or if for some reason my ping gets really high.
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I guess Halloween, as I've watched/enjoyed the original and most recent films.
Also, you forgot to include Left 4 Dead with Bill.
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Not really?
I definitely wouldn't skip the lobby, at the very least.
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@Hoodied said:
Easy explanation
Pop is after you hook a survivor for 45 seconds until a gen is kicked or you hook another survivor
Surge is whenever you down a survivor, if it had no cooldown it would be pretty strong with Ruin (downing 2 survivors can do 16% reduction + ruin's regression if I remember Surge's numbers correctly)
That's only because at some point BHVR changed Surge so it works on a gen that's already regressing, no? I'd be more than willing to give that back in exchange for no cooldown.
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The average player is bad IMO, so if you are able to get the hang of things faster than the average player, it makes sense that you'd cruise through the rankings. They're not a particularly good indication of player skill, honestly.
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@Saltjar34 said:
https://forum.deadbydaylight.com/en/discussion/comment/2174696#Comment_2174696
Camaraderie's problem besides coordination problem is inversatility. In other words, its only useful for one point of the match. This same problem befalls Slippery Meat and I would rather keep both suggested effects for this reason.
I think if you change the first ability to something that functions at multiple points in the match, you wouldn't have that problem. I just never liked the first ability in general.
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@TheBus4K said:
- "While Intoxicated, Survivors that were hit directly with a Bottle of Afterpiece Tonic suffer from the Exposed Status Effect."
Definition of the Wiki. If I don't misunderstand, you have to hit a survivor with the bottle and also this survivor has to be intoxicated before being hit with the bottle, so I assume that it is necessary to use two bottles (one to intoxicate him and another to hit him directly), or maybe the "While Intoxicated" perhaps it simply means the duration of the Exposed, I really don't know.
If you've done that and it didn't work, then it's a bug, but it doesn't make much sense to put it in the "General Discussions" section. Do it in the Bugs section or send a ticket reporting it.
Unless the add-on was changed recently in a way I did not know about, it simply means that hitting a Survivor directly with the bottle makes them Exposed for the duration of their intoxication.
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@Aneurysm said:
Here's a more interesting question - is it toxic to bring green keys to make the killer waste a slot on Franklin's?
No. Survivor can bring whatever rarity key they like for whatever reason they see fit, including bringing a green key to bait out Franklin's.
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Do not tunnel Trapped Survivors as the Pig. If you see someone with a Trap while you are passing by, don't be afraid to give 'em a whack. But don't hardcore tunnel them because you are wasting your Traps' ability to slow down gen progression.
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IMO, his add-ons that change the way his reveal mechanic works should be gone. His reveal mechanics are already wonky enough without the existence of those add-ons.
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Seems harmless enough, as long as the numbers aren't overkill.
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Not hostage-taking, but it is a jerk move. This is where giving slugged players an option to speed up their demise would be good.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/248579/slippery-meat-and-the-new-hook-struggle
That would probably be a little too strong, but I'd like some interactions with the struggle phase.
Slippery Meat
You have developed an efficient way to get off Hooks.
- Grants 3 additional Self-Unhook attempts.
- Your Self-Unhook chance is increased by 2%/3%/4%.
While in the struggle phase, skill checks will be separated into two segments:
- Landing a good skill check allows you to keep struggling
- Landing a great skill check gives you a token, up to a maximum of 3/4/5 tokens. Once your hook timer is about to run out, the timer pauses for 5 seconds for every token in your possession.
Can I suggest changing the ability with self-unhooks to something else and keeping the struggle phase ability as you have described it? Maybe a speed boost when you get off the hook or something?
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I would be all for adding it to the game as an in-game option or even an add-on similar to Plaid Flannel. It's something that can be replicated with something as simple as a tiny piece of tape on your screen, so there's zero way to enforce any policy forbidding it. Don't really consider it cheating, though.
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@Ferrari334 said:
https://forum.deadbydaylight.com/en/discussion/comment/2173907#Comment_2173907
It might work and it might not, i have played 4 games with the lifeguard whistle + devour hope, it worked out in 2 of them.
You can't really pick people up and hook them. The second you do a pickup animation, a survivor will just rush it and cleanse. Without TOTH, the totem is cleansed before you can even use a portal to defend it.
Unfortunately teleporting through Demo portals still takes way too long to be considered a fast killer.
Without TOTH, the totem is cleansed before you can even use a portal to defend it.
Do you mean just in general or while you are busy hooking a Survivor? Unless the wiki is using incorrect numbers, you should have plenty of time to teleport to the Totem if you aren't actively occupied with something else (such as the aforementioned hooking of a Survivor).
It takes fourteen seconds to cleanse a totem, one second to drop a portal, one and a half seconds to enter the portal, and you're moving at roughly 17 m/s through the Upside Down (again, assuming the wiki numbers are accurate).
Unless it somehow takes you a whopping 11 seconds move through the Upside Down, I can't see how you can't use a portal to defend a Totem if Lifeguard Whistle will immediately alert you to someone approaching said Totem. Obviously, you can't just always drop everything you're doing to defend one Totem, or else you just eventually lose the game due to accomplishing nothing, so in that regard, Survivors can pressure Demo enough to force them to teleport to a gen so someone can knock out the Totem while Demo's teleport is on cooldown. But if you aren't necessarily occupied with anything, Lifeguard Whistle + Rotting Pumpkin SHOUUUUULD allow you to defend a Totem consistently as long as your teleport is not on cooldown.
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I remember someone suggested using Rotting Pumpkin with Lifeguard's Whistle and Devour Hope so you can always defend the Totem. I wanna see how that works out.
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Why do you have to focus on anything other than skill checks while in struggle state? Once you get off the hook, then you can worry about everything else.
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Alternatively, we could un-nerf Pop. :P
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2. Capcom would have had to lend out the content well before their game was released since BHVR has been working on this chapter for a while now. I just don't see them lending out content before their game releases for a number of reasons.
I'm not convinced it will be anything related to RE8, but I do believe that the DBD devs did get to see some at-the-time upcoming stuff for Stranger Things no? (Obviously someone correct me if I am mistaken)
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In an ideal world, yes. But that is not really a pratical goal IMO. Just gotta strive for the best balance possible.
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I like the idea of making her green bile make already-regressing gens regress faster (though it would not stack with Ruin). A Survivor can clean the goop off a gen by working on it, but doing so will increase their sickness.
I also think an incentive to cleanse would be nice. This is maybe overkill, but the Pig main in me thinks "What if a Survivor DIES if they remain fully sick for too long?" That way, they HAVE to eventually cleanse. I'd definitely be okay with some trade-offs like making it so you can just cleanse on the go (it takes maybe a second or so to drink some pool water, and five or so seconds after you drink the water, you are fully healed similar to Anti-Haemorrhagic Syringe) or even nerfing the Corrupt Purge if need be. It wouldn't be like the Jigsaw Boxes where you have to find the correct pool or some nonsense; just cleanse at a pool and you're good to go.
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@Sup3rCatTree said:
https://forum.deadbydaylight.com/en/discussion/comment/2170073#Comment_2170073
According to the RE Wiki "Though his role essentially similar within Resident Evil 3: Nemesis, there's a noticeable change on this character: First of all, he depicted standing roughly 9 feet tall.". Where did you get that information? Also, you know you can minimize a picture right? Watch this video https://www.youtube.com/watch?v=ZtyLJQlAJNY
It does not say that on the RE Wiki. It says that on the VILLAINS wiki (which I would not call a reliable source at all because it is not a place specifically meant to fact-check Resident Evil information) and is in regards to his depiction in Operation Raccoon City.
Nemesis T-Type, also simply called Nemesis (nicknamed the "Pursuer") is a major antagonist of the Resident Evil video game series. He is the titular main antagonist of the 1999 survival horror video game Resident Evil 3: Nemesis and its 2020 remake, it also serves as a major antagonist in Resident Evil: The Umbrella Chronicles, a supporting antagonist in the non-canon spin-off Resident Evil: Operation Raccoon City and in the movie Resident Evil: Apocalypse, serves as the secondary antagonist-turPlease cite your sources properly.
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@Hektic3000 said:
https://forum.deadbydaylight.com/en/discussion/248186/this-isnt-fair
So which is it nerf spirit or buff her, im a little confused. Earlier today you said "Shes so slow and has a lack of mobility. Pls buff" so which is it that you want hmm?
Answer the question @Demogorgeouse
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Keys let multiple leave before finishing all the gens.
Mori offerings no longer let you kill people before they're on death hook (except technically Cypress, but that one sucks still).
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2170821#Comment_2170821
Sorry, but that's not realistic. That'd mean that every survivor did nothing to try to remove the RBT. And if such a thing were to happen, at that point, it's really their fault.
https://forum.deadbydaylight.com/en/discussion/comment/2170871#Comment_2170871
The numbers may need some tweaking, sure. However, in my experience, it shouldn't take much longer than 30 seconds to find and search a Jigsaw Box.
https://forum.deadbydaylight.com/en/discussion/comment/2170919#Comment_2170919
Instead of RBT timers decreasing with each one that successfully goes off, they should decrease with each one successfully removed, but not by 30 seconds that's a bit too much.
As I mentioned to @TAG, 30 seconds is more or less the time it should take you to find and search a box. However, it would be more or less the same. My goal is to make the traps deadlier without becoming too powerful.
Honestly, I think you accomplish the opposite by taking away Jigsaw Boxes with each successful Trap removal (and I guess with each RBT kill, but if you get just one kill with it, the rest don't matter). Having to only worry about three boxes instead of four is big IMO.
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@Sup3rCatTree said:
https://forum.deadbydaylight.com/en/discussion/comment/2165758#Comment_2165758
Nemesis and Mr.X are around the same height as her. I don't know why people aren't saying that
I cannot speak for Mr. X, but from what I have read, Lady Dimitrescu is 9 ft 6 inches while Nemesis is 7 ft 3 inches. If true, then they are nowhere near the same height.
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@ChomboIie said:
https://forum.deadbydaylight.com/en/discussion/comment/2170980#Comment_2170980
Even if it kills your team? Other survivors who may have helped you during the match with heals, or taking aggro or gens or whatever? Interesting.
If it kills your team, your team did it wrong. Someone gotta be ready to pop the gate open.
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@DoritoHead said:
Each Jigsaw Box can now only have the key to one RBT.
I believe that's how it already works.
It's not. One box can unlock multiple Traps.
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I feel like your third suggestion completely undoes your first two suggestions. Once the first Trap is removed, the threat of the other three Traps is reduced HARD, and the threat only further decreases with each Trap removed. At that point, I don't think it matters that the timer might be reduced by a few seconds.
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@tuffler555 said:
https://forum.deadbydaylight.com/en/discussion/comment/2170841#Comment_2170841
i like myc as a perk because it promotes not camping but at the same time its kind of frustrating to get punished for being a good teammate.
That's the point of the perk, no? To increase the risk put on the rescuer?
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@tuffler555 said:
i feel like the perk promotes tunneling. sure it was annoying when you didnt know who the exposed person was but now youll only chase 1 guy and not give a damn about anyone else
Yeah, but the person you are encouraged to go after is NOT the person who was unhooked, so how is that an issue?
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/2170763#Comment_2170763
I think thats why pig gets such a bad reputation. Even in red ranks the majority of pigs I see will do that whole "not chasing, crouching na na na na" to just cheese a gauranteed kill and have no idea how to use her ambush at loops.
Amazing they haven't removed that yet, it's indefensible.
They tried once but backpedaled on it when their attempt only ended up promoting tunneling Survivors with active Traps.
And yeah, to OP, if the Trap isn't active yet, it is very justifiable to power through a gen to screw up Pig's stalling. If there is really a concern about not being able to search the boxes in time, they can easily search one box and then search the rest after a gen pops.
