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People seem to be pretty positive towards new Demo, no?
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@Irisora said:
https://forum.deadbydaylight.com/en/discussion/comment/2169721#Comment_2169721
Ah but it's not really recent. Maybe it have a couple of months? I can't remember.
From what I understand, the scream is not new, but the fact that the scream can be heard throughout the entire map is new.
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@Irisora said:
A buff to MYC? from where you hear that? In any case i woudn't mind a buff to that perk, its really weak now with BT triggering always.
They recently buffed MYC so that the person who is afflicted by it will do a map-wide scream, allowing the Killer to identify the Survivor that is Exposed.
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@Mushwin said:
How black and white do you want it? lol the trickster very much said a swear or cut off from it anyone else notice?
We want to know what he allegedly said.
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Trickster said "h-e-double hockey sticks." He's going straight to heck.
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Go home Yzzuls, you've had one too many Cold Ones today.
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@swager21 said:
soldiers puttee is a decent addon. when you run out of hatchets at a loop you become a 115 killer which means you wont have to stop at a locker in the middle of a chase. i think the addon should be rare instead of ultra rare.
I don't think that should be an add-on at all. I think it should just be base kit.
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@Malum_Midnight said:
https://forum.deadbydaylight.com/en/discussion/comment/2169065#Comment_2169065
Or by making her short. Both would end horribly
It worked out for Ridley. :P
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Are we allowed to modify things in any way, or does it have to be a hard rollback with no changes? Because I reaaally want to "revert" the change made to Pig's RBTs during endgame, but I also want to modify things so RBT + EGC =/= miserable experience
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@Aneurysm said:
Tell your dad dbd is the only thing stopping you killing people irl
"Play Fort Fight instead, son."
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I don't get why Soldier's Putte isn't base kit. As far as I can tell, you'd rather be a Huntress with one hatchet left than a 115% Huntress with no hatchets anyways.
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From the looks of these comments, it seems that the reason no one wants to say it is that no one agrees with your take. :P
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3k is win enough in my book. The fourth k is gravy, and the 12 hook is gravy's gravy. An early DC takes the wind out of my sail, but only really enough to maybe let the last person escape sometimes if I can get enough hooks.
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I just try to look away when I can.
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Hold on. Are you suggesting that the Survivor perk "Open-Handed" also improve Killer auras?
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Don't scare me like that.
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@Voodoo_Thirsty said:
The dream sequence is already a huge plus for Freddy than any other killer.
Brighter map, subtle terror music and plenty of effective powers he can utilize.
Preventing survivors from waking each other up and etc would be unfair since it'll literally be living hell for them.
I'd only be down for this if he loses his teleportation. That makes him the only killer with a map jumping ability. Not even the Nurse can do that.
I'd only be down for this if he loses his teleportation. That makes him the only killer with a map jumping ability. Not even the Nurse can do that.
Demogorgon? Also, technically Hag, though that requires Survivors to trip the Traps if you're not using Mint Rag.
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Given how things have been going recently, I would not be surprised if it were bugged.
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@ggezbaby said:
https://forum.deadbydaylight.com/en/discussion/comment/2165755#Comment_2165755
you’re a really annoying person. I’m not sure why you’re riding so hard for the devs, who were intentionally being misleading in their teaser trailers for the rift. who cares what they actually announced? you shouldn’t use visuals that you aren’t going to bring to the actual game, it’s misleading and leads to disappointment.
I see no reason to believe they were being misleading. People being incorrect about their speculation is on them, as far as I can tell. It's one thing to be sad that we're not getting young Bill. It's another to allege that the devs are "intentionally being misleading."
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@Ryan489x said:
https://forum.deadbydaylight.com/en/discussion/comment/2166046#Comment_2166046
that would be funny
https://forum.deadbydaylight.com/en/discussion/comment/2166040#Comment_2166040
There's nothing to do with participation trophies, saying that makes you sound like an entitled ass like others have said I've played well and still gotten it.
How would survivors feel if at the end of the game the entity told them You escaped BUT you played like dicks? how many times would people see that before before they started complaining that the game was pointing out they're terrible play. I don't main one side or the other so I'd most likely see both.
If the Survivor doesn't do well enough on emblems, I do believe getting an Entity Displeased is still on the table for them even if they escape.
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@HealsBadMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2165775#Comment_2165775
If the license holders are OK with it. Freddy's lore/videos on the DBD channel talk about how the Entity buffed his power in some areas and nerfed it in others. I'm sure BHVR could come to a similar agreement with Capcom if they wanted to.
Have they done it, though? From my understanding, the answer is no.
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@Sup3rCatTree said:
https://forum.deadbydaylight.com/en/discussion/comment/2165740#Comment_2165740
The Devs always change things. She doesn't have to be unrealistically tall
Do they change height of licensed characters? There is a difference between not giving a Killer an explosive firearm and shrinking a Killer by two feet.
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@Malum_Midnight said:
https://forum.deadbydaylight.com/en/discussion/comment/2165717#Comment_2165717
Not quite sure what you mean. I’ve been looking through all the official art of the rift, and even the official banner has a red bearded bill. It just seems absurd they’d advertise something in the YT trailer and make the face look completely different in game
I mean did the devs say in some shape or form that those things you mentioned would be in-game cosmetics?
And I don't think it's absurd at all if all of those things are only advertising the tome itself.
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Apparently Lady Dimitrescu is 9 ft. 6 inches feet tall. That is insanely tall and probably too tall to be a Killer, if we are trying to be somewhat realistic. Nemesis, on the other hand, allegedly clocks in at 7 ft. 3 inches.
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@Malum_Midnight said:
https://forum.deadbydaylight.com/en/discussion/comment/2165598#Comment_2165598
Well to be fair, for every character that was focused on in the rift, their cosmetic was also in the cutscene. Spirit cutscene? Same cosmetic. Nea? Same cosmetic. Yui? Same cosmetic, etc. It’s not much of a stretch expecting the Bill in his cutscene to look like his rift counterpart
Were those cosmetics actually advertised as cosmetics?
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@onark said:
https://forum.deadbydaylight.com/en/discussion/comment/2165594#Comment_2165594
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This is ridiculous, the fact and the matter is they saw a lot of people hyped about that supposed skin and they didn't denied it. And now there are a lot of disappointed people. Period.
As long as they haven't confirmed anything, everything is speculation and nothing more.
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@RoboMojo said:
https://forum.deadbydaylight.com/en/discussion/comment/2165587#Comment_2165587
Nope, all the marketing showed that it would be a younger Bill though.
Did all the marketing show that the younger Bill would be a cosmetic, or that younger Bill would simply be the focus of the tome's lore?
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Did BHVR ever say that we would be getting young Bill as a cosmetic?
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I'm glad that the change was made, but bloodpoints for struggle state would still be nice.
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@Tillablerhino44 said:
The problem is tunneling fed ranks who kill survivors to quickly who don't want to play the match in the first place.If killers were banned for tunneling then gen speeds would be fine.
I want you to come up with a system that bans people for tunneling that bans toxic tunnelers but doesn't ban people who are not toxic tunnelers.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/2163969#Comment_2163969
Tampered Timer basically adds more insult to injury for survivors who are unlucky, then if you get a decent map, some survivors might not have enough time to go through multiple boxes.
That's why we don't see add-ons that mess around with making the RBT more lethal because of those situations. I remember on a game where I trapped everyone and my RBTs killed every survivor, it's just disgusting sometimes.
I mean, don't we need more add-ons that cater to the ambushing anyways? I get the logic that by re-balancing the RBTs at base, we can push for more lethal RBT add-ons, but I think pushing for better ambush add-ons is better for the Pig in the long run.
Also, I myself have never seen a 4k through only RBTs. The most I ever got was 3, and that was through me going WAY out of my way to make it happen against presumably mediocre Survivors when just sacrificing them would suffice.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/2163664#Comment_2163664
That's why we need to separate the RBT into two separate timers, it's the ultimate solution to RBTs.
Passive Timer: 60 Seconds
- Starts immediately
- Once expired, will proceed to the Active Timer when a generator is completed or was completed during the Passive Timer. Passive Timers pauses when in a chase, dying or hooked.
Active Timer: 120 Seconds
- Once expired, survivors die on the spot.
Survivors get extra time to do whatever they want, but if they waste their timer by greed, they will have 120 seconds to remove the RBT (Basekit Tampered Timer). Since survivors will always have enough time to remove the RBT, we can add lethality add-ons to punish greed even more.
I'd be okay with your idea if we had this system in place. We have to make sure the right survivors will be in risk of dying if we make the RBT take longer to remove.
Honestly, I just prefer my idea. At most, re-work Tampered Timer if ya really need it because that add-on is just too "everything or nothing."
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Candyman.
Prove me wrong without referencing the Resident Evil announcement. :)
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/2163555#Comment_2163555
In that case, I'd agree, but if I may add: The RBT will always be removed between the first and last boxes.
This is to remove frustration on both ends.
It's just so hard for me to be on board with making them less lethal. You take even one box away, and suddenly it becomes so easy to just do one box, power through a gen, and then do the other two boxes once your timer starts.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/2155529#Comment_2155529
Tampered Timer isn't problematic, unless you're just outright unlucky, that happens.
If we want more deadly add-ons for the RBT, we need to guarantee that all survivors have at least 60 seconds of the RBT being inactive (this is the simplest way to describe the passive timer idea). Then decrease the active timer, which is currently 150 seconds, to 120 seconds. This way, the RBT won't kill survivors if they are unlucky, regardless of the add-ons because they are given more than enough time to get rid of the RBT.
Now, we can make RBT add-ons more deadlier since it will only punish survivors who greed or don't use their time wisely.
I personally don't think the RBTs need to be made deadlier, necessarily. I think excluding scenarios involving Tampered Timer + Crate on the largest maps, I think the lethality of the traps is just right. My problem with them is that their ability to stall the game out is very swingy. Sometimes it does a good job of that; sometimes it does a very poor job of that. This is why I personally have been advocating for the first box to be auto-fail: Because it increases the average amount of time spent getting traps off without increasing the severity of the top end.
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@ProveKa said:
https://forum.deadbydaylight.com/en/discussion/comment/2163043#Comment_2163043
12 meters is not a big area.In this way, it prevents misuse of its feature.
So the Pig can just stand 13 meters away and crouch tunnel to cheese the timer, correct?
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/2162474#Comment_2162474
Tombstone piece doesn't have any kind of tell besides the increase in stalking required. That's imo the main reason it's so broken (also the fact you can use it with fast stalking addons to get a kill extremely early ofc) as a mori of this kind shouldn't come out as a suprise.
JT is actually great vs average team if you use it in a good build. I've probably one of the very few weirdos who uses it very often and I get good results with it but most importantly IT'S SO MUCH FUN. Nothing beats the feeling of playing REAL Michael Myers who just stalks everyone whole game and the gets into real killer mode and just runs around killing survivors instantly. I love it so much and I really really hope it won't get touched in the future of Micheal's balance changes.
All that should happen is give slightly more sound cues to both tombstones and nerf tombstone piece with less MM speed and some more stalk required.
Oh, I'm sure it's fun to goof around with JT and against less adept players it will put up results. I just view it in terms of how it would fair against better players, and in that regard, I think it is awful. I would prefer seeing both get re-worked to being actually good but not OP add-ons.
Also, Tombstone Piece should get the same tell as Judith's Tombstone. It makes no sense to not give Tombstone Piece that tell when it's much stronger than Judith's Tombstone.
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@ProveKa said:
https://forum.deadbydaylight.com/en/discussion/comment/2161558#Comment_2161558
If she is close enough to chase, she should chase.Otherwise, it will abuse its abilities and kill survivors faster.
The distance would have to be large enough that it either renders the RBTs ineffective or gives the Pig a free built-in Whispers. Bad idea.
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@Kebek said:
Both tombstones should cause the mori hand animation change and possibly also have anoter sound cue to notifiy survivors that tombstone is in play, like for example the stalking these should start playing after stalking a survivor for 3s if there is a tombstone.
Other then that, purple tombstone piece should give some movement penalty and have slightly higher amount of stalk required to perform the mori. Pink one is balanced already.
There is enough counterplay for baseline tombstone mechanics, the biggest problem is that the purple tombstone is too fast and comes as a suprise.
Does the Tombstone Piece have the different hand stance too, or only Judith's Tombstone? Wiki only mentions Judith's Tombstone, but it would be weird to not also give it to Tombstone Piece.
Anyways, Judith's Tombstone is hot garbage. At this point, I support re-working both of them because I don't think there's a way to make either of them not trash or not OP.
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@Zixology said:
https://forum.deadbydaylight.com/en/discussion/comment/2162238#Comment_2162238
Never once have I said that it does.
Please re-read the post before using your brain to try and autocomplete it.
And the person you initially replied to said what I am saying. Practice what you preach. :P
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@Zixology said:
https://forum.deadbydaylight.com/en/discussion/comment/2162191#Comment_2162191
The point is that they grant hits with no strings attached aside from accuracy. Same goes for hatchets and knives. Hell, knives don't injure people right away either. Most of the time, I get hits as Clown sooner after tossing bottles than I do as Trickster after tossing my first direct hit knife.
Hitting a Survivor with a bottle does not injure them. Ever.
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@Zixology said:
https://forum.deadbydaylight.com/en/discussion/comment/2162132#Comment_2162132
If you're telling me that slowing people down at no expense of yourself DOESN'T give you hits, then you're not just a bad Clown. You just suck at killer.
That's not what they were saying at all. They were saying that the bottles don't injure Survivors.
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Weren't those changes already implemented in the most recent hotfix?
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2161881#Comment_2161881
Why didn't killers just do that in the first place then? They aren't scared of DS and then suddenly they are even when the entire team could have it, lol.
Because we didn't have to, obviously.
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I am very curious as to whether the devs knew about the way Rotten Pumpkin could be used or if they Oko'd it. :P
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/2161357#Comment_2161357
jokes on you, now you'll have to guess who brought DS. this change makes it viable again
Not if people stop bringing it because they assume that the threat of DS is enough of a deterrent. ;) No need to guess if you force it every time.
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2161756#Comment_2161756
If i wanna block gates i can use Blood Warden. Actually it is og Freddy perk. That power is not effective for ultra rare. I mean Myers can mori survivors with ultra rare add-on, Huntress can take get down with one hit etc. Okey do not make so op like those add-ons but it is really weak and useless add-on.
Right. My point is that they played it WAY too safe with the new Black Box IMO.
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Black Box and Soldier's Putte seem really weak for URs.
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I think think of a few add-ons worse than new Black Box. That said, this add-on seems quite weak for a UR. I think there was definitely room to buff it:
-When an Exit Gate is opened, it becomes blocked for sleeping Survivors for 15 seconds.
-As long as at least one Exit Gate is open, it becomes blocked for a Survivor for 15 seconds when that Survivor falls asleep.
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@Khorzad said:
https://forum.deadbydaylight.com/en/discussion/comment/2161659#Comment_2161659
Yeah, I know how they tend to buff and revise Killers. My argument is that they should not wait to buff Trickster anyway, because he is still isn’t in a good state, and even just giving him small stuff would help a lot in making him less frustrating to play.
I'm not against giving him another buff sooner than later.