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Tactless_Ninja

Tactless_Ninja

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Tactless_Ninja
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  • He's actually your mom's boyfriend.

    Ohhhhhh

  • Why is the Pig roar such an issue with people? It can startle unaware people and typically gets first hit advantage anyways. And if you're in a chase they kinda expect you to use it around loops. If you can't get a hit with your M1 while they're at a pallet, then why would you expect your dash to do any better? Though it's faster than your run speed so you can catch up to people in an open chase with it unlike say Cannibal and his power.

    My personal list of buffs are faster vault speed while crouched (which would make up for the slow overall speed), and RBTs needing multiple keys to fully take off. First key deactivates the trap, second removes it. Resets if someone finishes a gen.

  • @Dwight_Fairfield said:

    Have we ever seen what Peanits looks like? I know what most of the devs look like but don't think I've ever seen a pic of him.

    Pretty sure he's Quentins face model. Gets bullied constantly. Poor Peanits. u_u

  • Coming out with a sequel is pointless and only serves as a corporate cash grab. They're continuously updating the base product so a clean slate isn't necessary.

  • Insidious can lead to some fun shenanigans. Like if you know one survivor keeps returning to a gen. Just stand in the corner till they notice you, and DBD becomes a horror game again.

    Then there's standing near the exit gates and ambushing that one survivor who thinks they're safe.

  • Ambiguity is important in creating suspense or dread. Every detection perk needs a visual overhaul. No more glowing silhouettes. Bond makes people into stick figures that can't determine proximity. Spine chill activates only with line of sight. Empathy shows a bleeding heart streaking blood across the screen. Object of Obsession periodically flashes a still frame of the killer instead.

    I'd even argue health states should be hidden, though that may be too much.

    And dynamic weather would be nice for out door zones. Indoor could have it too I guess with power outages and rain seeping in. "Fog" just doesn't cut it. It needs to actually obscure distance. All it does now is darken the level for blendettes.

  • I'd rather see more debris in the game that is a minor inconvenience like a board that is instantly broken or a pile of boxes you need to crunch or throwing down a bookcase.

  • Survivors either stay broken, or she gets a murder sprinkler. How is this not already powerful?

  • @Hoodied said:

    You just sprinted really fast, so why do the survivors not breath louder cause of it?

    I can already hear uninjured Dwight's with asthma. Give the poor fellow a break.

  • It's my game crashing for me. Sometimes I consult my teammates about a Killer that "dc"d only to find out the match was still going and I was gone.

    Edit: Oh and Bloody Party Streamers seem to guarantee a DC. Great work.

  • The only killers that need an immediate buff is Trapper and Clown. The others can wait. Trapper needs his traps to not show up with a rainbow map, and Clown's gas needs to not disappear after 5 seconds.

    Edit: You're also touched in the head if you really believe instant heals need a comeback. Absurd.

  • John Carpenter's The Thing.

    Call it The Mimic.

    Natural gen slowdown when disguised and a madness mechanic. Use petri dishes to reduce madness, but in front of the creature they get an initiative hit.

    Dummy survivors you can teleport to. Dog for stealth travel.

    Perks create fake items, chests, gens.

    Edit: And maybe a flamethrower that one survivor carries.

  • On one hand DS and BT are both anti-tunnel perks which are fine. But on the other hand it's been proven to be incredibly abusive and exploitable.

    Yeah it needs to be changed because it simply has no counter in certain situations other than unnerving presence. I'd disable on locker grabs or full heals. EGC as well since a full minute of immunity means crawling out the exit gate unhindered.

    And Borrowed Time I would change to swap hook states with your unhooker. Either that or unbreakable status can only be applied once per match. But along with this change I'd also have killers within 25-30 meters would slow the hook timer. So facecamping would be a huge disadvantage.

    Edit: Actually the slowed hook timer sounds like a bad idea. Still sucks to be the guy being camped though.

  • Paying for dlc shows support.

    For a game that hasn't ditched the original product in favor of making a sequel I'd saying they're doing a great job. Especially with the whole engine switch making everything spaghetti. But it has improved in recent months. It's like Warframe. Game is built on old foundations but kept aloft with constant content updates and bug fixes galore.

    The DLC is always on sale. And people are making a stink about the battlepass needing characters you can get with irredescents. If you've been playing long enough, you should already have them.

  • @StuMacher said:

    https://forum.deadbydaylight.com/en/discussion/comment/1083369#Comment_1083369

    a killer being able to rip doors off of lockers (and ruin them) now that is an idea

    I heard a rumor awhile back about destroying vaults and my first thought was why not lockers? They're plentiful enough and it's an action that would take up time so the killer won't be destroying every one they see.

    Also thought of a synergy between destroying lockers and Iredescent Hatchet. She gets her hatchets but destroys the locker limiting her reserves but also reducing the number of hiding spots.

    Then there was that one idea about Trapper getting explosives and rigging lockers. Destroyable lockers would be kickass.

    Edit: Oh and ripping survivors outta lockers would destroy them too. Adds an extra level to finding someone and prevents them from trying in the same place again.

  • @Ghoste said:

    Legion has had both a "rework" and tweaks to add-ons, and Spirit had an add-on pass recently so they should be in the first list :p Still hoping for more Legion changes though.

    Legion is that crossdressing solo boy right? I think he'd be a lot happier if he had some actual friends lounging around the level. If they can't manage bots to continue chasing survivors after he pinballs someone I think his power should continue to track people outside his terror radius if only briefly.

    Oh and deep wounds should just extend the duration of status effects. The bleedout state is so weak, and people counter him by running across the level anyways so it's counterproductive.

  • Aren't killers outnumbered by survivors by two? When we getting those solo releases?

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1083401#Comment_1083401

    We haven't confirmed anything one way or the other about the Demogorgon or the Oni.

    Demogorgon is such a pain. Everyone knows he's coming when you teleport. And breaking pallets with his lunge is so useless. Stun time alone creates a huge gap in a chase.

    Pig I could think of several additions that wouldn't break her. One is faster vaults while crouched. Another is boxes deactivating a RBT but not removing it allowing more mileage out of a single helmet.

    Edit: And Oni's only problem is not seeing where a lunge lands. Otherwise he's good.

  • First attempt I almost get it. Had the guy dead to rights so I politely wait in front of the locker during egc. Nope.

    He then messages me with all the typical slurs and deflections like bad teammates and derp derp they fed yoo. I go bruh, you were the obsession and I was getting my pwyf stacks off of you.

  • They'd probably buff Myers to be able to rip lockers open to mori people while perma tier 3 tombstone....or at least that's my hope.

  • DC'ing should also up your rank. Game shouldn't be easier for being salty.

  • Nurse, Billy, Spirit, and Oni?

    Plague can vomit onto the lock and watch to see if they get infected. Instant detection.

    Trapper can trap the switch. No getting out of that.

    Doc can shock you out of hiding.

    Hag can be sneaky by not trapping the switch but the area around it. Or just trap the switch and in their desperation to leave when you're coming back, trigger the trap.

    Simply standing by one exit gate with Insidious has a 50% chance of working.

    Oh and any killer with Whispers equipped is a gg.

  • 90% of the playerbase isn't good at the game either. The gatekeeping here is stifling.

    I'm guessing you're all still salty over the Ruin rework? Ruin not only demanded perfection from every player with no input on the killers part, but also made two perks pay-to-win (Ruin itself, plus Tapps perk to counter it). And even at its prime it only lasted 30 seconds in a real match against real players so it is moot point and only really existed to make newbies lives miserable.

    Most killer changes were deserved too. Abilities already have add-ons that deal extra status effects. They didn't need perks heaped on top as well.

  • Without toolboxes and gen perks, generator progress goes pretty slow. You'd be asking to pile more tasks onto something that possibly is already impossible to finish for certain groups. Especially if the killer already has a few hooks and one player is dead. That's if a secondary objective was baseline.

    Totems have always been organized as an optional objective despite how powerful they could be.

    If they could work it in dynamically; like 3 gens were done under 5 minutes, and not a single person hooked... then yeah it would totally work. But it should be to extend the game, not handicap it.

  • #########? Billy is easy as hell to abuse. Feather the chainsaw after getting bloodlust and they can never escape. His only weakness is what literally every other killer in the game is weak to: strong loops.

    Let's analyze him for a sec shall we? One he has his power instantly at the beginning of a match. Two it has zero cooldown. Three it's an insta-down skipping the two hit mechanics put in place. Four it doubles as a mobility ability with an already mobile killer so you both get downed and have to deal with continuous chase pressure. It can instantly destroy pallets or down the survivor, so there's zero downside to charging at a pallet. Dead zones are a death sentence. Unhooking in line of sight is too.

    And no, Billy isn't a shining example of most balanced killer. If you max out every stat you're not balanced. Showing videos of a highly coordinated swf abusing game mechanics means the outlier is strong survivors paired with crappy level design, not weak killers. I can think of several survivor perks that are busted. Every aura perk for example. There's just too much feedback in a game that thrives in ambiguity. Spinechill should be line-of-sight. Etc.

    But once they do rework Billy (which they are along with his maps), there's at least 3 things I can think of them doing. Most obvious is an ability cooldown/charge. Longer you hold a sprint, longer recovery is. Second would be a visual impairment like tunnel vision while traveling. And third is add-ons. But if it's like the Nurse, his one hit down will probably become an iridescent add-on instead of base.

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