Terra92
Terra92
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- Terra92
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@WRussoW said:
https://forum.deadbydaylight.com/en/discussion/comment/1277862#Comment_1277862
In same scenarios SWF provides huge advantage. Do I need to write down a whole list? Like, I can make a whole thread about advantages SWF teams have.
That advantage will never go away, no matter how much the devs nerf SWF.
What needs to happen is that the devs need to give some basic communication tools for Survivors. Something that'll pop up above their health status below to inform the team without being an intrusive mess or giving way too much information away on the map. Simple phrases, like "I'm doing a gen," or "I found a hex totem!" or "Killer near me." And then allow for muting individuals or the entire system entirely if it gets abused by too many people.
At that point the devs can balance survivors based on the assumption that they use the basic comm tools given.
But if you're smart, you'll notice that you can already tell when the killer has found a survivor, their status icon will turn from gray to white. So in a sense you've still got a lot of information without any need to communicate a single thing. The game already does a lot for you, it's up to you to use that information and pay attention.
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I did it in one match and pipped. I guess it's all in how you view it. And what map you get.
I think the concept of the Archives is fine, but it certainly leans more towards doing an objective and not caring about surviving or making sure your teammates survive. Which just screws everyone over in the end.
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@AshleyWB said:
I think due to the Xenomorphs large size he would suit a powerhouse kind of playstyle rather than any stealth.
By this I mean being an active, clear and aggressive threat throughout the match.
In the movies the Xenomorph tends to lurk around and investigate sounds and movement as well as sneaking up on people. I just think if the stealth mechanics are engrained into the killer that's where the frustration comes from and the disappointment in how the Xenomorph wouldn't be abused that way in the movies.
I honestly think a good mechanic for the Xenomorph would be that every time you get pallet stunned you shriek spit acid and inflict deep wounds on the survivor.
If you remember Alien isolation when the Xenomorph sees you and he's coming for you, the dart movement he does towards you should be the idea behind it as killer. If it was a *stomp stomp stomp* *pounce* killer then that would be extremely disappointing.
I had a concept for that, it was basically any time any "damage" was done to the Alien, it would cause an acidic spray a few meters away. This would encourage survivors to stay apart, which is what the Alien likes to do anyways, pick you off one by one.
Damage was considered any DS or stun, including head on and pallet stuns.
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You don't need alien eggs or facehuggers to make a Xeno. It can be just the Xenomorph. Only the queen spawns eggs, it would be really weird for a normal Xenomorph to have that.
The concept works great as a heightened senses killer, it's supposed to be really good at finding things that make noise. It's a hunter.
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@PigNRun said:
https://forum.deadbydaylight.com/en/discussion/comment/1270602#Comment_1270602
Then... play something else. Why change a Killer because you dont like playing them when you could just focus on Killers you actually enjoy, rather than attempt to ruin other people's experience by changing a Killer they enjoy? I dont like playing Wraith because his power is beyond plain, but you dont see me going around saying "Fix Wraith so he actually takes skill to use stealth".
You keep using that word. I do not think it means what you think it means.
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Quoted the wrong boi
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@SpiritLover1133 said:
https://forum.deadbydaylight.com/en/discussion/comment/1270547#Comment_1270547
Hours never matter. I know some people spent 2000 hours in Overwatch stuck at Platinum rank.
the hours that matter is how many you spent playing against Optimal non-immersed SWF. Its the only way you get better at the game.
im a killer main, I have less than 100 hours as survivor but I can loop most red rank killer for 3 gens because survivor mains did that to me and I learned it from them.
That's so brutally specifically niche. So what we're all supposed to play guns blazing, rocking out with flashlights ready to perma blind the killer?
There are different ways of being good at this game, not all involve being good at looping.
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@Primalux135 said:
https://forum.deadbydaylight.com/en/discussion/comment/1264532#Comment_1264532
That would be cool and great idea and they could make you havd echo vision
I'm more just hurting for A Quiet Place II. I loved the first one and I'm a little bummed they didn't take the D+ route and either set up a service or bring it out to rent immediately, then post it later in theaters when the quarantine is lifted.
I realize they probably think they'll lose revenue by posting it online, but in reality most people who want to see it will probably watch it twice, because a movie theater experience is just not something you can replicate at home without a lot of money and disturbing all your neighbors in the process.
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It'd be cool if it was actually the monsters from A Quiet Place.
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@Orion said:
Most Mori animations are badass. It's a treat to be Mori'd and see them. They're already very rarely used, don't nerf them.
What are you on about, I see at least one Mori daily. On average I play about 5 games per day, I see a Mori in some form or other 2-3 times in that day. And when I manage to play more games, that number increases proportionally.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1263333#Comment_1263333
Yes I am that Gears player. Also just call me Fox.
The only reason I think we should get 1 freebie before the DC penalty takes effect is because I've already had 2 games (out of maybe 50) where I just got booted from the game for no reason, but still got a DC penalty. It just seems unfair to punish players when it's the servers problem. And its infrequent enough that a freebie a day is acceptable.
That a fair enough opinion. I don't think I'd mind it, but viewing it from another perspective, I could see how this easily gets abused. One freebie per player, spread across 30,000+ concurrent players.
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@thesuicidefox said:
You should get 1 freebie maybe to account for game crashes or server issues. But this game desperately needs a DC penalty, it's just ridiculous how much some people quit if you let them. You almost wonder if they ever even finish a full game.
Hey sui, if you are who I think you are(old Gears player?)
I don't think a freebie per day is good. I think the server should notice if you disconnected or quit out, maybe account that as the "freebie." I know a lot of people rage quit without thinking, it takes an extra several steps to get up and unplug your router/ethernet cable from the back of your computer, unless you play prepared to DC at any moment.
But that's just another can of worms I'd rather not open. If I DC from a game on accident I usually just take a break, come back later. I think that's a fair thing for everyone to do, but not everyone will do it. And you only get the penalty when you DC after the match starts. I've been disconnected in the loading screen and received no penalty. I find the majority of accidental DC's happen in the loading screen. The majority of DC's in-game are mostly intentional disconnects.
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@tippy2k2 said:
It's kind of icky and annoying but that's how Battle Passes get people to buy them. Essentially constantly tempt them with "look at all this cool stuff you would get! Don't you want to be cool like all the cool people with the cool stuff of coolness?"
Yeah but the stuff this time is just utter garbage. Tome I was pretty cool because it looked like a lot of Legacy alternatives. Tome II was cool because Feng's ogre costume, Hag's icy leaf costume, and several other parts. Tome III is another Feng outfit, and it's not even good looking. Ew. And the paid rewards are just ugly as sin, too. They should have picked a different character, like maybe one of the featured survivors or killers in the current Tome? No let's give everyone a different color palette of Feng's default, that'll get people to play our game more.
This is the first Tome I'm not paying into, and it's because the rewards are mediocre at best.
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I'd argue he's one of the healthiest killers in the game. You can avoid him if you're smart and slick, but he can still catch up to you and his range is pretty far. Once he catches you, though, that's when things really get tense. It's a better situation than most killers at launch, I'd argue he's probably got the healthiest loadout thus far, I don't think he'll need any updates or reworks in the future. He's a powerhouse with a small weakness.
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@Deadeye said:
Yes, already reported and acknoledged. The entity blockers are not visible, no matter who triggers it
If it was acknowledged it would have been fixed in the last update patch. It will continue to be reported by people finding it and I highly encourage people to post their own to get word out.
This is how bugs are fixed, by giving as much information out there as possible. If I had screenshots and video I would have posted that as well.
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@Aztreonam78 said:
In my personal opinion it should.
Firstly, Inner Strength discourages Survivors from doing more than just 1 totem. Until the perk is used, Survivors again become focused only on Generators, they have no reason to NOT be because of the limitation.
Secondly, this perk anyway would take more time to heal than If you just used med kit. 14 seconds of cleansing, plus 8 seconds in lockers, 3-4 seconds to enter and leave a locker, and time required to find Totems and then lockers. Generally Inner Strength takes more than 30 seconds to get one heal.
Alternatively, not having Inner Strength encourages people not to break totems at all! Why break a totem when it's not hexed? After all, at least one hex totem discourages you from breaking dull totems until the hex is broken.
I think one is perfectly fine. I almost always break at least one totem, and even if I overlapped, who cares? This isn't a game where you min-max your potentials, it's not a competitive game.
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@Dolls said:
Who cares if people hog totems. The totrms are there to be cleansed. If you cleansed it you should get the stack. If someone else brought the perk and never found any..tough luck.
I go around and cleanse all the totems before I work on gens. I dont use inner strength and I don't care if my fellow survivors use it. First come first serve for totems, I say. I don't want to deal with NOED.
I don't see any reason it shouldn't stack.
Oh so you're the reason why five minutes in we have two gens done, two on hook, and the third is on death hook if they get caught.
Hey but no noed at the end game amirite?
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1256340#Comment_1256340
I agree. It feels pretty balls to work all day and come and settle into a game you know in your heart CAN be fun, only for it to be a real dumpster fire. 😂
And I would not recommend anyone follow that channel. 🤣 I haven't streamed in a year and only recently started using it to save these little videos in hopes someone else might also fine them amusing. 👍️
I cleaned out my garage, that was pretty stress relieving. Something about moving trash around so I could fit two cars in, it was a really good moment.
And then I hopped on dbd and had one of the worst games I've ever had. It's stuff like that, that really shines a light as to how unrewarding this game can be. And how someone's fun can be someone's nightmare when you flip the pov.
I definitely have a better time with a friend, the stakes are immeasurably lower, and if one or both of us have a bad game it's a shared moment, it's not festering into the next game.
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Don't play this game, that's for sure. Nothing like coming home after a twelve hour shift to run into a lobby where either side trolls the hell out of you, then calls you a degenerate and to ######### for being a bad player.
Like honestly sometimes I wonder why I olay this game, that thought has been popping up more often recently.
On a side note, I love how this post is basically an ad for your channel lol. Subtle plug is not so subtle.
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@DetailedDetriment said:
https://forum.deadbydaylight.com/en/discussion/comment/1255379#Comment_1255379
This ranged Legion has actual map pressure.
Yeah, at least with Deathslinger I know he's gonna commit, or at least try to. Legion's just like haha stab! You're it! Stab! You're it! Stab! You're it! Stab! You're it! Stab! Aaaaaugh! Okay now I'm mad, teehee.
Rinse repeat until I feel dead inside.
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@Jordan_131201 said:
https://forum.deadbydaylight.com/en/discussion/149851/huntress-hunting-hatchets-add-on-idea
I think this is a great idea. But what would happen if you hit a survivor with a hatchet if they already have the deep wound status effect? Would they go down? Or would they time go down like how the legion works
I imagine it'd be like Deathslinger, if the person is already deep woundsing it, you just down them.
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@Waffles10525 said:
In my opinion I think it has to be a girl licensed killer and a boy survivor I think it might be tiffiney valentine from child’s play and Andy all grown up or someone else like samara from the ring and someone else idk because I haven’t watched the ring
It should be Angela Johnson from Sleepaway Camp. She'll find you bullying the other killers and give you a stern talking to as she drills your guts out.
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That's been me all last week. Got a Kate daily that I've been trying to beat, not able to play my usual character with my usual build. For the last 5 days I've been tunneled or mori'd or whatever, after a couple matches I'm just like okay I guess this is the player base today, I'll try tomorrow.
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@ChainsawCharlie said:
https://forum.deadbydaylight.com/en/discussion/comment/1255160#Comment_1255160
Sometimes I bring in a Shroud of Separation just to freak people out.
Chaotic af, I like it
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@ChainsawCharlie said:
https://forum.deadbydaylight.com/en/discussion/comment/1255361#Comment_1255361
How? This is hardly the only game that has a button mashing mechanic. Ever play the old God of War games? I play on PS4 as well and my X button is just fine. Maybe don't smash the damned button to death? If your controller is making a loud smacking noise from Struggle, you're being too rough.
Yeah but those were based on actually doing something. You mashed the button in a short period of time(usually at max 5 seconds) to use a finisher, beat a door down, or open a welded chest shut(seriously, why does Ancient Greece have so many welders, and why do they all love welding fancy chests shut?). The rest of the game was running around and attacking with the square or triangle button.
But I agree about the amount of mashing someone might be doing. Maybe they just play too much, or maybe they're hitting the button too hard/too fast. You only need to hit like 4 times per second, I've tested it myself, I just slow down the speed of the mash, I think I've managed 3 per second, but at some point you end up going too slow. 4-5/second is probably the sweet spot if you're looking to not break your controller, keyboard, etc.
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It's easier than you think. Just keep playing her! She's actually pretty fun, especially when you get 5 hooks and just start seeing gens exploding everywhere because no one can hit their skill checks lol
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It's great, stop complaining about every little thing.
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Doesn't help when you can only set it to "scroll down" or "scroll up." Just makes struggle phase more tedious like that.
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I believe it's already punishment enough. If the killer wants one kill, that's what they're gonna get, and nothing more. Unless the survivors can't put two and two together, in which case it was a lost cause to begin with.
In the amount of time it takes for one survivor to die completely, the other survivors could do all five generators. It sucks for that one player, but if the survivors can rush out some gens before it's too late, someone can rush in for a BT rescue or take their place.
The unfortunate result in face camping is gen rushing, which further convinces the killer, gives them justification in their own mind, for face camping. It's a never ending cycle at that point. The killer is a lost cause. All you can do is get to the next match asap
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@twistedmonkey said:
This suggestion has been made many many times.
The issue with doing this is that game instead of just meta perks it creates meta survivors thus reduces diversity in which ones people would play.
The concept behind that though, granted you don't give any single survivor a fantastic perk as opposed to just a good one(ie give Bill Left Behind and not BT or Unbreakable, give Nea Streetwise and not Urban or Balanced, etc) you can look at a survivor and actually plan your killer build against them.
"Oh I know that Claudette has Botany Knowledge baked in, so she's probably running a healer build or something that gets people up quickly. I think I'll play this killer this time."
And survivors can potentially catch out killers by playing builds that the killer wasn't expecting. Counter the counter.
The game become more like poker or boxing, instead of the roulette table and you just pray your build isn't going to be immediately countered.
But I agree that eventually people would start playing just XYZ character w/ meta build, and then be extremely toxic to anyone who doesn't follow the list of predetermined good characters with their perfect builds. It'll be fun while people don't take the game too seriously, trying out stuff that sounds fun, but once that ends it'd be worse than what we have now.
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That's like showing everyone in class your math test paper, and then complaining to the teacher that everyone cheated and copied your paper.
If you show your screen to someone and then complain that they're cheating, you should fix it by not showing your screen anymore. You will always ruin the risk. Especially how people advertise themselves in their steam name or post as a link in pre/post game chat
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You only have to hit it like 3-4 times a second, you can meter out your struggle mashing and save your thumb/fingers/controller in the long run.
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Here's what I propose to counter your proposal.
Killers based on a hook system.
0‐3 hooks, -2 pip
4 hooks, -1 pip
5-7 hooks, safety pip
8-11 hooks, +1 pip
12 hooks, +2 pip
Survivors gain pips based on how long they've survived and how much they've input.
0 generators up to 99% of 1 generator, 0-30s chase time, 0-50% healing(other survivors), 0 unhooks, 0 totems, died within 5 minutes : -2 pip
All of the above, died within any minutes : -1 pip
Any combination of three different objectives--1 generator total, 15-30s total chase time, above 51% healing other survivors, unhook 2 survivors, 1 totem, died between 3-10 minutes : safety pip
Any combination of four different objectives--2 generators total, 31-60s chase total time, escape a chase lasting longer than 15 seconds, unhook 3 survivors, 1 totem, take 3 protection hits, 100% heal a survivor from any state, died between 7-15 minutes, escape, escape via hatch : +1 pip
Any combination of five different objectives-- 2 generators total, 61s+ chase total time, escape 2 or more chases lasting longer than 15 seconds, unhook 3 survivors, 1 totem, take 4 protection hits, 100% heal a survivor from any state, died after 10 minutes, escape, escape via hatch.
You cannot stack objectives, you do not get pip objective checks for escaping on a safety pip, you can't rely on the team to try to get you that final check on the list, because it simply won't give you it, it only applies to people who would have gotten a single or double pip upon escape. This actually makes you participate in most of the match, not just chases. Adapt, git gud
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@Nameless said:
https://forum.deadbydaylight.com/en/discussion/comment/1224785#Comment_1224785
You could also go the other way and just say that the hatch should be removed so slugging for the 4k isn't a thing anymore.
Tbh with the DC penalty, I don't find it too big of a deal anymore. Yes DC'ing for the hatch is actually a stupid mechanic, but at least they get somewhat punished for it now. I'm not sure what else they can do either without it causing other problems.
They'll still slug. If a killer slugs to ensure their 4k then they'll slug to keep the survivor from even potentially opening the gate.
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You really shouldn't main anything. Having a wide variety of playstyles to choose from will give you a lot more options to fit your mood for the day. Playing only one killer and getting good at that killer won't actually let you have fun with it, it'll just make you bored and a one-trick pony.
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@Khar said:
If it's a disconnect, I'd rather the match just end there. Pips set to black at least, acquired bloodpoints saved, and onto a new game because the rest of that one would just be a pain.
I'd rather the match be void(pips reset), but continue. It's absolute garbage when someone disconnects or gives up on first hook. The first-hook-to-avoid-lockout strat can't really be worked around(maybe pause all hook timers until the first 60/75 seconds of the game have passed?), but it's terrible seeing a killer sweat for a pip because they only have three survivors to go off of instead of the usual four. And it sucks to have to play against that sweat because it makes the map really slippery and it smells like raw onions.
That way everyone can get some bp and the stakes aren't so high.
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Inner strength, iron will, kindred.
If I can't have all three I always try to get at least one of those in my builds. I like messing around with different combinations but I always try to keep one of those as a dedicated fourth slot.
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@Demogordon_Ramsay said:
Much like Cruel Limits, this seems very situational and still suffers from the same flaw as current Fire Up of only being good when shouldered by other Perks, which I greatly dislike. Perks shouldn't rely on other Perks to be useful. What if I want to run OTHER other Perks instead? Screw me, I guess.
I mean that's kind of the entire meta plus "always run these seventeen perks to counter these killers, if you don't, well you're an idiot for not running it in the first place." It's also Calm Spirit, which is basically the only big counter to infectious fright, iron maiden, and doc, but is entirely worthless otherwise.
The whole perk system needs to be reworked. Cut out a perk per survivor, or make it one teachable perk per survivor, throw some of them into the "everyone" pool, combine parts of some with parts of another to consolidate the garbage into "less garbage." We could tackle the perk bloat before it becomes a bigger problem than it already is.
I also think survivors should have a staple perk that defines them that they get for free on top of their 4 perks(essentially having 5, but one is consistent per survivor). Nothing amazing but nothing craptastic, though I'm sure some will grt the short end of the stick. Killers could then expect survivors to run certain builds and survivors could build expecting killers to run those certain builds. It then becomes strategic to guess work some builds, find the counter to the counter. It might become too meta but idk it might be fun. A fifth perk could change the way everyone plays. Hell taking away a perk would do the same.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1221051#Comment_1221051
I've see you mori spam someone and their team for an entire match for being a streamer, you and I both know that survivors don't have to do a single thing to be targeted by certain people, they could simply be a streamer, playing a certain character, using certain perks, or simply being better out outplaying the other to get targeted.
Always makes me laugh with these threads how the first comment is always "Well you're a survivor, you must have done something".
Let me ask you, why would the killer need to see someones name, oh wait... they don't, its only benefit is to target people you don't like and farm with people you know, or play differently with people you don't know.
I've seen survivors get tunneled simply because their name has TTV on it. While I'm not big on stream plugging while I'm playing a video game, I don't think it's proper to focus target someone just because they're streaming.
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@aderpymuffin said:
I think that would actually make me dislike them. In my opinion (as a Legion main) the Legion is not the killer to do this to. In fact I'd argue that this is a design best suited for a new killer all together, with a chapter dedicated to that theme. What the Legion needs to become more appealing I think they should be changed to have a larger body count. There are a few other options, they could make the Legion be one guy with a personality disorder (Like the teaser suggested) or they could make the Legion soul connected and one person since they were all taken at the same time.
A change like this would only rip a character people grew to love away and replace it with something completely different. A personality disorder twist or soul connection twist is something that can be done without destroying the character,
But this idea has potential. The add-ons for the killer(s) could be used up survivor item offerings.
As someone who never grew to love this character, in fact it is probably the most boring character concept for a killer in my opinion, with a very cool teaser trailer, I think that having Legion be the a potential conclusion for several survivors is a much better choice than some dumb mafioso kids. If the Entity can take from other worlds, other universes, then certainly Legion is conceptually every survivor we have in the game, and every survivor we will ever get. Painting Legion as a potential inevitability, and giving them cosmetics that match many of the survivors we already have, it would be a fantastic way the teaser trailer leads to believe; that Legion are survivors turned killers.
Of course I also have a mechanical change that goes with this concept, it's basically gutting the character, so yeah maybe it would be better as a new killer. But Legion is such a boring killer to play against I would rather see the damn thing get gutted and changed to something new. We don't need an overload of killer to play as, we need several good killers who are fun to play and fun to play against. Bloating the killer list won't fix that, it'll just highlight the bad killers.
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Well think of it like this. Legion is supposed to be the killer who looks like a survivor. Same body size, same walk animation, but something's off. I think Legion would actually work a lot better if they had a "disguise mode" that made their character look like one of the 4 survivors in the room.
But I'm getting off track. So killers are generally supposed to look like killers. Legion is thematically and conceptually the only one that breaks that. But it can't work the other way around, because all killers are different. The survivors generally look the same, they're all humans, they all have more or less the same character model, and they're easy to spot at a glance. Look to my left, a meg using urban immersion across the hall, sweet
weI might make it. Look to my right, massive hulking dude with a mask and a knife staring at me from across the hall, I need to run and change my pants.Now, if we had an "alien" survivor, how would it work? Would it be bipedal? Have the same character model as the humans? If it's basically a human, why have the distinction at all? They are for all intents and purposes human survivors. Anything too different from the other survivors and the killer would basically have an easy time finding them.
But if they're going to make an Alien Chapter I really hope we get Ripley and Bishop as our survivors.
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With the current pip system, killers are lead to believe that everything but a perfect 4K win is a loss. 3K but someone escaped from the hatch? BHVR robbed me of my earned 4K. 4K but someone gave up on first hook? Survivors are toxic and entitled and I should have had a perfect game but survivors just can't handle the fact that I deserve the 4K.
Like it goes both ways, for sure, but the way the pip system works right now, killers in purple/red ranks need to get 4K or bust. Survivors have to not gen rush, play out the game to its fullest, participate in just about everything, including at least one 15-30 second chase(and escape from it), take out a totem, unhook and fully heal one survivor, take out one generator at least, and are encouraged to go for late game unhooks to gain more emblem pip points. They don't even have to escape to pip, they can be the only one dead and double pip off a single game.
As the killer in a 1v4 game, you have to realize you drive the train, you set the stage and you command how the game will go. Mileage will vary depending on how good you are at the game vs the other four players, but in general, you decide how good or bad an experience players will have, based on both which perks you bring to the table with the killer you've decided to play, and how you play in-game.
I'm not saying you have to be altruistic in your killer play, not at all. But there's a solid thick line between playing the game to win and playing the game to make sure everyone else has a bad game.
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@FichteHiro said:
https://forum.deadbydaylight.com/en/discussion/comment/1219307#Comment_1219307
They seem to be better at handling issues with Auric Cells, I had a friend of mine purchase Auric Cells but not get them. He sent DBD a support ticket and got his Auric Cells, so idk.
Well yeah, they're liable for that stuff. If someone purchased something but didn't receive their item then that's an open and shut lawsuit, easy money for a lawyer.
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@chaosdriver said:
I can see your auras in there! Stop hiding behind the pillar waiting for it to go away. Idk how many extra hooks I get just because people are hiding in there xD
Honestly in the heat of the moment I forget that you can see me. The moment you pass by the door I suddenly remember and freak out. I get what I deserve, every time 😆 hook me up
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Self Care is a good perk for new players, it teaches them to be self reliant. But the longer you play the more you realize how bad self care actually is. Twice as long as a medkit or a player healing you, you both have a better chance at finishing a gen before anyone heals you. Otherwise you're doing nothing for the team and expecting everyone to heal you for it.
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Here's what happens when you remove hatch entirely from the game.
End Game Collapse cannot start until either the hatch is closed or until a single exit gate is open. So removing the hatch leaves both of you in a cat and mouse game the entire time. And doors tend to spawn pretty close to each other, more often than not. All the killer has to do is patrol a tiny little region of the map and the survivor has to either give up or stand in a corner. Neither parties are obligated to end the game, they are both trying to win. So it's a stalemate forever.
The hatch gives the survivor both a small chance to escape and provides the killer with a means in which to activate the EGC on their terms. I don't think the hatch needs any changes.
The hatch cannot spawn unless survivors complete the amount of generators equal to the amount of survirors alive, plus one. So all five generators must be completed in order for everyone to escape via hatch. And even then you still need a dull key.
Now, if you're complaining about not being given a 4k, as much as the pip system is trying to tell you no, you've already won. Killers shouldn't expect 4k every game. Survivors shouldn't expect 4 escapes every game, let alone themselves. It's how the game works. Sometimes you get 4k, sometimes you get none. Sometimes you close the hatch, sometimes they have a key anyways. They should not be punished because you expect to kill them when they came prepared.
I feel like a lot of these arguments are coming from one-sided players. Players who only play survivor, or players who only play killer. They don't understand the other side of the problem because they only see one side of the problem.
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@ZoneDymo said:
eagerly awaiting the people who dont know how a discussion works and instandly bring up "WELL THEN X HAS TO HAPPEN TO DS" or whatever.
On the actual idea: it needs tweaking, 10 seconds for every totem remaining, so at max 50 seconds if not a single totem was destroyed, (which if there was any hex totem, it most def will be) that really is not enough time
EDIT: one of the big powers of NoeD is the all or nothing type of principle, if you do 4 totems but cant find the last 1, you have a problem because that 1 totem will be NoeD, with this change and the 10 second timer...who cares about that last totem? 10 seconds of avoiding a killer is not a problem apart from a rare case of the killer being right up your behind at the moment of the final gen
And can survivors do something then to reduce the timer? every totem destroyed after the final gen will remove 10 seconds? or is the idea that they should cleance all totems preferably before the final gen (as kinda is for NoeD now)?
Also I Think we have to be careful for speed increases, again this can be tweaked sure but you hook a survivor at the start, that gives you then 0.75% x 5 = 4.5% extra movement speed, you hook another and that can be another 4.5%, combine that with Play With Your Food and you will be a speed demon very soon I would think.
Overall it seems like it would be a fun idea but you have to be careful with increasing speed for killers
Oh I hate it when someone just goes "no I hate the idea NEXT" and doesn't even offer a suggestion to make the idea better. Your idea has to be perfect to these people or it's not even worth a conversation. It really makes me wonder how these people communicate with others in real life.
"That'll be $5.35 please."
"TOO EXPENSIVE, NO."
"Okay what price is fair to you then?"
"I DON'T KNOW THAT'S YOUR JOB FIGURE IT OUT."
Now, going back to the topic lol, I kinda like the idea but I feel a limit on speed per totem is a little much. The perk is basically a waste of a slot if survivors take out all the totems, which they all definitely would if this version NOED was in the game.
I think it should give bonus movement speed per totem, but already has a 1.5% bonus speed as a base buff. Then it's like a killer Hope.
I think the amount of totems left on the map should equal the amount of players that can be insta-downed. If there are four, all four can be insta-downed. If there is just one, just one player.
But also, everyone messing around the exit gates, inside and within 15M of the gate, should be "secretly" afflicted with the exposed status.
Or maybe if anyone is running in the exit gate zone, instead of getting hit, if the hit lands, they're automatically grabbed. No One Escapes Death, after all. That'll start telling players not to take hit escapes.
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That mori suggestion isn't new, many people would prefer it as an alternative to final hooking. But who knows?
I hear people constantly saying it rarely shows up, but on my lv 40 doc I have 4 ebony moris and several other lesser mori types just hanging out there. I probably won't ever use em unless I have to mori for a daily, but they definitely aren't rare from my anecdotal experience, on both sides. About 30% of my games end up being mori games, most of which are ebony. So 30% of my games get cut 60% short because of the way moris work right now.
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@Rivyn said:
And I'm always gen rushed by the most sweatiest of sweaty survivors. It's a cursed item that brings out the absolute worst in people.
Yeah I've also seen that, too. Killer or survivor offers up bps and my team is gen rushing like mad. I just sit there going "okay so you guys are gonna get like 8k for rushing and then what, get 16k points at the end? Why not try for the full 32?"
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@Huff said:
Yup. It's a cursed item if you ask me. I just had a game the other day where I brought one and had my team mates flocking over me trying to heal me the second I got downed, instead of waiting to let me recover. Also farming me off hook.
As a result, I had my bleedout bar go down to less than half I believe, just to be hooked all 3 times at the very start and only earn 3k bloodpoints out of my game from my party streamers.
I've since decided that I'm literally just going to avoid them on survivor at the bare minimum. At least maybe if I bring them as killer I can treat it like a survivor pudding, and I won't have another killer/troll team mates ending my games early.
I think I'll only save them for when I run with a friend. Because then if I still get tunneled, I can still give them a nice chunk of bonus points to enjoy.