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TheUnendingNightmare

TheUnendingNightmare

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TheUnendingNightmare
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  • @Nikkiwhat said:

    I give it a solid Yesr before it limps on. I'm a die-hard Resident Evil fan, but unless there's a REALLY good hook to the gameplay and balance, I don't see this making a long-term success.

    The idea of survivors able to hack, heal, control the infected or are infected themselves do not sound cool to you ?

    And that's just a few ideas on top of my head.

  • @SeducedByDaemonette said:

    https://forum.deadbydaylight.com/en/discussion/comment/769090#Comment_769090

    I don't understand your last sentence . What RE community wants right now are : RE3 remake , RE revelations 3 , RE outbreak remake (or at least remaster for pc/current console generation) , probably RE8 . But definitely not dbd rip off made out of RE2 remake .

    You'll see.

    I'm not saying this will kill DbD but that it could seriously slow it down if they don't add more stuff.

    Why would I loop the Killer when I can shoot it in the face ?

    P.S What words did you not understand ?

  • @GennyFromTheBlock said:

    https://forum.deadbydaylight.com/en/discussion/comment/769083#Comment_769083

    Did not know that... makes sense.

    Umbrella Corps was wannabe L4D.

    Capcom really loves trying flavor of the month stuff.

    What's next? A Street Fighter Battle Royale?

    You can't compare a small company game like Last year to a giant like RE... Like come on.

    It's like discussing horror movies and you Side with the guy that brings up Twilight.

  • Also !

    I feel the need to add that unlike Last year REPR is already getting a console release. Which will be a big blow for DbD if this turns out to be a good game.

  • @SeducedByDaemonette said:

    As an RE veteran fan I doubt that it could cause any harm to dbd , since capcom basically recycled RE2 remake resources to creat low cost game . They're just trying to grab money without much investments . It's already been called umbrella corps 2.0 (if you are into resident evil you understand) .

    No lbh again, I see no one saying it looks bad or not fun. Ppl are just complaining bc they wanted the remake which has since been released no ?

  • @Theoretical_Heart said:

    https://forum.deadbydaylight.com/en/discussion/96700/resident-evil-project-resistance

    If Last Year didn't do it then this won't

    I love RE but not the way I love DBD. The characters and lore of DBD are better. Plus DBD allows me to do what I've always wanted to do as a kid. Growing up, I always wanted to play as horror movie slashers in a game. DBD is literally what I've always wanted. If Pennywise, Pinhead, and Jason ever make it in then my life will be complete.

    Last year was made by a small company not a giant like Capcom which can fuel MILLIONS into the game.

    Not only that they already have fans backing them up so it isn't about wether or not they have* players but if DbD players switch and what would make* them switch.

    Also, saying RE lore isn't at DbD lvl is ridiculous, it's more like the other way around.

    They have hacks, weapons and gadgets!

  • @GennyFromTheBlock said:

    I'm uncomfortable how much of a straight rip off their Survivors are of DbD and 80s horror slasher flicks.

    I'm also upset that they are ripping off DbD.

    DbD only happened cuz Behaviour is an independent studio not answering to share holders like Capcom/EA/Activision. Those triple A studios WOULD NEVER have attempted an symmetrical game like DbD.

    So I'm bitter they're coming along and taking DbD's shine. What's worse that since RE is such a huge popular franchise, I truly see it being able to impact the DbD player population.

    I definetly feel you but lbh games like Identity v are much worst, unless it was made by behavior, this is a literal copy past.

    At least REPR has new mechanics proper to the game like fire arms and enemy allies spawning.

    Although, I really like DbD and would HATE to see it go so imo they have to learn from their enemies and fight back.

  • Well has one if my main I was good with Freddy before the rework BUT he has gotten MUCH stronger and I feel ppl still don't think "Oh Freddy better be careful" which in return destroys them.

    Like some ppl said, he has some cheese counters but has a whole he's gotten harder to go against.

  • Literally the video doesn't even mention the hatch or did I missed it ?

    The hatch first rework was released 2 weeks after Quentin "wake up" and Freddy related perks were reworked to fit the EGC.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/766037#Comment_766037

    The hatch closing mechanic as introduced with the egc. The original hatch closing test caused hostage situations so they went back to the drawing board and came up with the egc.

    The whole idea of the egc was to end the game quicker for both hatch standoffs and players staying in the game after the gates were opened.

    Nope

  • @Frosty said:

    You know loops are an issue, is this not why you play "one of the best anti-loop killers in the game". If all killers could exert the same amount of loop pressure, then your statement wouldn't ever need to exist.

    Especially when you're forced to chase until they drop the pallet because if you break chase, then they still have that safe loop to waste your time on. Even worse is when you stop short of the pallet knowing a Lunge would result in a stun, but you still get stunned aaaaaanddddd have to break the pallet. But I digress.

    Not I play the Hag bc I like her design. The fact she's really good at breaking loops was purely coincidental on my part, lucky me.

    I started noticing the posts about "infinite looping" so I asked if this was truly has bad has ppl make it to be.

  • @thisdude9001 said:

    @TheUnendingNightmare also contest is ending soon so you might want to add onto your chapter.

    Don't really see how Buffy the vampire slayer follows the space theme? Also be sure to avoid these perks you made earlier https://forum.deadbydaylight.com/en/discussion/82927/buffy-the-vampire-slayer-survivor-dawn

    Oh idc if it's space themed I thought this was just for fun ? That's a lot of rules "just for fun" anyways.

    Also what donyou have against my perks ?

  • I use it to get perks but also for BP depending on the perks available.

    I can usually use it every 3-4 days I'd say.

  • Tbh who really cares about seing gens aura ? The idea of getting more BP when doing those is nice but again it's still missing a real impact on the game.

  • I would like to know how to not have the Huntress dc after the third gen when she has this add-on ? Is it a bug ?

  • @GennyFromTheBlock said:

    Greetings,

    I'm Ms. Genny from the Block.

    I don't like the looping strategy that Survivors result to in order to evade a killer. It really feels "toxic" cuz it's silly that a horror game has you running in circles around broken pieces of buidlings/structures (jungle gyms).

    I feel like the Devs should remove the scratch marks if a Survivor wins a chase. From what I understand, when you "win" a chase as a Survivor, you are able to break line of sight and get away from the killer for a certain amount of time.

    Once a Killer engages in another chase or "finds" you again, then the scratch marks can come back.

    I really want Survivor gameplay to move away from the looping. It's difficult for new players to understand it and that's why your entire team can be potatoes who get downed in 10 seconds or one player is able to skillfully loop a Killer who refuses to concede.

    Thanks!

    See that's why I said the game should make it clearer about the "roles".

    Basically a perfect team would be;

    Healer (survivor that focus on healing teammates and use perks such has BT, we'll make it, empathy, etc)

    Tank (Most ppl run these builds, they include DH, DS or anything meant to make the Killer lose time)

    Immersed (they are the stealthy fixer and cleanser going around doing things. Yes gens weren't repairing themselves. Usually run urban evasion, lithe, spinechill, etc)


    Most ppl don't really understand this and go for the Tank class and will tell you to do the same. This is wrong.

    You should try to fit yourself into a role you'd enjoy (I assume you'd like immersed) and build your perks with that in mind. Of course you can use any perk even if they fit more a certain "class" but just make sure that you can contribut to the team's effort to escape.

    I hope that helped :)

  • @SpaceCoconut said:

    Yes, loops are a problem.

    This is why Nurse, Spirit, and Hag are so good. Depending on your skill or strategy, you can shut loops down completely.

    For all other killers who are forced to chase survivors through those loops to get their hits, it is very frustrating and boring to deal with.

    It really is too bad that this is how the core of the game works. It's better for survivors to run in circles to waste time rather than stealthily evade the killer and survive that way.

    I'm also a red rank immersed player. XD

    Although it is surprising the amount of hate mail I get even tho I cleanse most hexes and repair most gens reliably. Idk if that also happen to you ? XD

  • @csandman1977 said:

    https://forum.deadbydaylight.com/en/discussion/comment/766759#Comment_766759

    Never said hag was bad, im quite fond of her when i play killer, just that the player playing her wasn't that good.

    Also, if you need help learning maps, kates teachable windows of opportunity is great for finding pallets you dont know are there. As well as vault points.

    Oh that's my mistake I thought you meant the Hag has a killer was bad. :P

  • @LordGlint said:

    It really depends on the killer and the loop. Hag doesnt have to deal with loops at all, since a single trap will instantly kill a loop and force a survivor to leave it or get hit. Legion on the other hand... your pretty much just running in circles until the inevitable pallet stun. While the new map and the badham rework make most loops pretty unsafe, and therefore the pallets are playable, maps like bloodlodge that have a field of super simple loops that the survivor can clearly see over are just dull. Unlike Badham, you pretty much HAVE to break these pallets.

    This is one reason people are relying on entire loadouts on Plague and Legion for game slowdown. They know theyre going to have to break pretty much every pallet on the map to get to do anything alot of the time. Areas with windows that can be mindgamed offer decent counterplay, but its the super simple loops with just a pallet thats just mindnumbing.

    Yeah I see.

  • @Lucama said:

    If you're playing 115% killers without a good chase power, then loops can get insane, especially if the survs know them.

    You wouldn't feel it on Hag since you don't wanna get caught up in chases and loops anyway, but people like Doc, Trapper, Wraith, they all hate their lives when a surv gets to a solid loop. And they pray to the entity that it isn't a safe loop or they have to break the pallet.

    Quick tip; higher ups Hag traps are usedto break loops. The idea is to set up traps around know safe pallets and loops then to use them during chases to get teleport hit.

    This is a strategy (I'm sure other ppl did it before me tho) I came up with since red and purple survivors often know to crouch when facing a Hag.


    None the less I understand your point.

  • @darkknight287 said:

    https://forum.deadbydaylight.com/en/discussion/comment/766699#Comment_766699

    How is she bad, shes the only one that's actually a good killer, spirit is decent but isnt nearly as good

    What are you saying xD literally I'm red rank and it's been MONTHS since I met a good Nurse. XD

  • @JordanMalicious said:

    Killer can also close the hatch, so I figure that seems pretty balanced. It's more luck or knowing hatch spawn locations in the end that will help you.

    It's the fact you can literally do nothing and wait the entire game for the hatch to open that bothers me.

  • @csandman1977 said:

    360 should be your last ditch hail mary play.

    Im horrible at looping also, but i find that against certain killers, im able to predict things better as they are killers that im decent with.

    Also, DCing doesnt help. I get the frustration but when you dc as soon as you are down, you lose the possible 2 or more chances of learning to play against that killer. Also, just because game starts bad doesnt mean it ends bad.

    As an example, had a game against hag on the game map with sprint burst and not balanced landing, last night as solo. She saw me after i missed a ruin check going for the great. I started running turned a corner into a wall and I was downed. Within about 90 seconds she had 2 hooks and 3 injured people. It was probably 5 minutes before first gen got done. At one point I was injured, 2 people slugged and one on hook. I waited for her to pick one up and got the hooked person down, picked up the last slug, healed both of them, the one being carried wiggled free and brought hag back to us. We scattered and she got someone. Someone managed to find ruin, and we got 3 gens done. She killed 2 of us Then she found me again and i managed to run her around for probably 3 to 4 minutes. When she finally got me, after i wiggled free due to going down in an area with no hooks, i ran for probably another 2 or 3 minutes.

    Last gen popped as i was hooked. Let myself die when i saw the last survivor wasn't coming for me and let her get hatch.

    I get the hag wasn't the best killer, but im far from a good survivor. Moral of the novel here is, don't get frustrated, it's just a game. Keep playing. Don't DC and watch streamers. Honestly theres a lot of mixed feelings on tru3talent but for me he's helped alot as he explains his choices and why he does things and why some loops are safe amd others aren't.

    Good luck and just keep playing. You'll get it

    Hag is actually top tier. She's also the best anti-loop killer if you know how to use her traps.

  • @ThatsLight said:

    Only the undetectable status effect will block aura reading, but that effect also removes the killer's terror radius, making the second part of the power ("Trumps *any* of the killers stealth abilities.") completely useless, since the perk activates in the terror radius.

    That's kind of a joke since for example EW1 Myers already prevented all sensory/aura perks from activating.

    I made a joke around here saying "the cake is a lie" refering to those perks.

  • 2 Weeks ago it was "no safe pallets or loops help this is a killer map!"

    Now this...

  • @SeducedByDaemonette said:

    https://forum.deadbydaylight.com/en/discussion/comment/766669#Comment_766669

    Are you freaking kidding me ? 1 second won't change Jack ######### , Nurse is still able to chase you down in no time even without cooldown addons . Her alleged 'nerf' ain't changed anything , Nurse will be the same as before unless cooldown starts ticking after fatigue .

    Are you saying the Nurse is viable ? For most ppl ?

    Hahahahahahahahahaha xD

  • @darkknight287 said:

    https://forum.deadbydaylight.com/en/discussion/comment/764350#Comment_764350

    Literally no killer can counter a 4 man swf now after nurse gets nerfed

    OMG no one cares about Nurse! She's bad and will still be bad for most ppl.

  • First off, 360 are much more easy to deal with on console so it definetly shouldn't be your go too.

    They also changed vault speed and the iframe from it. Go check it out if you were gone for awhile.

    I would suggest running lithe and/or dead hard so you can either distance yourself from the killer or be able to DH through an attack to a pallet or window.

  • @liarcy said:

    That’s a nice idea tbh

    what this perk currently offers is basically nothing and a change like this would be great

    Ty I agree.

    Lbh who tf cares about gen locations ? I guess it can be useful in a handful of situations but you could EASILY do without.

  • I also felt that. Idk if he got buffed recently but it's insane.

    Also, can we talk about the ambulance on the school map ? Apparently you can stalk ppl working on gen from behind.

    It happened for me and when I asked the Ghostface how he exposed me he said one of my toe was apparently showing. He didn't really see me but his expose thing was going up.

    Anyone think this shouldn't be happening. I mean a toe ?

  • @MegaWaffle said:

    Most high rank players don't cleanse as it gives plague a much better huntress axe. Its only in low and some mid ranks that people constantly cleanse.

    The issue with only one fountain is that you would be forcing survivors to play with the broken status constantly (since its easy to infect everyone) and you would get so much more value from that 1 corrupt fountain because now everyone is forcefully "broken" and you have damaging puke.

    I think this idea would unintentional buff Plague like crazy. I think Plague is at a very nice "middle of the road" spot right now. A little add-on dependent but still capable.

    Idk if I said it earlier but I wouldn't be against nerfing or changing a bit how her kit work. I just think that she's just not nearly has powerful has she could be rn.

    I'm red rank and it is insanely difficult to win games with her. Much more than with most killers including those I never really use.

    Maybe only one cleansing fountain is a bit too low but I would reduce the number to maybe half. It really feels like there's a fountain every 12m.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/766290#Comment_766290

    In the past if no gens were done. Survivors would just hide to deny the killer a chance to kill them. Thus taking the game hostage. Where the killers only choice usually was to DC. The hatch spawning for the last survivor regardless of how many gens are completed was implemented to prevent that. It really isn't that hard to understand. At this point I can only assume you are trolling.

    Are YOU trolling ?

    Literally all you had and still have to do was to use whispers or spies from the shadows.

    If you still can't find the last survivor...this isn't the game's fault.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/766283#Comment_766283

    They were put in at the same time. It doesn't take a genius to see why they added the hatch opening even with no gens done. It was to prevent the game being held hostage. It was not put in as a consolation prize.

    No it wasn't there's literally vids about it.

    Also, did you just say the hatch spawning when no gens are fixed was to prevent an hostage situation ? Like wth my IQ just dropped reading that. XD

  • @thrawn3054 said:

    They only implemented this too avoid games being held hostage. Giving a chance for a free hatch escape may not be ideal. But it beats the alternative. Letting the killer Mori here doesn't prevent the game from being taken hostage.

    Again no it wasn't.

    The hatch was rework to allow the last survivor to escape since repairing 1 or 2 gens was hard when you are the last one alive.

    Jeez everyone is confusing the EGC and hatch rework. Those are two different mechanics that were put in the game seperatly.

  • @TheBean said:

    @TheUnendingNightmare yeee... I hear ya... Only 2 needed to be done.

    Nah can't remove the hatch, cause it would make the game unfun if you were the last. It would make it pointless to play once the 3rd survivor was killed.

    I made a big post about this in the past, since you don't need to work on gens and gens are boring, as a teammate playing solo, I only need to do saves and chases to have my fun and go for hatch at the end. However I don't think removing the hatch is an answer to that.

    --

    IMO they could add in a better scoring system that gave the group of survivors more points for getting objectives done in the match depending on how many survivors are still alive. Basically adding in more teammate scoring so people would be more interesting in working as a team and not by themselves.

    Could be an idea. Idk if this would actually work but I would definetly give it a go.

  • @CakeDuty said:

    I am very pleased with EGC. I'll never forget a game I had back before the EGC update.

    Was playing Billy and got 3 survivors sacrificed before a single gen was done. The last survivor hated me so much I walked around the map and did nothing for almost 15 minutes, he wanted to drag the game out so much until I decided to DC. Luckily I found him at the 15 minute mark and sacrificed him. Though those 15 minutes were the most horrible and boring minutes of my time playing DbD.

    I'm pleased with the EGC change. Don't think killers need an equelivant of hatch. Can it feel unfair at times? Yes, but I play both sides and a lot of solo survivor and I hate when I do well but my team drags me down. As a killer I usually give last survivor hatch anyways cause I see doublepipping more like a curse than a blessing.

    EGC wasn't added at the same time than the hatch rework and not for the same reason/purpose.

    EGC was implimented to prevent looping the Killer endlessly once the gates were open.

    The hatch got reworked a bit after that bc survivors complained it was unfair to be stuck repairing 1 or 2 gen when you are the last one alive.

  • Not that hard ppl

    Loop, pallet and exhaustion perks.

    Voilà you're now a purple/red rank.

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/766217#Comment_766217

    Okay. You should remove the max of 2/3/4 tokens from the first part and replace the "gain 1 token to a max of 4" with 2/3/4, so the description makes more sense.

    It's a neat perk idea, and could be used in place of we'll make it. The latter is more reliable, but this perk wastes less time at the cost of added risk.

    No that's bc i feel you should start with at least 1 or 2 so you can still use the perk if no one gets hooked.

  • @TheBean said:

    @TheUnendingNightmare What the hatch?.. Who cares?.. No gens done.. You've killed 3.... and the last one?... You go open a gate and now they got 2 minutes to leave.

    Go close the hatch... They got 2 minutes to leave...

    The last survivor can't hold the game hostage anymore. If 2 players are dancing around the hatch trying to "WIN" that is on them.

    No my point is you now don't even have to wait until 3 gens are done before hiding to wait for the hatch. They can do it has soon has the match starts!

    Meaning ppl don't even have to try anymore.

    Better idea why don't we just remove the hatch ? Like why is it there in the first place.

  • @Bravo0413 said:

    https://forum.deadbydaylight.com/en/discussion/comment/766203#Comment_766203

    Vigil needs love that is a fact... more needs to be involved with vigil like have it affect mangled or whatever...

    Maybe we can do the math and see how long this recovery would be?

    I'm not good enough at math to do it but I'm just saying that bc I remember the devs saying Vigil wasn't a literal 15% overall but rather 15% per sec exhaustion recharge. Meaning it would reduce per sec the amount of time instead of the whole cd.

    To me this seems like it would be great whilst exhaustion would recharge at all time but weak if there's moments it doesn't.

  • Except for the Plague a lot of ppl dc when you are against: Hillbilly, Spirit or Ghostface.

    Mostly bc they are some of the hardest killers to deal with.

  • @TheBean said:

    @TheUnendingNightmare Maybe... If the others didn't get any work done. But usually if you were playing hatch game, you'd help until there was two done.

    Remember when you say "Back in the days..." Meaning what it was and now it has been changed. Why is that?

    The "Back in the days... "... Not enough gens done.. Well no point working on gens then... Maybe I'll just sit in the basement and bounce between lockers for 20 minutes wasting a bunch of your time. People want the game to come to an end when there is one left, not have it potentially drag out for longer then it took to kill the first 3 survivors.

    Maybe but now you can do the same thing right at the start of the game. Which mean it was completly useless.

  • @Yung_Slug said:

    Start out with no tokens and make the max vary between tiers. If you have a way to get tokens you generally don't need to start with some.

    It also shouldn't heal if the survivor gets downed just to keep it consistent with the other auto-healing mechanics. It's still strong without it anyway.

    Other than that, seems like a good perk idea.

    Changed a few things with that in mind.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/766162#Comment_766162

    Well no, the point of the game is for you to chase, catch, and kill the survivors. The point of the hatch is to prevent the game from never ending so you can move on to the next match and continue to chase, catch, and kill survivors. Giving you a free kill for no reason would be silly.

    The game is literally survivors being kidnapped and brought into the entity's realm to be tortured. With the way things are...it's literally the opposite if you aren't playing has the Spirit, Hillbilly or iri-Huntress.

  • @Bravo0413 said:

    https://forum.deadbydaylight.com/en/discussion/comment/766166#Comment_766166

    There actually was a reduction on the recovery while running....

    Must've been insanely small bc I never noticed. Also I feel vigil was intended to work with the fact exhaustion perk recharge whilst running and is negatively impacted by the fact it doesn't anymore.

  • @TheBean said:

    @TheUnendingNightmare Idea is for the killer to make their kills... but also for players to have fun playing the game.

    Survivors can be dammed in a match if they get found first... so now you'd also want it so that last survivor has zero chance. Doesn't sound like it would be a fun match.

    Nowadays a survivor can hide until almost everyone is dead, search for the hatch and wait for it to open, then proceed to use it even tho they did NOTHING.

    Back in the days at least they had to have done something for it to spawn.

  • @arslaN said:

    https://forum.deadbydaylight.com/en/discussion/comment/766169#Comment_766169

    Didn't realize you were talking about hatch escapes lmao.

    It sucks but you can't really do anything to fix it since it would also punish good survivors that deserved the hatch escape.

    I much prefered how it was before. At least the survivors had to have accomplished something for the hatch to spawn.

    Now a survivor can literally do nothing, hide and wait until everyone or almost everyone is dead, go search for the hatch and wait for it to open.

    Voilà you won.

  • @arslaN said:

    https://forum.deadbydaylight.com/en/discussion/comment/766050#Comment_766050

    If a survivor escapes without doing anything that means the killer is also bad since they are essentially going against a 3 man team

    Both sides don't deserve any free escapes/kills

    "If the last survivor escape with the hatch even tho they did nothing, it means the killer was also bad."


    Wait...what ? My IQ JUST DROP.

  • @Bravo0413 said:

    Recovery from exhaustion while running was wayy too strong and should never be brought back to the game....... unless it costs something big...

    The old version didn't have any reduction which is why it was op. This one works at 50% efficiency.

  • @Peanits said:

    The hatch is there to prevent the world's longest game of hide and seek. Either the survivor finds the hatch and you leave with a 3k (you won), or you find the hatch and close it and the survivor dies to the EGC (you also won).

    Giving the killer a free kill doesn't prevent the game from being held hostage, that's purely to give the killer a free kill. There would be no point to adding something like that.

    Again ... I'm repeating myself ... THIS IS THE POINT OF THE WHOLE GAME!

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