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WickedMilk03

WickedMilk03

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WickedMilk03
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  • Well yes, but the argument still stands. Alot of nerfs are unnecessary and could have been solved had they just reworked generators/base objective. Like insta heals. I liked them, very fun, now they are more complicated and harder for new players to understand. Still good tho

  • @Speshul_Kitten said:

    Slight nerf to survivors every patch really

    go watch day 1 gameplay and see why

  • @Mon_Tizzle said:

    First off the game design really wants you to pick one side or the other, its not like counter strike where sure the two teams differ but you still have to play both. With dbd you got two roles that play completely different, and you dont have to play one or the other. This causes single minded people on both sides and splits the community down the middle. On top of that the devs are pretty bad at balancing so each side takes what they can get and abuses it like old ds or adrenaline, or for killers no ed and rancor. Most games one side does not have fun and the game has been like that forever. no one has respect for opinions and most arguments come down to, ok salty ______ main. most people who played both sides excessively will tell you the game is just a garbage fest with the occasional high moment . I love the concept for this game but its just so bad executed, and the community has no respect for each other so they abuse the ######### parts of the game. tell me why you think this games community is so bad maybe you will change my mind.

    The community is so bad because the game started off unfair for killer which started a war. Survivors hated camping but at the time it was really the only way to get a kill. As the devs TRY regardless of if they fail to or not throughout the games life, they had to take away and are still taking away survivors powers while killers get buffed. This is because the devs were super stubborn at the start and believed survivors being OP and having no entity blocking and 2 windows in box house WAS FAIR. How??? idk. SO now they are trying to fix that and the newer players that get into it dont know what it once was but the old ones that left do. They know that the devs myst change the base game to balance it and thats why 90,000 players popped up right as they releasef the end game collapse.

    It will continue too

  • @JawsIsTheNextKiller said:

    There seems to be a debate whether you can or cannot see if the Spirit is faking her power. Let's settle this once and for all.

    not that it matters. As a spirit main, i can read spirit fairly well and it's especially easy with iron will when i use it

  • @MysticAdvisor said:

    NOTE: I accidentally pressed submit early lol so THE POLL OPTIONS MAY NOT BE COMPLETED :( so please leave a comment to explain your thoughts

    I thought of a new way for survivors to die!

    We have the hook

    What about a cage?

    Allow me to put this together...

    Imagine the hooks structure but without The metal meat hook.

    Now put in a small metal survivor sized cage where the hook use to be.

    Except the structure holding the hook is taller.

    The cage is connected to a reel at the base with a metal chain.

    The cage starts on the ground so survivors can be thrown in it.

    Once the killer has thrown a survivor in a cage the cage door closes and locks, then the cage ascends to the top of the wooden beam or hook structure.

    Hooks and cages will spawn 3:1 - or for every 3 hooks there is 1 cage.

    There are 5 stages to a cage.

    Stage 1-( 20 seconds/ 2 escape attempts with 4/5% chances) The cage doesn’t move and the survivor inside can try to kick the door open, meanwhile the entity forms on the ground( Like a disgusting plant with tentacles and the entity’s sharp limbs popping out trying to grab you/ if you can’t imagine that imagine the hallowed blight event plants times 100).

    Stage 2- (20 seconds) The cage slowly descends to the halfway down point at this time the entity is completely formed and tries to grab the cage/ the survivor can not escape themselves.

    Stage 3-(20 seconds) The cage is halfway and some of the the entity’s limbs/ tentacles pop out and reach the cage trying to pull it down. The cage starts to descend lower.

    Stage 4-(60 seconds) The cage is close to the entity plant and it tries to impale you. This is the cage struggle phase the survivor must now press buttons on screen when they prompt to dodge/ avoid incoming attacks from the entity.

    The survivor has 60 seconds but every time they dodge/ block an attack the timer pauses for 2 seconds; however, the attacks become faster and the time window to hit the prompts shortens until you run out of time or you miss a prompt.

    Note: prompts should say for example on Xbox- A/B/X/Y/LB/RB/LT/RT- only 1 pops up on screen maybe multiple in order if you want.

    Failure results to the survivor going to stage 5.

    Stage 5-The entity grabs the cage with its tentacles and limbs, impales the survivor inside, then brutally pulls the cage down into its plant mouth and crushes it.

    Then the plant opens up and a yellow beam can be seen coming from the plant and a crushed cage.

    If rescued: The survivor spends 3 seconds reeling the survivor back to the top ( the entity disappears) and the rescuer pulls the survivor out.

    Also all sacrifice points from this cage are doubled.

    Of course we can edit this.

    ;)

    im more into gen rework vs hook rework

  • @Rizzo said:

    As you can read in the Developer Update, a new system to track disconnects is being tested.

    https://forum.deadbydaylight.com/en/discussion/103996/developer-update-november-2019

    but thanks for letting me know bc i missed that lol

  • @Rizzo said:

    As you can read in the Developer Update, a new system to track disconnects is being tested.

    https://forum.deadbydaylight.com/en/discussion/103996/developer-update-november-2019

    We'll see how that goes :/

  • @Kerbert said:

    How will Pig be shadow-nerfed this chapter?

    Ghostface will get nerfed

  • @KillermainBTWm8 said:

    We've seen this before, but you're wrong. They aren't nerfed for over performing they are nerfed for not being deemed fun :P. Bad thing is I can see this happening with new Freddy.

    New freddy is my new fav killer. I dont feel op when I play him. I know what hes capable of, he has some interesting mindgames and I dont see how survivors dont find him fun because I think hes very fun. He and demogorgon are the most fun to verse to me. Freddy is better than demo tho.

    I might be outy if they nerf freddy and ruin spirit. I stopped playing spirit so i hope they make her more fun.

  • @Centernova said:

    Now i havent played for about 2 months straight but i have seen the nerfs to insta heals and dont get me wrong it was needed but it doesnt make sense how you nerf instaheals

    yet keep instadowns in the game, instadowns are extremely cheap I.E. being able to "outplay" someone with a 1hit shouldnt be a thing also its practically a instaheal, i mean think about it before we could use instaheals to tech a insta down back to full HP or just same with a down although now (also ngl i do like the pink syringes new attribute, kinda balances it ngl) but anyways back to it, NOED for example, a instadown perk that needs you to lose the game to use, it seems pretty stupid how one side gets to keep an unbalanced mechanic while the other side loses ut

    Okay dead hard can literally turn a 30 sec chase into a 2 minute chase+

    None of the instadown perks are even really in the current meta. They arent gonna rework myers, ghostface, and all those perks.


    1hit hatchets are the only thing that needs to go.

    Maybe if the devs, instead of taking the fun out if the game, just reworked generators some way to make them longer and more exciting then we wouldnt need the fun things out. Medkit addons are still strong

  • @DepressedClownMain said:

    I have been playing The Clown for hundreds of hours, and it is pretty much unanimous how bad he is. He lacks a way to move around the map quickly, doesn't offer a reliable regression mechanic and has the most counterable chase power in all the game. This discussion is a proposition of a buff to him, based on my playtime with the killer and several opinions from youtubers and streamers. 

    Every time I go into a game with The Clown, I use either the Starling Feather, the Thick Cork Stopper or the Sticky Soda Bottle (respectively considerably decreases cooldown between throws/ considerably increases reload speed/ increases the amount of carried bottles by 1)

    These addons really help The Clown use his chase ability to it's full potential, but they are not enough. The big problem with The Clown is that dropping the pallet early completely denies him.

    So the first buff to him would be:

    -After taking a direct bottle hit, survivors can't vault or drop pallets for 2.5 seconds. This would ensure a well timed bottle can turn into a hit, and would greatly improve The Afterpiece Tonic's chase time reduction. Also, he would counter loops like the Coal Tower's infinite, The Rancid Abattoir's window and others.

    The second buff to him would be:

    -Make his basekit slightly better. Turning any of the addons I mentioned above base would greatly improve The Clown's power. Either allowing him to throw more bottles, reload them quicker or throw multiple bottles quickly would greatly boost his chase power.

    P.S. I play on editing this discussion with your ideas, so please leave them down in a organized manner.

    EDIT 1

    New ideas: Making The Flask of Bleach, the VHS Porn or the Ether 1% base.

    I like this alot. I had an idea for his map pressure. He would have a ghost mode. A large cloud of smoke would pop up and he would go invisible. During this time you would be super quick. Whenever it runs out, another large cloud of smoke would pop up. It wouldnt be a spirit or anything. He wouldnt be able to see scratch marks, blood, or survivors during the ghost walk. It could be called "The Magic Trick" Ability. The smoke cloud would not slow survivors. It would just make it difficult for them to see. It would have to be a different smoke anyway bc the game would crash with a huge instant cloud of pink particles.

  • Discordance is better. Hide in a locker. Of course everyone has it it grants double blood and it promotes not camping. Its not even OP

  • @Mister_xD said:

    if you play the same horrorgame for lets say 2k hours, you will, at some point, no longer be scared by the monsters.

    this is something that applies to pretty much all horror games, DbD is just one that will probaply never have an actual ending to it, therefore you will spend more and more time with it.

    Well yeah but I dont even really consider that I am being literally slaughtered. It has so much potential

  • @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/comment/807464#Comment_807464

    Ah ok wasnt sure.

    Honestly I want them to reintroduce the moonlight offerings, but instead of changing the darkness/lighting it should instead change the atmosphere and moon color. I.E Red Moon, Blue Moon, Orange Moon, ETC. Could be fun to have the entire outside map a deep crimson color.

    all offerings are useless except maps and moris

  • @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/comment/807464#Comment_807464

    Ah ok wasnt sure.

    Honestly I want them to reintroduce the moonlight offerings, but instead of changing the darkness/lighting it should instead change the atmosphere and moon color. I.E Red Moon, Blue Moon, Orange Moon, ETC. Could be fun to have the entire outside map a deep crimson color.

    Agreed

  • @Hag.is.Dtier said:

    https://youtu.be/sZyG29POXJw

    If you haven't seen it already, Scott did a video on the hate for Spirit and what he would change to make her more "interactive" and "fun".

    So what are your thoughts Scotts video and how would you change Spirit?

    Me personally, just rework prayer beads and get rid of collision with survivors, while phase walking.

    I just want the grass moving. They better not turn her #########. I didnt p3 her with all perks for nothing.

  • @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/comment/807375#Comment_807375

    Yes but finding people requires her not to use her ability so a good squad of stealth survivors will be good. Sadly as u said the current meta is ideal for her because of Clicky Clicky.

    Skybox?

    A sky box is basically just the background. from all sides and the map is placed in the middle. Im fairly certain they use sky boxes.

  • @Starbricks19 said:

    I am a gamer like all of you, I am just over 30s and games since I've memory...

    I start few new months ago playing DBD, interesting and unique IP, I would say a bit a niche game. And I can't understand one simple thing: why there is so much hate for this developers? BHVR shows courage to create the game and even more courage to keep on developing and offering new stuffs... Why hate them? Is a game, you are not interest, skip it, you don't like some updates? Well they are meant to be pleased by the majority of community and even then when the community is not happy they do their best to change something. The game is not tailored for each one of us, the critique are welcome, every critique is a good assist for improvement. Instead of hate and angry post I would like more mature and genuine discussions! No insults to the people working for this title, they are professional people. I see way to much rudeness that surely is counterproductive! A better relationship between us and them is surely healthier for the game and for the users...

    See you in the fog my friends! Stay nice!

    The problem is that they cater more to the casuals more than the higher ranks so the players who are always playing the game and supporting it have to play an unbalanced mess. The majority of players left because they havent changed the game hardly. The game on average has 25,000+ players on pc and when they added the endgame collapse, they got 90,000+ players. That is all the old players who left because the devs werent adding anything good but new killers all the time. If only they changed the base game, players would come back. But they would rather have things like passes with skins that ARENT EVEN EXLCUSIVE and a mobile version... That aint it chief. They gotta change gens and I believe that is the probklem.

  • @Spirit_Hag said:

    So im hoping this doesnt turn into too hot of a debate, but i have seen quite a few threads on how op the spirit allegedly is and how the devs say shes 'overperforming'. First off, im a bit confused as to why 'over performing' is a bad thing. You designed a killer that performs their job well and thats........bad?

    Secondly, if you nerf her to bridge the gap between them and the other killers....wont we be stuck with just a bunch of 'meh' killers that wont have a good chance to perform well at red ranks? Seems to me, since people are so sick of seeing her at red ranks, that the best thing to do would be to buff other killers powers to be more viable allowing for more variety at red rank. Then you'll see less spirit and people probably wont be so harsh on her because they wont see her as often.

    Lastly, i feel if you nerf her and bring her down to the other killers, wont it affect red rank queue times? With the number of viable red rank killers dwindling, i potentially see killers playing until purple rank then switching to survivor instead of playing into red rank due to the difficulty level and strong red rank swf. And after spirit, whos next? Billy? Hag? When does it end?

    In conclusion, i feel like nerfing spirit may seem like it solves one problem, but could create so many more in the long run. Bring other killers to more viable levels and that seems to be the better idea, in my opinion.

    Whats yours?

    Agreed. Everytime I make a killer rework concept, I always give them the ability to dominate in red ranks if used right. There should be more diversity. Every killer should be top tier with a learning curve. Then this game would prosper

  • @Zireael said:

    I just completed every quest in The Archives level 1 and i was able to see the quests in The Archives Level 4, i couldn't switch to level 2 and 3, i guess i was not supposed to see the level 4. Then i looked at the challenges and they look pretty insane for survivor mains. That challenges seem cool but forcing people to do builds based on that and forcing them to hard challenges like "sacrifice 3 survivors during the endgame collapse while using Hex:noed" in a single trial or "hook 5 survivors to the basement while using agitation" in a single trial. that single trial challenges should be considered, and i would like to know if devs can do this quests before releasing them. Some people that's not familiar with killers may struggle with such challenges. This is just a feedback on unreleased The Archives level 4 quests, so it might be changed.

    agreed nuff said.

  • @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/comment/807356#Comment_807356

    I mean stealth would nerf Spirit. Shes so strong because of the current meta.

    no? she could just find people. And end the chase quick if shes smart. Idk The environment and ambiance should be creepier maybe not darker but like, make that green shid less vibrant and overall make all the maps less vibrant. The skybox is ugly on every map. They need to add a bunch more entity spider ######### everywhere

  • @PyroDude said:

    Pig unplayable?

    Unplayable because we miss what we once had.

  • @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/comment/807330#Comment_807330

    All I see is a secret attempt to buff blendette again.

    I play feng and wear bright clothes. I have no intention of that. I think meta has changed for survivors in a bad way and would prefer blendette over a game that could be very creepy but instead people are running around CLICKY CLICKY WANT SOME TEAS BRUV like... Damn

  • I always juke spirits at rank 1 and dont get it. why are people bad. Even one of my fav dbd players, ussylis thinks she broken. Just remove the anal beads.

  • @MykeWazowskiii said:

    Pennywise.

    "WE alLLrdeaDDDYYY havVVvvEEEeee a CClllOOOwwwwNNNNN,,,rreeeEEEEeEE"

    Yeah I know, but we also already had a guy with a chainsaw - yet Leatherface was introduced.

    I think Pennywise would be awesome. Who else do you guys/gals think should be invited to the roster?

    The Alchemist is the next killer.

  • @Desolate_Sands said:

    They put tons of bodies all over the new map? And the game used to be darker, but they had to lighten it up because of Claudette's becoming invisible. There is a reason everyone hates blendettes so much.

    Yes I know but stealth should be rewarded and do u actually find hawkins scary? Have u seen that vid, I want that but in game type shid.

  • @Micheal_Myers said:

    https://forum.deadbydaylight.com/en/discussion/comment/807252#Comment_807252

    Well as I hate this battlepass...

    You are wrong.

    All "store exclusive" cosmetics cost $10 a piece.

    So assuming that they will release the rift skins after the current rift is done, means each rift skin will cost $10 each. (For a full set) ($4/$5 for them separately)

    So... do you want to pay: $10 to get everything?

    Or do you want to pay $155 worth of cosmetics in bulk?

    $10 or $155?

    You get 93.55% off for doing the rift.

    https://us.v-cdn.net/6030815/uploads/245/WOHXGBZLHQQ9.jpg

    So you save $145 by doing the rift. And that's why it's not exclusive.

    I never said anything about it being cost efficient. It isnt exclusive to the battle pass if they re sell the battle pass skins regardless of price. If someone sees I have this skin that isnt in the store they would be jealous and start paying for the pass. Thats how it works. I dont want to use a skin and have someone say "nice skin you paid for in the store" I want them to say "omg cool skin omg where did u get it? oh you worked for it? wow ur pee pee so big" THATS WHAT I WANT. THEY SHOULDNT RE SELL THE PASS SKINS NO OTHER GAME DOES THAT.

  • @daryth84 said:

    I'm sorry Behavior, I've bought all your DLC and paid for a few skins in the past, but this battlepass "Rift" is too rich for my blood. Your game was balancing on a pegged leg when it came out, it has flourished on the most basic of luck in the industry purely because it had more to offer than F13 and because Evolve became hot garbage, this though is going too far.

    I like battlepasses, I play PUBG and Fortnite, and I find it's a fair way to earn the gear and skins. There's just a couple key problems here, you can't earn any extra Aurics in the pass than what the next season is worth, there is only 70 levels and not 100, and you dont have enough original skins to make me want to pay 10$ for aesthetics alone. Maybe if you had sold the pass at a cheaper rate to begin since it's new, and maybe if you offered some Aurics in the Free part of the pass as well, to compensate and give incentive to want to get them from your store to buy others I would feel more inclined. Maybe you could go FTP and refund players who purchased all your DLC and game with Aurics.

    As it stands though, you're simply selling mostly repainted skins that i already paid for and then making me work may ass off to get them.

    P.S. I'll peak back when your pass is a bit more reasonable and you have enough animators to fill it properly.

    "So long and thanks for all the fish."

    My only issue is that none of the skins are exclusive. They have confirmed that they are gonna sell all the skins once the pass ends. Its bs. Really no other incentive. "Well its worth it because it pays back" no Mat... No. People get passes because they gain bragging rights from the exclusive skins. A charm is not worth it. No one is gonna see the exclusive charm and say WOAH no. All the re painted skins should be exclusive as well as the original ones.

  • @ASAPTurtle said:

    Hope is fine. If people start making it meta, "counters" to it would become more common like NOED and do we want that?

    Did u know that if you cleanse all the totems, then noed wont be activated?

  • @1saltypug said:

    you could have it go up by a % per dead survivor left this way its scales by situational difficulty

    Well then it would be super strong. If its gradual then u cant have the extremely fast speed when slugged. Theres already perks that increase gen speeds. This one is strictly meant for when killer wants the 4k.

  • @thrawn3054 said:

    If I was reworking hope I'd have it activate after the first gen is complete. And scale up with each completed gen. After the first gen is complete you would get a 3% speed boost. Then 4 and 5 and so on. That way you'd always be getting use out of it. And it would fit more with the perks name. Your hope of escape building with each completed gen.

    Like Fire Up but for survivors. Interesting. I dont know how much this would affect meta but it should be tested. Cool idea

  • @beatddb said:

    Ye lets make SWF stronger!!!!

    I changed the rework concept. Im more killer sided usually. Now its only used towards end of match but definitely better for it. Thanks for feedback lol

  • @Entity_Burger said:

    https://forum.deadbydaylight.com/en/discussion/comment/804864#Comment_804864

    I mean, it was a neat idea, but since perks don't exist in a vacuum, Decisive & Adren kind of make it OP.

    K i just edited it and like it more now so thanks.

  • @Entity_Burger said:

    No.

    I'm imagining that I slugged someone because they have Decisive, but then they have Hope as well.

    Oh look; Killer can't do anything to actually stop the Survivor from getting away now because Survivors now have yet another escape for free perk.

    you're actually totally right. Im gonna change it right now XD

  • @se05239 said:

    You underestimate how much 7% increased movement speed is.

    no i know. But no one uses it.

  • @VoodooMan7995 said:

    Okay lowkey everyone says 'stop with licenses and whatever, but they almost all love the licensed stuff. Out of the following, who would you want most?

    vampire or gargoyle.

  • @Rydog said:

    Obligatory "Balance isn't easy, or even really truly possible in an overall sense" observation.

    This game has some absolutely bonkers aggressively bad onboarding, though. I keep pointing this out, but it doesn't seem like anyone at Behaviour is directing or considering any kind of user experience improvements to the game. They do weird backwards things, and even regress on simple things like having a "Switch to Survivor/Killer" button in the lobby menu.

    The Stranger Things chapter would have been a perfect time to roll out a comprehensive UX upgrade and new player experience to the game, since one assumes it was an especially tantalizing jumping-on point for a lot of curious players. But it seems like that wasn't even remotely a consideration.

    I think its very possible that the game could be balanced, the devs just arent doing it and for no good reason. I agree. Steps need to be made on improving the game for starters but at the same time I almost dont even care about the starters because, if the game was competitively balanced, then the devs could teach players looping and #########. Its awkward if they teach that to people who expect it to be a horror game. Its not scary anymore.

  • @SpaceCoconut said:

    https://steamcharts.com/app/731620

    Right now, Hide or Die has 0 people playing.

    The HoD devs have released a statement talking about how their systems haven't maintained the playerbase post-launch. They're going to try again, but that's exactly what Deathgarden did and currently DG had 42 people playing as of this post.

    In order for anything to be a "threat" to DbD it will need to be complete at launch with minimal bugs and fleshed out systems that are engaging to the players.

    The gameplay itself must be new and fresh but still enjoyable on its own.

    Even today, newer players of DbD do not stick with it for long because of many of the systems and issues that exist. This is also why DbD only had a peak of 47k players during the last 30 days which included a free weekend and the release of the Stranger Things dlc.

    Right now the average player count for the past 30 days is still around 20k which is the same it's been since June 2018.

    Dead by Daylight can't grow an audience, the majority of players are those who've become invested in the game since the beginning. Newer players leave quite quickly.

    In order for a new competitor to be a threat do DbD, it's going to have to solve all of DbD's problems and release the game in a complete state.

    Hide or Die may not kill DbD, but I hope they can fix their game in a way that the DbD devs refuse to.

    I like this.

  • @TheUnendingNightmare said:

    The survivor can recharge exhaustion perks even when running, at 50% of the usual rate. Additionally they'll recharge those perks 15% quicker when not moving.

    (Can stack with Vigil)

    No. This needs to be added to No Mither and then be done. Too OP my itself

  • @Auron471 said:

    The ash DLC is really underpowered and needs a buff.

    Make Ash quieter plz. The last time i played ash, i was like "does the killer have stridor or something". but no, thats just how loud he is.

    Mettle of Man: Make it more like inner strength. After performing 3 protection hits AND/OR safe unhooks, gain mettle of man. If you are in the killer's terror radius, and not in a chase, and standing still, you will heal one health state over 8s. Can be activated more than once, since i think inner strength can too, and you also have to put yourself in danger to get the ability unlike inner strength.

    Flip-Flop: Increase dying state recovery speed by 25%. Covert 75% of recovery bar to wiggle, to a maximum of 75%

    Buckle Up: In addition to the current effects. Increase the speed at which you heal dying survivors by 25% The healed survivor doesnt leave scratch marks or blood trails for 10s after getting picked up. Reveal your aura to the killer for 3s after picking up the downed survivor.

    I like it all except mettle. My rework would be to make it based off of winning chases.

  • Not trying to be a cock btw mate

  • Also when a survivor is in a locker, they are already blinded. Heartbeat wouldnt matter really. Maybe (since you want a terror radius perk) it would apply a 32 meter terror radius to a survivor for 45 seconds after exiting a locker????

  • @8obot1c said:

    Survivors seem to think that being in numbers or being in a hiding place is safe. Survivors in the basement and in locker gain the oblivious status effect. For each survivor within 8 meters of another survivor makes your terror radius go down by 4/6/8 meters.

    What is with these terror radius perks? every concept nowadays is a terror radius perk.

  • I like the response Peanits. This time...

  • I am always scared as hag because Alot of noises are going off and she is so small and corn is scary on her

  • @TAG said:

    One thing to consider is the rammifications of forcing stealth when Killers have a lot of ways to reveal their locations.

    On the whole, though, my first impression of this seems pretty positive?

    Yeah but... I am begging for a doctor rework so much bro I hate him XD.

    I feel like those weird little loops by the big stone wall, They could be used to traverse the map with gas. Also killer has more than 1 person to be chasing and with 3 boxes I am sure someone good sneak by with that one useless jane perk and sprint burst and then sneakingly walk away. Finally that perk could be used eh?

    The boxes would be placed in spots that lack much line of sight. The killer wouldnt be able to see 2 boxes at the same time.

  • @Frosty said:

    I agree that a new dynamic to the gens is required, also that filling them with gas would probably be the most well received addition.

    Not to say there is anything wrong with your suggestion, this is just my opinion on how it could be done.

    Gens progress as normal, but only take 60 seconds and doesn't start to make noise until the 30 second mark. After the 60 seconds the gen starts running but only on low idle and will do so for the 3 minutes, after which it stops and regesses back half completion. At which time it could only be progressed once it's been fueled, and then it would be 100% done. A gen on low idle or "out of gass" from running with out fuel would take the 5 seconds to fill.

    I feel the location of the gas should be randomized as if they were totems, which would prevent the killer from essentially patrolling the gas stash. How ever one constant centralized stash could be on every map. As well the carrying and crushing would remain the way you have invisioned it except for there would need to be a limit on how many could be out at one time because I can see an infinite amount of anything could be exploitable. I feel like 4 is a good number that way everyone could have one if the senerio calls for it.

    Something like this needs a conference room and a big white board with lots of refreshments to hammer out numbers, details and placements. As no one person can ever have all the good ideas while seeing the holes in their plan.

    As for the no sound til 30, i feel like the killer should have the same amount of control on gens because they are 60 seconds and same for regressing to 50%... It should just go all the way back bc it would be hard for the killer to keep that gen from being gased for 3 min. It wouldnt really regress hardly ever. Its just there to prevent survivors from keeping all gens at completion phase and then filling them all up at the end.

    As for the White Crates, it may be cooler to have gas filling areas, but as for positioning, the 3 in the middle are there (spread decently apart) to:

    1. keep the match longer (bc gens are shorter)
    2. Make survivors suffer from huge maps similar to what killers already face (equaling that out is just balance, the killer shouldnt be the only one suffering from that otherwise they'll need to fix all the maps)
    3. Put survivors in intense situations in which they would have to walk near the killer
    4. Force stealth bc no one is stealth nowadays

    But yes.. The devs really need to figure out something whether its similar to this or not at all. Its big for the game and honestly crucial.

  • @FootMan2893 said:

    https://forum.deadbydaylight.com/en/discussion/comment/764064#Comment_764064

    At that point you'd basically have a mix between legion and ghost face without the drawbacks. You'd have superior stealth mechanics which allows you to sneak up on survivors even better that ghost, doing that while also not being able to get unstealthed from survivors looking at you. Then you'd have the same anti chase mechanics that legion has without only being limited to the initial hit.

    You could remove his movement speed while cloaked and also make him easier to see but then he's basically the same killer as ghost face but without the insta down mechanic.

    His stealth is useless if he has no way to catch someone...

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