dugman
dugman
About
- Username
- dugman
- Joined
- Visits
- 4,706
- Last Active
Comments
-
I don't have a problem off hand with removing the caps, but I said Maybe because that sounds like a change that might have unintended consequences.
-
I had a suggestion a while ago that the bleed out timer should speed up once two survivors escape or are eliminated. Normally it takes 4 minutes to bleed out. Once two survivors are eliminated, make that timer goes 3 times faster than normal, so it takes 80 seconds to bleed out instead. 80 seconds is long enough that the other survivor has time to try for a possible rescue, and is also long enough for the killer to look for the still standing survivor. But the shortened time limit encourages both the killer and the other survivor to make a move more quickly if they want to do something before the slugged survivor dies. It also brings about the end more quickly should neither the killer nor the standing survivor actually want to try and do anything.
-
@Kalinikta said:
https://forum.deadbydaylight.com/en/discussion/comment/2620160#Comment_2620160
You are completely ignoring the 4v1 element of the game when making a direct comparison between a hex and a boon. Yet let's take your advantages.
A hex being active at the start and the RNG element of placement is not always an advantage, it can literally spawn next to a survivor at the start of the match, in the open, next to a generator, etc. This is a RNG element compared to a time investment with a guaranteed strategic choice advantage. Give me as a killer the benefit of using the good totem at will, instead of in the worst possible spot... I will even take time to put it down, cleanse it, let me repeat it... get real.
Multiple boons can be in play covering practically the entire map, it is a 4v1 game and a boon can contain multiple effects on it.
These type of arguments are such bogus. Hex totems are high risk for a bad to good reward and completely RNG related. Unlike boons which are medium risk (time investment), good to amazing reward and no RNG elements.
Boons are in nearly all aspects superior to hex totems. The perk for killers gets removed completely from the game, while survivors can keep theirs active. I don't believe a single use is fair, but I wish as a killer I got the choice to either snuff them or crush them... make crushing take a little bit more time or something. Some spots for totems are so damn powerful especially for SWF teams and let the killer make some strategic decisions as well.
When you say Boons are "good to amazing reward" you're implicitly assuming their effect parameters are good to amazing. My point above was that you can adjust those parameters up or down to balance them, so the numbers you use could make a Boon terrible, bad, ok, good, amazing, or godlike. In other words, even if you feel that the way Boons are placed is inherently better than Hexes, the devs still would be balancing them by adjusting their effects without having to change that whole system. By your argument that would just mean that you think those parameters should be lower than they are now, and that's fine if the data backs it up.
-
@Wraff said:
https://forum.deadbydaylight.com/en/discussion/comment/2620160#Comment_2620160
Except Hex's rely entirely on how much the Dev's felt like actually putting effort into hiding the Totem that day and can either spawn in a really good spot or right next to a generator.
And on a related note, the Hex totem can be anywhere on the map, so if survivors know that it's in play they still have to hypothetically check up to the entire map to find it. However with Boons a killer might guess there is a totem in a specific area because of things they see there. Particularly with Shadow Step, for instance, if you see no scratch marks being left by a survivor, for example, then there's a Boon nearby, even if you're not quite close enough to hear it. So Boons are hypothetically on average slightly easier to find because of that.
-
@Wraff said:
Why the Boon Totem doesnt actually break when you snuff them out? It really does feel like BHVR's giving the middle finger to Killer's about this. Especially since its been a long requested thing for Killer to actually be able to choose their totem location.
Hexes have a couple of inherent advantages over Boons
- Their effects are in play with no actions required by the killer at the start of the match. Boons need 14 second actions to place to go into effect
- Their effects are map wide regardless of where the hex totem is. Boons only affect things within a limited radius of their totem
To compensate for the above the Boons can be replaced if they're snuffed out.
Note that this system doesn't make Boons inherently better or worse than Hexes because how strong a given Boon perk is also depends directly on the parameters of its specific effects and its radius. You can balance Circle of Healing by adjusting its healing speed up or down, and you can balance Shadow Step by increasing or decreasing its radius of effect. Either way the general system above of Boons requiring an action to place, having a radius of effect and being replaceable if snuffed is fine in principle as the underlying base for all Boons.
-
Whichever map has the most 🌽🌽🌽🌽🌽🌽
-
All they need to do if they need to tweak Circle of Healing or Shadowstep is adjust the healing parameter for Circle of Healing and the radius of Shadow Step. Changing those parameters is a straightforward numerical adjustment versus changing how Boons are fundamentally placed or snuffed out in general.
-
@ShErMaDeRmA said:
https://forum.deadbydaylight.com/en/discussion/comment/2619798#Comment_2619798
So what about those hacker games where your forced to dc? You'd be shocked as to how common they are
I doubt I’d be shocked. I’ve yet to have that happen in any of my matches. Doesn’t seem to happen to streamers very often either.
Simply put you don’t get a 12 hour ban because you kept running into hackers.
-
@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/2619786#Comment_2619786
If there are still dulls in the trial, No ED can select a Boon totem, which effectively means it never activates.
If that’s true it’s obviously a bug.
-
@WesCravenFan said:
Every time we get a new map, please complain endlessly.
I don't know what people want at this point. Based on comments on these forums:
- No swamp maps. Unfair because you can't see traps from Hag or Trapper.
- No indoor maps of any kind. Even suggesting you like an indoor map means you deserve to be stoned to death on these forums.
- No daytime maps (because that isn't horror)
- No dark maps (because you can't see)
- No small maps (too easy for killer to pressure gens)
- No large maps (too much boring running)
- No low tile maps (killer can see you)
- No high tile maps (can't find gens)
I'd suggest a flat, blank, plain chess board but then people would complain there's not enough pallets.
To be fair it’s not the same individuals making all those complaints. Different people like or dislike different things, the playerbase isn’t a single homogenous group.
Personally I’m always excited by new maps. I like playing on certain maps more than others (aka “boo corn!” And “why can’t “I get to a hook in RCPD?”) but even the maps I get annoyed with sometimes are cool to see and try out.
-
@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2619679#Comment_2619679
But ultimately you're asking to reduce options just because you don't want to use them.
No, I specifically am not asking for “reduced options” at all. I’m saying replace those bonuses with other bonuses that directly impact the match. If anything that adds more incentive overall to use a wider variety of perks and add-ons that currently are underused.
-
@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2619648#Comment_2619648
Why is there no reason for BP bonuses on perks?
It offers you the choice to choose additional bonuses.
Many games have unlockable skills you spend your stat allocations that boost EXP or currency gain. It's the same concept.
The games I can think of where that makes sense are typically RPGs, not multiplayer PvP. And yes, I’m against this sort of bonus as a “balancing mechanism” in other PvP games too.
Again, to be clear, I’m not against bloodpoint bonuses as their own thing, like offerings being mostly bonuses. I’m against bloodpoints being used as a balancing mechanism.
-
There was another post recently that one of the ideas was to have a way that a killer could simply immediately end a match with the game treating all the remaining survivors as escaping. It would help deal with things like matches where survivors have ragequit and the killer doesn’t feel like continuing an unfair match, or where survivors are hacking to try and force a disconnect, or where the match is effectively over because the endgame collapse is already in motion and the remaining survivors are just waiting around in the gates, etc. Basically an option where the killer is allowed to concede escapes to the remaining survivors could maybe be a good feature to address multiple situations. (That being said, I’m saying this more off the cuff, so it’s possible depending on the implementation there could be an exploit in such a system I’m overlooking involving killers farming with survivors or something, so I guess take it with that caveat.)
-
If you play a lot, and you disconnect from multiple matches in a week, you’re ruining the game for all the other players in those matches. Why should it matter if you didn’t ruin the game for many other players? You shouldn’t get a pass for being a good guy 90% of the time but a dick the other 10% of the time.
So no, disconnect penalties shouldn’t be based on “percentage of games you don’t disconnect”. Stop disconnecting.
-
@SkerpiTwitch said:
Imagine having injured survivors going into dying state after some time(lets say 2 min) if they refused to heal.
This moment, beeing injured does (almost) nothing for the killer besides beeing that 1 hit away or having thana as a perk. It should be more punishing running around injured.
See it as an extra deep wound that also gets paused on beeing chased, hooked, etc..
Injured survivors are also noticeably easier to find and track because they make more noise and leave blood trails. That’s why Circle of Healing and med kits and such are so popular, survivors understand just how valuable not being injured is.
I’m always grateful when survivors opt to stay injured as a killer.
-
@GuyFawx said:
https://forum.deadbydaylight.com/en/discussion/comment/2615599#Comment_2615599
Granted i realize they are over powered atm but them simply disappearing from the match because the player that cast them leaves i feel is an oversight.
Think of it this way, basically every other survivor perk that gives nearby other survivors a boost disappears when the survivor who grants it dies. The only difference is that in those cases the effect is centered on the survivor being centered on a stationary location. But it’s the survivor that is ultimately the base source of the benefit, not the location it’s centered around.
So it’s not a flaw that a boon that is being powered by a survivor with a perk ends when that survivor dies or escapes. The effect is directly tied to them, so when they’re gone so is the Boon.
-
@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2619612#Comment_2619612
But the perk is what we have.
When we get the BP adjustments we can talk about removing them from the perks.
We have 96 survivor perks and growing each patch. The grind is insane.
We need to add more ways to gain BP before we start taking them away.
Again, the feeling you need to grind is more of your mindstate than the game. You could simply be playing with what the bloodweb is offering rather than forcing yourself to get very specific perks or rare add-ons for specific builds.
So like I said, they should take a pass at replacing bloodpoint bonuses on perks and add-ons with effects in matches. If they also feel that they want to “make up the difference” then they can increase scores and offering bp boosts to compensate. There’s literally no need for the boosts to be on perks in the first place.
-
@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2619590#Comment_2619590
I absolutely care about the BP, that's the whole reason I use BBQ and WGLF. Don't you take my BP away.
Like I said above, if you want more BP then the solution is ask them to increase the base scoring events and/or offering bonuses. There’s literally no need for a perk to give you that bonus.
-
@Seraphor said:
So what else am I getting to replace the 100% BP bonus you're taking away?
There are plenty of other perks people can use if they don't care about BP. Use those.
That just raises the question why do you feel you need the 100% bp bonus from the perk? You can easily do a bloodweb or two per match without any perk bp bonuses, in fact that’s exactly what I do. I’m consistently at the 1 million cap and I never use BBQ and Chili.
If you honestly think bloodwebs are too expensive then the solution to that isn’t to have bp bonuses on the perks, it’s to either make the base scoring events more lucrative and/or make the bp offerings give bigger bonuses.
-
On the one hand obviously all killers should be roughly equally able to kill survivors during a match. Clearly if Trickster is especially weak at high end play or overall play then that’s a balance issue and not the fault of the player who plays them.
On the other hand I never complain about survivors doing gens quickly because that’s their job. And the great majority of the time if all the survivors escape I know it’s in large part because I messed up a chase or two or missed a hiding survivor or didn’t get back to a gen fast enough, etc. I also know that the game is intentionally designed around some survivors escaping and some dying each match being the most common outcome, so I don’t get mad if the gens are completed but I felt I played well because gens being completed is supposed to be the median result. I don’t expect a 4k on half the matches, and I don’t expect all survivors to escape either (unless I’m obviously outplayed on the chases, then that’s my bad.)
Just my thinking on gen speeds and kills and escapes in general.
-
Generally speaking I’d love for all perks and add-ons that give bloodpoint bonuses to replace those bonuses with game mechanical effects that directly impact the match. The idea of “balancing” perks using bloodpoint bonuses seems counterproductive since many players don’t really care about the boosts, and even the MMR itself doesn’t care at all about bloodpoints. So for example, replace the bp bonus on We’re Gonna Live Forever with, say, a healing speed or gen speed boost or temporary movement speed boost, anything really that actually affects the match itself.
Same goes for all the killer add-ons like Padded Jaws which weaken the killer in exchange for points. Replace those bp boosts with beneficial match effects, like with Padded Jaws maybe he can carry a couple of extra traps and more traps are on the map instead of bloodpoints, or maybe something unique like he can grab a trap out of a locker and a random trap on the map disappears. Anything that helps Trapper in the match itself would be fine.
I think if they made a pass at any perk or add-on that includes bp bonus and replaced that bonus with something to help in the match itself it would be a great way to encourage a wider variety of loadouts and also make it so if a survivor or killer is playing oddly due to one of these perks or add-ons it at least makes sense in terms of balancing the match results.
-
@UnknownKiller said:
What do you think if the game would get harder but you got comms everygame and you earn good quantity of bp like 7k for just escape.
Just FYI escaping is already worth 5000 bp.
Also the devs have said a few times they don’t intend to put in comms ingame on PC for various reasons. One is that since third party comm systems like Discord are already easily available they don’t consider an ingame system a high priority. They also said they don’t want survivor players to feel pressured to use comms, if I remember right. This was a while ago so who knows if they’d change their mind. 🤷♂️
As far as balance issues between solo survivors and survivors on comms, my suggestion has been to give all survivors a Kindred style aura reading ability as base kit so that solos at least get some of the tactical awareness available that a swf player can. Then to compensate for the overal boost in survivability increase the time it takes to complete gens somewhat (maybe 10%?). That would hopefully even out match results between solo players and swf players without signifciantly changing the overal average escape rates.
-
If only they could have done the Kermit the Hand skin for him…
-
All the data you mentioned is interesting, I don't know how you can actually collect though just on your own but have at it!
Personally the main stat I'm interested in is kill rates by killer specifically for matches where all players have high MMRs. Unfortunately you can't view MMRs, so the best you can do is take stats where all players are high Grades, which isn't quite as good since Grades aren't actually used for matchmaking and are more of a measure of how often someone has played in a month versus how well they've played that month. Hypothetically, though, in games where everybody is the same MMR the median results should be 1-3 kills supposedly with 0 and 4 kills the least common and an average around 2 kills. (When the devs released some kill rates for all matches across all ratings the average was something like 2.15 or about 53-54%, so not too far off on the overall. The question though is how do the numbers look at the high end?)
Being able to get similar stats by map or filtered for certain perks, etc, is interesting too. I'm not sure how data one person can actually get just from their own matches, though. The best you might be able to hope for is to look at your own personal kill rates as a killer over a long string of matches and see if you're actually getting matches in that 1-3 kill range most of the time.
-
@GrayEyes said:
https://forum.deadbydaylight.com/en/discussion/comment/2618890#Comment_2618890
I just wanna say as somebody that actually works on games for a side job most of those changes would take me and my crew maybe a month or 2 to code and I'm just a small 10 man crew not the biggest game developer studio in Canada
I hate to say it but some of you guys are just pussyfooting around and trying to come up with any excuse to make the laziness sound better
Is it the devs fault probably not probably some bean counter but I'll be damned if ima let you guys make this sound like a monstrous task if they wanted it in the game it would be in the game with a quickness they are just lazy and shekel hungry
I took them 2 years to come up with kills and escape based matchmaking stating that a working system would be 2 hard to make give me a break
So it takes you 2 months to code and a month to test each item, maybe more, so 3-4 months, and that's assuming you and your team worked on it as a major project as opposed to whatever else has priority.
Meanwhile the original poster said these changes are not even "things that need months of programming or anything". Even given your estimates above, and assuming Behavior hired you and your team, the original poster is wrong.
-
@Mineguy said:
Simple solutions that would make the game much better.
Not even hard things that need months of programming or anything.
But do we will get stuff like that? Or course not we talk about the dbd devs. We will get more skins, battle passes and more licensed characters so the devs can milk us but don't use the money for the game. Oh yeah and then the one update every 1 1/2 years that makes the game a bit better.
I'm 99% sure that implementing a "Ranked Mode" and "Removing all Perk Tiers" both would take months of programming each.
The former is an entirely new game mode, which immediately means it would take a great deal of internal testing and programming to complete. Moreover it's not even remotely clear that Ranked Mode is a good idea in the first place, having Ranked and Casual modes could be worse than having one mode like we have now.
"Removing all Perk Tiers" also would take a great deal of time. That's because you're talking about changing literally every perk in the game, as well as changing how people get perks in the Bloodwebs, and probably also changing costs of perks and such. Even if you hypothetically just wanted to remove all the Tier 1 and 2 perks it would be a big deal.
I'm ok with removing the BP cap. I know the devs have their own reason for why it exists though so I doubt it will be removed.
Custom Loadouts and Perk Searches are, again, not a "simple change". I'd be happy to have them in the game, but do you honestly think the devs didn't consider these already? I guarantee if it were that simple to put these features in the game they'd be there already.
I agree with him that being able to queue up Survivor and Killer challenges simultaneously is a good idea that probably is simpler than some of the ideas above. This one sounds like maybe something the devs could eventually do (and they seem to have hinted at this a teeny bit in the current event with specific two-tone challenges that can be completed by both survivors and killers.)
I also agree that the black circle around the aura of a hook when someone is hooked or around a generator when it's finished is kind of off putting. It complete obfuscates the distance between you and that hook or generator. I don't know why exactly that effect is there but I totally agree that it's kind of annoying.
I'm ambivalent on the generator skill checks failing if they appear right as you let go. After all, fixing the generators should be kind of risky, so having a bit of a risk of a penalty if you stop unexpectedly seems reasonable.
Finally Entity's Bell where once the gates are open the Killer can sound the bell and end the match with all remaining survivors counting as escaped sounds like a decent idea. Not a "simple one" to implement though, it would take a while to put in and test if they actually wanted to do it, but I certainly wouldn't mind it as a feature if they did put it in.
So TLDR, some of these are good ideas, most or them (maybe all but one) are not simple changes though.
-
@stvnhthr said:
https://forum.deadbydaylight.com/en/discussion/comment/2618062#Comment_2618062
Naw, we have three computers in the house, none of the other computers get disconnected. PC log shows internet never disconnected. But, that is a good possibility for others to explore if they have similar problems. TY
FYI I was replying to Myla, not you, Stvnthr. Myla said they intentionally disconnect when they see the game puts them in a match with high ping players.
-
Sloppy Butcher does still slow down healing, even within a Circle of Healing. (I think Scott Jund just did a video on that showing the exact timing on clips of a survivor healing with and without Sloppy Butcher mangling them.) And the long it takes to heal the less time they’re spending on gens.
There are some possible counter measures to Circle of Healing, at least one of which could include Sloppy Butcher
- Use killers and/or loadouts that can get instant downs. If you can down a fully healthy survivor without worrying about the injury then them healing themselves is just wasting their own time.
- Use loadouts that make healing take longer. Sloppy Butcher, Coulrophobia, Thanatophobia, Dying Light all could work for instance.
- Use Plague or loadouts that inflict Broken. If they’re Broken they can’t heal.
- Use killers or loadouts that are good at chasing down injured survivors before they can get healed. Blight can quickly get back in the chase after a hit, for instance. Bloodhound can easily track blood trails (and isn’t vulnerable to Shadow Step hiding auras), etc.
- Build around trying to take out the Boons and punish survivors for touching totems. Haunted Grounds or Retribution or Thrill of the Hunt, for instance, can make cleansing and blessing totems more painful. Trapper or Hag can trap areas near totems, or Plague can infect them.
Obviously mileage may vary on all of those strategies, but there are multiple approaches at least to try.
-
@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/2618233#Comment_2618233
Yeah once you figure it out you'll be fine. I thought it was ok before but once I figured it out it was a blast. I still have to have a different mindset sort of but I always did on that map since I am a huge RE fan. But for example I had the same problem on the Game rework. I kept losing survivors on my shoulder because the damn breakable walls I had to drop and break and lost them. I didn't know how to do it anymore but I ended up figuring things out and now personally I love The Game because it's not really insanely hard. Especailly love it as killer.
I never had a problem getting hooks on the Game, I think because most of the openings between rooms are fairly wide and it’s not that hard to get around within the same level. It can be a little tricky finding the stairs up from the lower level sometimes if you get confused, but otherwise it’s not that bad. My one gripe about The Game was that the lower level used to be insanely dark in some places, to the point that I had to chase survivors entirely by ear. The newer version seems much better in that respect though, the lighting on the lower level is significantly improved. (I also like how The Game has metal doors that open when generators are completed, kind of a nice touch. 🙂)
-
RPD is a map that I want to love, because it has a cool aesthetic and a different sort of layout from other indoor maps. But man is it frustrating sometimes figuring out how to get around! I’m sure if I play it more that problem will sort itself out as I learn the layout but I’ve been unable to reach hooks multiple times on it which is super frustrating. I don’t have much problem getting hooks on any other indoor map, but between the convoluted twisting side halls, narrow doorways, stairs in odd places and occasional dead end rooms it’s pretty rough.
Hopefully once I’ve played on it more that weird layout won’t annoy me as much, but currently it’s one of my most stressful maps. (I still hate corn more though!)
-
@Myla said:
Probably once a day because DBD puts me into a lobby with 200+ ping. No way I'm playing that man.
That’s you disconnecting, not the game disconnecting you.
-
I’ve been disconnected very rarely.
-
@fixdeadhard said:
Just wondering if its me or does everyone have the same experience?
I have not seen 1 single hatch escape in my survivor and killer games the past 10 days.
I’ve had a couple of survivors escape me via hatch. It’s just a matter of whether or not they find it before me. (I don’t bother slugging the third survivor to go hunting around for the fourth, that just seems like a waste of time honestly. If the last guy finds the hatch before me then so be it.)
-
I never cared about Ranks or Grades, let alone the hidden MMR I can’t even see. I just try and hook and kill as many survivors as I can.
I also don’t grind for specific perks and add-ons on specific killers. Aside from opening up all four perk slots I just do one web per match (unless I’m spending more because I’m at the cap) and run with what I’ve got. And I prestige at level 50 to shake things up again. So I’m not stressing over meta builds, etc.
-
Personally I think they should show rating brackets on the endgame screen instead of everybody’s Grades which are a lot less meaningful. There are a lot of posters who still seem to think Grades determine the matchmaking and that’s a direct result of them still being in the endgame screen.
-
Survivors expecting you to chase them when it’s literally impossible for you to stop them from escaping are idiots. Why would they expect you to not defend the hook during the end game collapse when that’s literally the only thing in the match still left to defend?
-
Someone else just posted a thread about how they just got a DC penalty after being disconnected. So they appear to be on.
-
@[Deleted User] said:
I wouldn't mind the powers of pouncing and creating portals being used on 2 different future killers.
Yeah, putting the portals on something else could be good. Who knows? 🤷♂️
-
@Eredestra said:
Yet that's never the case with all Survivors. Some don't run to corners to hide until they Bless a totem again.
And I do get what you mean with impacting the core objective- generators, or shortening chases and so on, but in the majority Hex totems are removed almost instantly within the first 1-3 minutes of the game before it can even get value and effect the game in a meaningful way.
And the radius of a Boon totem is large enough on its own that it can cover an entire building and a little further more. With both Boon blessings on one Totem.
And DBD is a game where information such as blood marks, scratch marks and injured noises/and other noises is so crucial to find anyone.
You’re focusing on the specifics of the healing speed and radius of the totems, but note that those are independent parameters that can be adjusted to balance the perks. Slow Circle of Healing’s healing speed and it becomes weaker, slow it enough and it becomes worthless. Reduce the radius of Shadow Step and it becomes weaker, reduce it too much and it’s worthless. In other words both Boons can be balanced up or down simply by changing those particular specific effect parameters individually rather than changing the overall way Boons are placed, snuffed out and generally function.
Like Jester said above, you don’t need to have Hexes and Boons operate the same way. In fact, having them operate differently makes things more interesting in the long run. Hexes are supposed to be active at the start of the match, Boons need to be specifically placed on totems. Hex effects are map wide, Boons have limited radius of effect. On the flip side once a Hex is cleansed its gone forever, while Boons can be potentially placed again. Different systems, and that’s perfectly ok, provided of course the individual Boons are themselves tuned with how Boons work in mind,
My guess is that in a couple months, once the devs have finished their three month or so review of the new perks, they’ll do a balance pass and possibly slow down Circle of Healing and maybe adjust Shadow Step’s radius of effect. There’s no particular reason to change the fundamental basics of Boons though if they do that, so unless there’s something broader they need to address like killers being unable to easily snuff totems they are next to, etc, I don’t know that they’ll change Boon placement basics,
-
The above post looks great. The one piece of advice I didn't see mentioned was, when the killer sees you and you're not sure what to do, just run straight away from the killer more or less and away from the generators and other survivors. Put obstacles and vaults between you and the killer, and once you're sure they're catching up that's when you'll have to try and live longer by running in a loop or dropping a pallet to avoid a hit. Just the simple act of running pretty much straight away from the killer you're already wasting a lot of their time if they chase you because they'll only be able to catch up at 0.6 m/s (unless they're Blight or Hillbilly or Spirit or sometimes Clown.) You don't even have to be great at looping or anything to at least make the killer wish they'd worn their jogging suit. 😉
Also since you're a killer player, you probably have a good idea of what survivors do that helps you catch them faster. Don't do those thing. 😄 How many times have you had a survivor stand around watching you break a pallet instead of running away, for instance? Or try for a gimmicky head on play or dumb bodyblock while you're carrying someone? Or followed you around waiting to try a flashlight save that probably won't work? Don't be those players that when you're the killer you think "that was dumb of them."
-
I doubt they'll ever put Thanos in the game, but the idea of a killer that collects things from around the map and becomes more powerful over time as they do it is pretty interesting. I could imagine them making a killer who's a cultist, for instance, collecting relics that make them faster or that inflict curses on the survivors, etc.
-
https://youtu.be/o4ZeTdOjLUk@Rizzo said:
https://forum.deadbydaylight.com/en/discussion/comment/2616620#Comment_2616620
Best of luck to you!
Here's another Steve outfit code: 11c4ad01-a62f-4dc7-86f4-0704955b3b09
Poof
-
@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/2616605#Comment_2616605
Probably something with Netflix, like how they had to change all the perk names too even though they were already generic names.
There's definitely trademarks involved somehow. (Generic terms can't be copyrighted, but they can be trademarked. So if there's a different video game company that's getting the Stranger Things license they'd own all the trademarks with respect to video games using them. )
-
@Vampwire said:
https://forum.deadbydaylight.com/en/discussion/comment/2616604#Comment_2616604
Then what about for the people who already have demo? There'd be no point to make that killer. It's better to leave demo as they are and let them be an exclusive killer.
To be clear, I'm not saying get rid of the Demo skin or take away Demogorgon from players who own him. I'm saying add an additional skin for Demo that is a Werewolf, and/or make a new killer which is a spin-off of Demogorgon that is something else. Think more like how Oni has the legendary Minotaur skin, for instance, or how Leatherface is a spinoff of Hillbilly.
-
@SMitchell8 said:
Why don't they just wake the hell up and rework the map instead of just deleting it. Or, explain to us why they possibly can't rework it neon cosmetics cough
They have an All kill tome, was an ideal opportunity to give Trickster an indoor map (club)
I'm all for them reskinning the map into something else, but to be fair revamping a map isn't easy. Look at how much work went into the graphical updates they've done over the last year and a half or so for the various maps. That's basically what they'd have to do for Hawkins and then some to turn it into something else with the same general layout.
-
I kind of hope they take this as an opportunity to reskin or remake Demogorgon into an original killer. A suggestion I liked was Demogorgon as a Werewolf for instance.
-
@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/2616585#Comment_2616585
Like someone else suggested, it would be better if it was a "first to respond" and they give the code via dm. I wouldn't be surprised if the ones claiming aren't even active on the forums/are same people over and over.
Heck, I made the thread and I was the too late for the code even. It's rough!
-
Thinking it over, I like most of the indoor maps compared to the outdoor ones.
- I like Hawkins, although unfortunately that one is going away. (If they eventually reskin it into a different theme that could be cool.)
- I also like Midwich. There's a lot of little Easter Eggs on that map and I like the breakable walls on it.
- Lery's is fun too. Again, I like the aesthetic and the layout is decent (unless you're playing a ranged attacker maybe.)
My least favorite maps are the corn maps. Corn blindness sucks. 🌽🌽🌽😡🌽🌽
I'm also not sure if I like Racoon City much, mainly because I've been shafted trying to get to hooks multiple times on that map. Then again I'm a lot less familiar with that map compared to the others so maybe once I know the layout better it won't bother me as much.
-
I hope they reskin Demogorgon or rework him a bit to make him into an original character. That way they can put the new, non-licensed variant up on the store for people.
One idea that's been around in various forms is a Werewolf type killer. If you replace his tunnels with something else Demogorgon isn't too far off from a Werewolf style killer.
- Keep his lunge attack as it is, it definitely fits the Werewolf theme.
- Killer Instinct sensing survivors fits the theme, but I'm not sure if the tunnels do. So maybe instead of getting Killer Instinct centered on tunnels, make it something where if he pauses to concentrate he gets a killer instinct ping from the closest survivor for a few seconds.
- Burrowing doesn't make sense, make replace it with an out-of-combat fast movement sprint with a cooldown. Maybe make it so if he's in a chase he can't sprint, but out of a chase and/or when a survivor isn't in his terror radius he can to some extent.
