indieeden7
indieeden7
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- indieeden7
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Comments
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I hope they don't resort to jump scares, they're extremely cheap.
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So completely remove potentially 3 perks from a survivors loadout? If this was made then I would personally also expect one that only allows killers to use 1 slowdown perk.
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I don't want to think about it
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Honestly, blindness add ons should work the same way as mangled ones, if a survivor is hit while intoxicated and the killer is running kerosene can, they are blind until healed.
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Well it'll probably get patched out now that someone has mentioned it on here.
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@C3Tooth said:
I was thinking about a perk that M1 on Survivor will cause 10sec exhaustion
https://forum.deadbydaylight.com/en/discussion/comment/1879199#Comment_1879199
Then I remember Mind breaker give 5sec exhaustion if u do Gen...thats the best Devs could give u.
Actually it isn't, the devs have given killers blood echo, which applies exhaustion for a full minute. I really don't see why people think that add ons should essentially remove a number if perks from their opposition.
If survivors had a toolbox add on that completely removed all gen slowdown perks from killer, there would be uproar, and rightfully so. I don't see how exhaustion perks are any different, they are used to extend chase, and give teammates more time to do generators. Slowdown perks are used to give killer more time to catch a survivor before generators get done. So figuratively speaking, the counter to exhaustion perks are slowdown perks, and the counter to slowdown perks are exhaustion perks. They simply balance each other out.
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It essentially takes 3 seconds for Head On to charge up, if you know a survivor is running Head On and they jump into a locker directly in front of you, open it ASAP. Respecting the locker just lets them activate Head On for free.
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This happens a lot to me on The Game's jungle gym tile. If the window spawns on the left hand side there is a space of about half a meter between the locker and the window which is pretty dumb.
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Well theoretically speaking, in an asymmetrical game, there shouldn't be a "power role" the game is supposed to be balanced in a way in which 4 survivors are of equal strength to 1 killer (hence the devs' goal of an average of 2 kills per match, or an escape rate of 50%)
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Jesus Christ, the mid chapter patch isn't even out yet. The devs usually show teasers like a week or 2 before the chapter PTB (which should be coming out in about 6-7 weeks) just give them some time.
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Just in the last sale there were full purple outfits for 300 cells though
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@jester20k said:
Pinky finger is nothing compared to iri head
Actually they've been comparable ever since Clown got a tiny buff a while back which removed the slowdown he received after throwing a bottle. Because of this, Redhead's Pinky Finger became much stronger seeing as if you missed the bottle you were still close enough to throw another, and if you managed to hit the survivor with the bottle, they were given no distance to try and outlast the intoxication.
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Hearing a gunshot
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That's a really peculiar similarity. I'm hoping for an RE chapter myself but would Capcom really care about how DBD's UI is laid out?
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Fun fact: New Clown is literally just current clown with decreased reload time and an additional type of bottle. Nothing has been changed (apart from reload speed), things have only been added.
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Isn't the /12 one for killer? If so it's designed like that so that you don't just tunnel someone out of the game.
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More body types would be amazing, I'm also not a fan of the fact that all male survivors are all of average build or above, I'd love to see some skinny guys.
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Seeing as deep wounds was designed for Legion, and on release getting a hit with Legion was extremely easy, they probably didn't want skillchecks as it would have done one or both of these things:
- Given Legion more map awareness, something that he already had through killer instinct
- Made it possible for a survivor to go down while mending, seeing as the deep wound timer originally went down while doing so (so the survivor may as well have not even been mending in the first place)
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Map changes and new animations
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How would a survivor know that a teammate is running BT? Even then, how would a survivor who was running BT be able to avoid being tunnelled if none if his teammates had it?
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@jerry46360 said:
Ok so is that in one run or multiple?
Multiple, just like how the game doesn't expect you to get 50 chainsaws in one match for "The Grind"
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1862474#Comment_1862474
Hes saying sometimes you could be looking right at a survivor running after them and the chase status just says "im out" when your still following them.
Oh right, thank you
To answer OP's question im pretty sure that this just happens when you lose chase and are too far to begin another chase. My theory is that in order to start a chase you have to be within X metres of a survivor however to continue a chase, this distance is increased.
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Excuse me?
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I don't see why it wouldn't, it works with current Undying
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I wish the devs would make UI customisable, be able to lay things out where you want and choose different designs for different parts of the UI (like the icon packs that PC can obtain).
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Say A is Ruin and B is undying
A gets cleansed first while B is still on the map
A essentially becomes B and the original version of B is discarded
If the new version of B is cleansed, it will not move to another totem, the perk is removed
If another hex is then cleansed after A has already become B, it will not move to another totem, it will be removed
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1) Naming and shaming isn't allowed on the forums
2) Survivor queues are long enough without killers throwing a hissy fit and refusing to play a match because they don't like how some survivors play
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@freddymybae said:
https://forum.deadbydaylight.com/en/discussion/comment/1856872#Comment_1856872
I didn’t say he is lol. Altough he is a decent killer
Well he is one of the most complained about killers, so surely you must think he's a good killer if so many survivors complain about him.
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@KingOfGhost said:
@indieeden7 @MandyIsATwat so let me see if I got it right at the end of the game where killer supposed the more dangerous have two options either let the survivors reset all the damage they made or throw the game by opening the gate. In the end the power role lose all the power they have survivors rewarded with a free escape ( no matter what the killer will do) all the excitement disappear.
Yes I see no problem with your "reasons "
Well you're the one complaining about survivors playing efficiently, you can't expect survivors to throw the game just because the killer had a match where multiple survivors got to the endgame. The endgame collapse itself isn't supposed to favour either side, implementing a change such as the one you suggested would essentially be the game giving the killers a free kill even if they played poorly throughout the match.
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Please tell me how Deathslinger is good
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Or you could open the gate yourself
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Personally my biggest gripes with the game are currently :
- Hitboxes for both killer and survivor, I still don't understand how as survivor, a killer's weapon will be 6 feet away from me and still hit but as killer my weapon will go through a survivor's model and yet doesn't harm them.
- Exhaustion add-ons, these should have been changed way back with the exhaustion nerf
- Flashlights, pretty sure the beam not giving proper feedback is a known issue but I could be wrong
- Hag's traps moving your camera, I don't expect this to be changed but it pisses me off to no end
- Deathslinger (no explanation needed)
-The gap between solo and SWF
- DS and Unbreakable, DS is evidently a very difficult perk to balance, in its current form it can be easily exploited however the majority of change suggestions I see seem to remove a large part of the perk's functionality
- Stridor negating the effect of Iron Will (specifically on Spirit), Iron Will is a solid perk that has amazing functionality without being overpowered, it is also the only perk that gives a survivor a fighting chance against a Spirit while injured. Because of this, many Spirits have began to equip Stridor which negates the effect of Iron Will and removes Spirit's only weakness in chase which I think is poor gameplay design.
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@meatisadelicacy said:
I wouldn't want to see any rift outfits in the store. If we had to suffer though the rift to get them, they should stay exclusive.
Well the devs have said they no longer want exclusives in the game, the fact that players who would get the rift outfits from the store would have to pay a decent amount of money for one singular outfit, while you got over 4 for around the same price (or theoretically free if you don't buy any tiers) is reason enough for all outfits to be added into the store.
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@AggressiveFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1853605#Comment_1853605
Detailed how? It's hard to know what kind of details they're going to change/add when we've seen the same faces for years.
I'd probably say things such as skin possibly looking more realistic, blemishes on the characters' skin, hair might see some changes again, physics may be added to some cosmetic pieces, etc. That's what I'm expecting at least.
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Or maybe survivors should just be given more information? Things like kindred by default wouldn't go a miss.
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I doubt they'll look "different" they'll most likely just be more detailed than the current models
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So 4 players DCd because you used the most broken add-on in the game? Congrats I suppose?
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Personally there are loads of cosmetics I'd love to see so I'm going to waste precious time and list them:
Steve Harrington:
- Jim Hopper (Legendary)
-Billy Hargrove (Legendary)
- Jonathan Byers (Legendary)
Nancy Wheeler:
- Joyce Byers (Legendary)
- Robin Buckley (Legendary)
- Barbara Holland (Legendary)
(There are also a few basic outfits from the show I'd like to see added but that would simply be too much to list)
Cheryl Mason:
Maria (Legendary)
Angela Orosco (Legendary)
Memory of Alessa (Very Rare)* (Linked)
Laurie Strode:
Lynda van der Klok (Legendary)
Annie Brackett (Legendary)
To be honest, the possibilities for legendary skins could extend even further if the devs figured out a way to change the character's voice based on whether or not they were wearing a legendary skin.
*Could instead be Rare seeing as it is simply a recolour of her default outfit
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Or just learn to not get tilted by people spamming a button
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You'll be able to buy it in the near future, devs said they'd be added to the shop after their calender event thing.
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@DanielPaint said:
https://forum.deadbydaylight.com/en/discussion/comment/1845389#Comment_1845389
And why? Can you explain or are you just here to write Bs?
All the killer has to do is turn around and follow blood marks (much like how people played original legion) and DS would be made useless
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It would be cool if they made it so that all indoor maps are made so that the rooms that contain generators/the area surrounding a generator is significantly darker than the rest of the map. You would be able to tell that there is a generator inside by looking into the room, instead of having to look for clues that players may not even notice (such as blinking signs).
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@Shroompy said:
How do you know they're hacking the trophy? I don't play on console so I don't exactly know how you would
Was able to stalk through solid objects and speedhacking
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Actually it never has, people expected Lucky Break to hard counter Oni in the PTB however you still produce blood orbs. It works the same with things that apply hemorrhage, despite leaving more blood pools, you don't leave any more blood orbs than you would normally.
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Dude how are you missing window hits as Deathslinger? All you have to do is get the survivor in the middle of the vault and you'll get the hit.
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I wouldn't really care, it wouldn't really add much to the game.
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Exhaustion add ons don't have a place in the game anymore, when Huntress's and Clown's exhaustion add ons were introduced, exhaustion recovered while running. It no longer does and so exhaustion perks can only be used once per chase when previously, they could be used multiple times per chase. So now what exhaustion add ons do is completely remove a perk all game for a survivor (unless it's Sprint Burst), which isn't very healthy for the game.
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@ChiTenshi said:
https://forum.deadbydaylight.com/en/discussion/comment/1838520#Comment_1838520
Hence why Ghostface and Mike Myers are useless (along with some other stealth Killers).
So, your idea of making a perk weaker against stealth killers is to delete all functionality of the perk?
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Not often, maybe once or twice a year
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Dude RBTs are meant to stall the game, that's Pig's entire power.