muddywater
muddywater
About
- Username
- muddywater
- Joined
- Visits
- 1,652
- Last Active
Comments
-
@YOURFRIEND said:
These are pretty good, common sense buffs. I like auras and information sharing as a way to encourage survivors to work together. The shadowborn one is absolutely pointless though.
You're right, Shadowborn still needs more of a nudge. I think it would be in a good place with the effect in op AND "Shadowborn now highlights whenever your aura is revealed to survivors by any means."
-
@Ryuhi said:
I mean its kinda simple when you consider that you can have 4 gens giving out a UAV of entire areas of the map with no real penalty while kindred requires at least one person to be hooked and you can't really benefit from spreading multiple around the map.
I get the overall comparison, but its kinda silly in perspective.
SWF communicating is already much more effective, without the restrictions of wire tap. 1 person in a SWF can equip Alert for similar info that can be shared with teammates, not to mention when the killer kicks pallets/walls.
Wire tap should work with open handed, and blast mine should be unnerfed.
-
Survivors would complain their exploit was removed. That is the main reason.
If the entity spiked the dcers husk at the same speed as a hook death there would be no reason to complain about it anymore. It would still be faster anyway since theyre not being carried to a hook.
-
OP your build is quite good and I would have a challenge if I went against you. For my fun if that happens, please consider running Zanshin Tactics next time you play kthx.
-
@ThiccBudhha said:
To be fair, is the timeout genuinely a "consequence?" I mean, I guess it acts as a deterrent regardless... But I do not know, man. Quitters gonna quit, penalty or no.
I will say right here, without a shadow of a doubt, YES!!!
-
Game is already unplayable on consoles, turning off the dc penalty to also make things significantly worse on pc was a mistake. You cannot expect to please every person's silly rulebook so they stay in the game.
-
why didn't you trash your console and spend +300$ on a new one? rookie mistake, maybe someday you will be good enough to play this game
-
If they can't do more zombies, then AI control should be base kit. You could look at a gen, activate your power, and if a zombie is near it they go to it. Or after highlighting a gen, the next zombie respawns near it.
I would also buff the base zombie movespeed.
-
@van9684 said:
https://forum.deadbydaylight.com/en/discussion/262415/are-the-devs-even-trying-anymore
Yeah I think so. It’s a big game across multiple platforms with thousands of players. Each code can make or break the smallest thing. It’s one of those things that unless you’ve been a dev, you’ll never know.
For a top 10 game on steam, the lack of testing and the level that the game routinely breaks is unprecedented. The devs can't expect the popularity of the game to stay with this behavior.
-
It's simple: Give him a third gas, which is only accessible after getting hits or intoxicating survivors. A gift from the Entity.
Gas #3 is a very volatile element, pulsating with the Entity's power. The bottle breaks silently, has a larger explosion radius, and the gas is invisible to the eye, until it reacts with another gas. Gas #3 can stay potent airborne for up to 30 seconds. Can only hold 1 bottle at a time.
By itself, it makes survivors Oblivious for 45 seconds. Survivors also suffer from being Oblivious with either of the following reactions.
When throwing the tonic into it, the reaction turns the gasses into a smokescreen, blocking survivors' vision. It still slows survivors, and it lasts 10 seconds.
When throwing the antidote into it, it now increases movement by 25% for all affected players.
-
What if to make infection more worthwhile, after infecting a survivor you get another zombie? Extra zombies wouldn't respawn if the infected player heals. 6 zombies could be broken and hard for consoles to run though, so I'm gonna say it would cap at 4 zombies without addons.
-
Object of Obsession is now only usable after building charges when you work on a gen, healing teammates, or being in the terror radius without being seen. Looking at the killer uses the charges. 10/15/20 charges total each charge lets you look at the killer for a second. Need to work on a gen/heal a teammate/hide for 3 seconds to generate a charge.
-
They should add fake closed hatches so multi-person key escapes become riskier. There would only be fake hatches while there's more than 1 person alive. The amount of hatches corresponds with how many gens are done and how many people are still alive.
2 gens left, 2 players alive: 1 fake hatch or a 50% chance of escaping
1 gen left, 3 players alive: 2 fake hatches or a 33% escape chance
0 gens left, 4 players alive: 3 fake hatches or a 25% chance of escaping
This, coupled with an opening animation between 3-6 seconds should make keys balanced. With this change you could also incorporate offerings that interact with the system such as a survivor purple/pink offering that lowers the fake hatch count by 1.
-
There is no reason to pick up a broken key, unless you want to be tunneled.
-
No way. Crowns are much better. I had a hard time enjoying survivor knowing half my team was wasting time on these every game.