se05239
se05239
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- se05239
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Added another thing to the list, that survivors who're intoxicated cannot see the red stain. Would help with mindgames.
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Clown, definitely. Nurse's a good second.
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Every map needs to be reworked before "Goodbye Bloodlust" can happen.
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From what I've ever heard, that's a no. It sucks but like, stuff.
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Why're you going all-out with your best add-ons on rank reset, where the games are usually the easiest? Counter-productive, if you ask me.
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Licensed killers won't be available for purchase with shards, only real money or Auric Cells.
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Maybe add a survivor perk instead that has a counter? It'd not be too hard to make and besides, there's band-aid perks for everything else so what's one more to the mix?
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There's no reason to disable a feature on some maps and keep it active on others. Considering how much of a spaghetti filled stew of code Behavior has used for their game, something as (should be) easy like disabling something for particular maps could ######### ######### up.
Bloodlust can go away when all the maps have been fixed.
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Clown fit more as a Poison/Fairy tbh.
You could have updated the OP in your original thread and left a fresh comment to bump it up, instead of making a fully new thread.
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This is why we need dislikes back.
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There's a lot of killers in need of Quality of Life updates more than reworks.
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You've already failed to escape twice. Why do you deserve to escape the third time?
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My idea for a secondary objective for survivors aren't really that original, or complex.
Find parts to speed up generator repair but you can repair generators without parts at a reduced rate. This means that survivors are inclined to go on scavenger hunts to find parts to put in generators. You can put in several parts in a single generator to speed up repair time tremendously.
Default generator speed would be increased by a lot but each part would noticably increase repair speed and also boost great skill-check progress.
- 0 Parts - 120 seconds repair time. Great skill-checks reward no bonus progress. Slightly reduced chance to trigger skill-checks and skill-checks are smaller. Generator regression is more effective.
- 1 Parts - 100 seconds repair time. Great skill-checks reward 1% bonus progress. Slightly reduced chance to trigger skill-checks.
- 2 Parts - 80 seconds repair time. Great skill-checks reward 2% bonus progress. (The current live version)
- 3 Parts - 60 seconds repair time. Great skill-checks reward 2% bonus progress and there's an increased chance to trigger skill-checks.
- 4 Parts - 40 seconds repair time. Great skill-checks reward 3% bonus progress, there's an increased chance to trigger skill-checks and great skill-check zone is larger. Generator regression is less effective.
- 5 Parts - 20 seconds repair time. Great skill-checks reward 3% bonus progress, there's an increased chance to trigger skill-checks and great skill-check zone is larger. Immune to generator regression.
Akin to the brand new part, installing a generator part forces the survivor to complete a few skill-checks that doesn't reward any progression of any kind but will force the survivor to retry installing the part (and suffer some regression) if failed.
Installed parts cannot be removed by killers or survivors and parts that have been used will reappear on the map randomly within a time limit. I also believe this would help fighting 3-genning.
..feedback?
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Soon™
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Just pinging you people since he has some really good idea and as a long-time positive influencer for the game.
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@Jdsgames said:
https://forum.deadbydaylight.com/en/discussion/comment/573827#Comment_573827
Hey I just wanted to point out 4vs16 breaks down to 1/4 and 5/20 breaks down to 1/4 the ratio doesn't change XD. @TAG
@Jdsgames It kinda does as survivor perks have more impact than killer perks.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/75038/hex-ruin-slowing-down-the-game
"costing you a precious 15-20 minutues"
"every 60 seconds restore a random pallet"
"a perk that makes killer movement speed 15% slowing when chasing."
What rank are you?
@TAG 20-15.
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@Peanits said:
Sounds neat. I would say that it absolutely must be based on your highest rank during that season, though, otherwise you would get people who would get to rank 1 and then stop playing just to play it safe.
@Peanits I have to agree with you.
I rather the rewards suggested to be reduced and adapted for rank resets, letting you be eligible for each tier once per season.
And as mentioned before in this (and many other threads), rank rewards and devotion rewards are both something that needs to be added in the game.
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I've been suggesting a lobby UI that shows everyone who's in a SWF and with who, plus add a reward for the killer (and solo survivors) for playing against/with the SWF(s).
But it kinda boils down that survivors don't wanna get dodged. It'd inconvenience them too much. Heck, I often see survivors wanting the lobby to be changed that the killer cannot see what survivor they're playing as or if they're using an item or not.
And between the two suggestions.. I fear that if Behavior were to implement one of them, survivors would be the ones who'd get their will through and killers would be ######### over even more.
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My biggest issue with the shards thing is that each outfit that you can purchase with shards cost so freaking much. The amount of time you'd need to grind for that amount of shards is mind-blowing.
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Stop asking for Legacy. It ain't coming back.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/573388#Comment_573388
@se05239 Not my decision to make. Since BHVR IS making more Killers whether we want them to or not I may as well request another 110% Killer.
Well aware, dude. I am just dropping my opinion in the matter.
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Or instead of more killers, why not improve the ones that we have so they become more viable choices? It'd not even hurt the game in any way, as killer variety would go up, thus hopefully ending the stale as ######### meta.
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I remember one a long time ago but nothing ever comes of it, so nobody bother discussing it anymore. Was there one recently?
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Buffing the Doctor would make the game less fun for survivors and that's not something Behavior's going to risk. He's already considered one of the most annoying killers for survivors to face, especially if you're going for the three-gen strat.
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Since.. forever? You can only lose Bloodlust in three ways;
- Not be in a chase for a few seconds.
- Break a pallet.
- Damage a survivor.
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They won't ban anyone.
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Her add-ons need a revisit but she herself is fine at base, I think.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/571178#Comment_571178
How would go about OVERHAULING clown?
Personally, I'd like to see his tonic take more area, while being able to throw bottles at a faster rate.
@NMCKE There's a lot of fun ways you could improve the Clown by adding some new things to him.
Looking back at my old Clown buff thread, there was plenty of fun suggestions. Like, having the Clown release gas while reloading and such. Cranking the stats up is a pretty boring (albeit effective) way of improving him while adding new tricks into his arsenal would be preferred.
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if you really need to support the developers, there's a cosmetic shop in-game that sells virtual goods at way-too-high prices for you. Just buy a few skins or something.
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Only 10% of all survivors and 5% of all killers have managed to get to rank 10.
Let that sink in.
Why do you think the developers balance their game for the low ranked?
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Juggernaut (Killer)
Press a key to dash a short distance forward, breaking through any pallets in your way without slowing you down. Juggernaut has a 120 second cooldown that's reduced by 5 / 10 / 15 seconds each time you get stunned while its on cooldown.
Shaky Handed (Survivor)
Increased chance to trigger skill-checks at the cost of the skill-checks being reduced in size.
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@xllxENIGMAxllx said:
Leatherface need a rework he truly need some fix.
First his chainsaw should have no cooldown when canceling it , when charge is at 100% the chainsaw start swinging like billy. Those would be some great changes i think.
As for overhaul/buff we can include trapper , doctor and legion.
Legion they need to rework DW effect , change his pins to apply with DW effect , reduce fatigue by 1s and do not deplete gauge when hitting with m1 attack..
As a personal note i want legion to put pressure by running on maps with frenzy for that to work they have to bring back his speed and maybe, buff his base power with more duration and bring back the cooldown to 15s. I know some of you will find that OP but it's not for three reasons. 1. You can't kill with frenzy 2. you can't exploit DW effect 3. His current pressure is weak due to survivors spreading.
Doctor have great add-ons but he's add-ons reliant due to his base kit being weak. How to solve that is quite simple first increase his shock therapy range(base kit) and increase the shock duration by 1s. I think is all he need to viable at red ranks.
Trapper well we all know the issue he lose too many time picking and placing traps. So simply allow him to start with 2 traps and remove the dead hard counterplay for a start. Reducing distance between traps could help too due to maps being way too big.
As a bonus Clown may need some changes too his power help him for chase but nothing else. Thing is his base kit is weak and are add-ons reliant to be good at chase (ether and flask i'm looking at you). So remove the slowdown when throwing a bottle and increase intoxication by 1s, reduce his reload speed to 3s from 5s.
@se05239 i think this thread is for you my friend.
@xllxENIGMAxllx Thanks to for the notification. I'd love to see Clown improved but he's not the worst out of the bunch.
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Clown mainly, followed by Doctor and Trapper.
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@sluc16 said:
https://forum.deadbydaylight.com/en/discussion/74562/a-very-unpopular-opinion
Isn't the doctor free from the beginning?
@sluc16 Not for PC.
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Meanwhile, survivors are heavily against the idea that the killer should know who's in a SWF and with who. Its almost like if they don't want killers to dodge them or something?
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@Vaako1337 said:
I've noticed a problem with just trying to load a 4th in. I'll sit on 3 survivors for half hour and a 4th will never enter.
@Vaako1337 Its an old lobby bug that has been part of this game since forever. If there' three survivors in the lobby, the fourth one rarely joins. So if no fourth survivor joins within 2-3 after the other three, remake the lobby.. or wait patiently for one of the three to leave the lobby.
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A ban for camping?
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..Nerf.. the cannibal? What. You must be rather new to this game, if that's what you think.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/569566#Comment_569566
@se05239 Dude! Only now am i truly thinking of the possibilities.
I can just imagine a Scratched Mirror being slapped onto a Shape while in Evil Within 3.
Or a Huntress suddenly 1-shotting.
@Boss Getting your murder-boner on, eh? Well, you're not capable of finding Ultra-rare stuff with Ace in the Hole, so you shouldn't be able to find stuff like Iridescnent Hatchets and such with this add-on perk.
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I'd love to get Speed Limiter as an add-on.
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We'd see much more killer variety if they changed the maps to be killer favored.
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YES.
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What'd change? If people just "leaves games on first hook" if they're afraid of being mori'd, then they'd do the same on their second hook instead. Or just straight up not struggle and die instantly in phase 2.
Killers are already punished for using moris by not being able to rank up.
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Clown → Ruin + BBQ + Save the Best for Last + Pop Goes the Weasel
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I suggested in another Monstrous Shrine thread that I'd like it to be turned into a token based perk. You'd get one token per hook. For each token, the EGC timer would get reduced by 3/4/5 seconds. If you have 11 tokens (basically three hooked everyone except the final survivor who's currently searching for the hatch), then the timer would be reduced by 55 seconds at max.
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It'd not work thanks to SWFs.
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Its so easy to deny NOED.. its perfectly fair.
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If they add Demogorgon as a killer, it'd open up the possibility for more monstrous killers. Finally we can get that werewolf!