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starpilotsix

starpilotsix

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starpilotsix
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  • I'm a little unclear on exactly what you're suggesting, but if I'm understanding you correctly, it'd go something like this:

    Left Behind

    If you're the last survivor alive, and the hatch is closed, you can open the hatch without a key. Doing so takes 45/30/20 seconds.


    If so, I agree that could be an interesting way to handle the perk. Might be better with some way to alert the killer (either directly, like a sound notification, meaning the character has to pick their moment, but that probably makes it too easy for the killer to avoid, or indirectly, like 'if you are not already the obsession, you become the obsession as soon you become the last survivor', which clues the killer in that they have to watch both the hatch and the exit gates but doesn't reveal which the survivor is going for).


  • @HazardezLizzie said:

    I just think its weird for the player to have to decide on one person of the Legion when they should be presesnted as a group. Because thats what they are.

    Agreed. Or still make them choose one member to play as but at least bring the Legion's "group-ness" into the gameplay SOMEHOW. It's like creating "The Wraith" and giving them no invisibility power but rather instead a set of traps they can put on your head. Or creating "The Plague" and have no infection mechanic, they just happen to have cool illness cosmetics but their power is teleportation. It's THE LEGION, his WHOLE GIMMICK IS THAT THEY'RE A TEAM OF KILLERS... and yet, in game, their entire powerset is... be a single killer who can temporarily run slightly faster and be able to sense individual survivors after hitting one?

    It doesn't have to be much or a massive rework. Fine, keep the same basic power, but add something that's distinctive to the concept. Have the other 3 members of the legion lurking at various random points on the map as stationary hazards/alerts, like a special type of crow. Have illusions of the rest of the group appear during Feral Frenzy with certain add-ons. SOMETHING.

  • The RNG on perks in the bloodweb IS screwed up and has been for a little while (I think it started around the Legion update? Or maybe the Mid-Chapter just after the Legion?). It used to be fine, but yeah, lately more and more if you see a perk on the bloodweb you will have to get all 3 levels eventually or it will just keep showing up and block your chances of perks you do want (I notice it really seems to kick in when you start seeing the second level of perk) Which is great if you see, say, BBQ and Chili 2, you can rest assured that #3 is coming up soon. Not so great when it's something like No Mither (for Survivors).


    That said, if a perk you don't like is the ONLY perk on your bloodweb because you're not at a level where you get a choice of 2? Take the damn perk, you're not getting anything by skipping it.

  • Yes, please. Worse because like 1 in maybe 10 times that I load the game, it simply will NOT let me skip out of the intro no matter what I press. I have to wait for the whole thing to play.

    On the other hand I'd also kinda love it if you had multiple intro movies that feature different killers and whichever one you get when you load it (or manually trigger it from a menu or something) is random. Trapper's cool but I'm sick of seeing his face all the time.


  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/436531#Comment_436531

    Well, not many killers do this, so it's fine. (Same argument is used to ignore how the survivors dictate the pace of a trial, as well as a bunch of other balance problems)

    Not many killers do this because it's not an option, because it only becomes an issue once collapse comes in. Right now, at best, bodyblocking the basement gets you one extra down (if that) at the cost of everyone else completing objectives) or annoying people (at the cost of you getting reported for holding the game hostage). As such, yes, not many killers do this. But after Endgame Collapse, bodyblocking the basement potentially gives killers an auto-kill of ANYONE who enters the basement. And I have a feeling that WILL be an issue if it's not addressed.


  • @LastShoe said:

    @Milo

    Basement is a true fear, no matter what... End Game won't change it.

    Except it will exacerbate, as long as bodyblocking the basement is a thing. Because from then on, if someone's hooked in the basement during endgame and the killer wants to exploit it, that means, guaranteed, one death, and if survivor rescues while the killer wants to exploit it, it's, guaranteed more than one death. All a killer has to do is wait for someone to be in the basement, and stand in their way so they can't get out until the timer runs out (or until they can't possibly reach the gate before the timer runs out).

    Now, personally, I'm fine with killers bodyblocking the basement to wait out Borrowed Time and the like... it's a bit scummy, but it's not game breaking, but I think bodyblocking the basement to wait out the endgame timer is way too much.

    Unless of course they alter the basement bodyblocking thing along with the collapse (either changing the whole mechanic, or making it so, for example, while the killer's in the basement/on the stairs, the collapse timer stops, or the killer loses collision during the endgame phase)

  • Nah. If everyone knows who's on their death hook then you'll never get survivors caught by blood warden because they stayed in the game to potentially rescue a comrade. Or survivors getting too close to the killer to be in position for a rescue (and abandoning a gen in the process) only to realize someone's dead. Or a killer who wants to leave a survivor up as bait only to realize the survivor they've chosen is dead on the hook.

    And yeah, I think it'll increase tunneling, if you see two survivors and you know one is dead on the hook and one isn't, for sure, some people are going to go for the easy kill to make the rest of the match tilted in the killer's favor. Yes, people can do that now, but they have to keep that information in their head, some who would do that will not be able to in every match, so on the whole, it's going to increase.

    But mostly, to me, keeping track of who's been hooked and how many times is part of the fun.

  • Random licensed cosmetics I'd like to see. I know most of them would be impossible to pull off, but some might be doable if the IP owners are flexible and/or looking for extra income:


    Leatherface:

    Suit and Tie: For me this has always been the classics Leatherface look (maybe because of the iconic scene at the end of the first movie which is where I first saw him)

    Cross-dressing Leatherface: Sometimes Bubba just wants to look pretty.

    Custom aprons: Just a variety of aprons with classic or custom-made sayings on it. From Kiss the Cook to ones hinting at the cannibalism, I'm sure you could make a ton of these with very little extra work.

    Nightmare:

    Just Robert Englund Freddy please.

    Bill:

    Hippie Bill: The Entity seems to draw people not just from different times, but from different worlds... how else to explain multiple Claudettes in a match other than they're all from different dimensions. So why not a Bill from a universe where instead of going to War, he dropped out and joined the Peace movement and stayed an old Hippie. Tie-dye outfit, headband instead of a beret, colored glasses, and a joint instead of a cigarette.


    I have to admit, the new DLC got me to finally go and watch the Ash vs Evil Dead series, and while the cosmetics we got were cool, there's so much more that could be done:

    Ash:

    Asylum outfit (from the episode the puppet debuted) with bandaged hand.

    Post-apocalyptic Outfit, with Robot-hand (from the series finale)

    Young Ash: From the Evil Dead days, older Bruce is great but it'd be cool to have your choice for the younger one as well.

    Army of Darkness Ash: Ripped shirt, gauntlet hand, grimier.

    Individual hands (possibly attached to some of the outfits above):

    Human hand. Just the basics, he's had it enough in dream sequences/regrowths/etc that the Entity might provide it sometimes in the fog).

    Stump. Sometimes Ash has to face the monsters single-handedly. I guess it might look weird in some animations, but so does the puppet.

    Demon Hand: Sure, they were separated, but I always hoped they'd get back together one day.


    I've never been a big Halloween fan but I'm sure there are plenty of ones that could fit for him and Laurie (and have seen many of them suggested over the years), although I suspect if they were willing to do that at all they'd have done it to tie in with the newest movie.

    And I'm not familiar enough with Saw franchise to give ideas for the any other outfits for the Pig aside from perhaps the black coat (or maybe just a variety of colors in general).

  • Dear devs, in my opinion the Steam achievements "Evil incarnate" (The Shape) and "Skilled Huntress" (The Huntress) are too hard to get / are nearly impossible to get.

    Skilled huntress isn't easy, but it's doable, even for an awful huntress like me. What I did was Iridescent Heads/Infantry Belt + Discordance, Bitter Murmur, BBQ, Iron Maiden (for fast reloading) and corn maps when I could, going for distant generators where multiple people were working, combined with survivors who taunted/teabag (or alternately, stayed to give free target practice) at the gate at the end. Took a while and a bunch of bad games, but I got it and now I never have to play Huntress again.


    Evil Incarnate is harder because it generally requires two iridescent add-ons, a full survivor complement and those survivors not to be jerks in addition to not being great, but with a little luck it's doable. (PWYF is a godsend because instant-murder doesn't count as an offensive action so you keep your stacks)

  • @Vlad said:
    Listen. I often meet this killers blocking the basement just for fun. And do your say me it's normal? It's nonsense, no more. Many survivors in this sutiation just leave from the game because killer is troll.

    I've played over 1000 hours, mostly as survivor. I've had a killer blocking the basement 'just for fun' (as opposed to strategically, briefly, to wait out BT or such) maybe 4 times. You must be extremely unlucky.

    Anyway, I was hoping this was a suggestion for a small, secondary passage to the basement that's only openable with a key and only for like 20-30 seconds which could make for some fun gameplay strategy (and make keys a little more fun).

  • @fluffybunny said:

    @HURRI_KAIN said:
    This has been done, but I agree it should only be for SWF, b/c frankly I'm not interested in sitting around waiting to see their loadout and thus increasing the chances of ending up in their room again only to be tunneled and camped again by the same killer.

    No, it should affect everyone. We don't know how easy it is to implement otherwise and it only really affects those who just feel like whining about any change. If you don't want to be in the lobby of a certain killer again, just block them. You were probably gonna wait around to flame them, anyway. Doesn't change anything.

    It should be easy to implement. The only reason they say they didn't is because they don't currently keep track of who lobbies in a SWF or not, but they should be doing that anyway, for many reasons. And it negatively impacts plenty of people, not just 'whiners'... new players, especially, who often learn a lot from checking the killer's perks after they get killed early ("Oh, so THAT'S how they found me.")

    You've never really advanced any good reason why it should affect everyone, just "it might be hard to do" which isn't really good enough.

    Btw the only way to "block" a killer is by using an outside app that IIRC, the devs don't approve of at all.

  • @CashelP14 said:
    If looping me for 5 gens wasn't fun he should have chased someone else lol they have already nerfed the pallets enough and nerfed healing so we don't need anymore nerfs on the survivor side thanks lol

    So you think he should have abandoned you and wasted more time on another survivor who might also loop him, only with less time to find them and down them because he's wasted so much on you.

    Maybe you should have concentrated on losing him instead of looping him.

  • @mudbloodwolfie said:
    Captain_Spaulding said:

    The people saying this wouldn't help are all people who do this. Kinda easy to spot them out.

    And kind of easy to spot out low rank killers because any high rank knows survivors already counter perks.

     It will also never fly because streamers play a huge part in the game and they want to know what they played against by end game and arent going to sit around watching other players just to see.

    So, make the hiding only apply for SWF teams, and applies only until every member of the team is dead. Problem solved. If they're streamers playing SWF, either they're watching their team after they're out, or if they die early and want to leave the match, they can have the people they're playing with tell them afterwards.

    Or they like cheating by having their SWF team let them know the killer's perks.

    Secondary, less good option: Seeing the killer's perks deprives you of the ability to spectate the match, which is another way SWFers can mildly cheat,.

    And there are plenty of perks that routinely surprise even high rank survivors. Like blood warden, which I've only seen survivors play against when they know the killer is running it, because it's too much fun for many people to teabag at a gate when the killer death-hooks somebody and can't possibly get anyone else. Or a well placed Devour Hope totem. One person in the team dies but it hasn't popped yet to the Exposed level, they can warn everybody.

  • I'm into it. I've also thought a murderous Prom Queen would be a cool idea for a killer for a long time.

  • @KillerRaccoon said:
    Interesting idea, but this just seems like a worse version of Amanda’s Letter, seeing as how the Survivors might as well not have traps on them at all. This add-on would just let Survivors know what Killer they’re facing at the start of the game, and wouldn’t slow them down at all. At least Amanda’s Letter lets you see auras.

    I do see some benefit, combining it with other add-ons... a permanent blinded or mangled or exhausted state is definitely a benefit, maybe even too much of one. Without that potential this would need to be a common add-on. It's interesting as an idea, but I think I'd need to see it over time to really judge.

  • I like it, but I do have concerns about the 3-gen cases, where it might be too easy for killers (particularly high mobility killers) to just watch whichever gens stop turning blue and rush it.

    I'd suggest two different auras, completely inactive generators one color, say blue, and maybe just the LAST kicked and regressing generator in white, as it is now (but no silly time limit like in the current version of the perk, it's in white until it's touched and for 5/3/0 seconds after). Thus it's a huge benefit early game (finding where all the survivors are) and still reasonably powerful throughout games (can monitor a gen you know people are going after, and if you've got enough map control for some to turn back blue) and potentially powerful again late game (only 3 generators left, unless they're all far apart survivors need to get clever to keep you distracted), without being overpowering.

  • Wow, I had almost this exact same idea (I'm not accusing you or anything, I never told anyone, just remarking at the coincidence), except slightly different appearances/names, and in my idea...

    1) Out of the event you could EITHER get a Entity cosmetic or Parasite (to use your term) cosmetic set. Mutually exclusive (well, maybe you could get one choice for survivor, one choice for killer, maybe one for each character, but once you'd made a choice on a character, even from buying it in the cosmetic store if that's allowed, you could never go back and get the other side). Thus, going forward, you might be 'marked' by your choice... nothing in terms of mechanics (except maybe for future events), but, like, if you're a killer who's on the Parasite side, and you see a Parasite-tainted survivor, you might decide to give them the hatch more often, or if you're an Entity killer, you might be harder on them.

    2) In my idea, the while the Entity was craving pain and the loss of hope, counter-Entity desired worship directly, obedience. Thus, instead of hooks/generators being different, there'd be "Unholy Altars" around the map. The survivors could perform a lengthy ritual to imbue it with power (functioning as one generator), or a killer could 'hook' someone on it (more like tied to altar as a sacrifice or something else), but only the death hook would count and would make the altar useless for the survivor side.

    Survivors would get entity points by only working on generators, and killers get it either for sacrificing on the Entity's hooks or using the basement hooks. There'd need to be some tweaking (so that having extra 'generator alternatives' doesn't make it too easy for survivors, maybe it'd replace some generators... but then that means that killers could permanently take a generator 'out of commission' by sacrificing someone on an altar... I'm thinking maybe have some generators being 'dead' at first, sabotaged/webbed up/wrapped in tentacles/whatever by the Parasite and only coming online if a killer makes a sacrifice on an altar, or maybe successful generator completions also wither out altars at the Parasite becomes spurned)

    Similarly, the Entity's cosmetic would look like corruption/body mutations, while the Parasite's would look more like a cult, robes for survivors, creepy elaborate costumes and masks for killers.

    Anyway, I do love the general idea of it and wish they'd try something like this for a future event.

  • I had an idea for one that's a little similar in some ways:

    Beacon:
    Your aura is visible to all survivors.
    In addition, the aura of any object or person you are interacting with is visible any time your aura is visible (even when the killer is able to see your aura), and survivors see a progress bar under your name in the UI which shows how close to completion it is. In addition, any object you drop has its aura visible to all survivors for 30/45/60 seconds.
    Increases the chance to be the Killer's Obsession. If you are the Obsession, a progress bar also appears under your name in the killer's UI whenever you are working on an objective, giving them a constant awareness of what you're doing.

  • @TragicSolitude said:

    @starpilotsix said:

    @TragicSolitude said:
    If you run a full hex build with TotH and Haunted Ground, it would be the only dull totem and you wouldn't get a notification when someone starts working on it.

    TotH notifies on regular totems too.

    I'm pretty sure the killer just sees TotH go down a token but doesn't get the noise notification.

    Yeah, my bad, you're right. Learned something new today. I guess the times I thought it was going off on dulls was just a survivor needlessly fast-jumping a window or something.

  • @TragicSolitude said:
    If you run a full hex build with TotH and Haunted Ground, it would be the only dull totem and you wouldn't get a notification when someone starts working on it.

    TotH notifies on regular totems too.

  • Her lore says she worked in a restaurant and was just coming home when her father had his rampage.

    But it didn't say what KIND of restaurant...

    So... maid cafe uniform?

  • @Hodderfodder said:
    At 4%, the chance of unhooking yourself is very slim, and every attempt loses 33% of that first hook phase. For this reason, you're at a severe disadvantage to even try. Usually it's a last ditch "no one is coming to get me, might as well" effort.

    So you're saying it's working as intended?

    No change needed hen.

  • Yeah, there's virtually no reason to HAVE a shrine except to get teachable perks you can't normally get. You can unlock the teachables in a character you DO have in no time.

  • @Mrrgle_the_Mediocre said:
    A BIG NO THANKIES FROM MCSPANKIES
    The last thing I need is for them to instantly go from 2 gens left; I still have a chance, to 0 gens left, in which case I no longer have a chance. This is extremely overpowered. In a coordinated SWF match, for just an example on why this is broken let alone just in general, you could just hop on over to a generator and hide in a locker next to it as your friends work on another gen. The second that gen is finished they notify you, you hop out, and INSTANTLY finish the last one. Also, using this ability while there are two gens left is a waste of time, as it just makes it harder to finish the last one. This perk needs some serious balancing.

    I think you misunderstand the perk suggestion. As I understand it, it doesn't let you complete the last two generators instantly, it lets you essentially 'swap' an uncompleted generator and a completed one (a completed one reset to 10% at T3), if the killer has 3 gens in close proximity.

    I still don't think it's entirely fair or needed, usually if you have a three gen endgame like that it's because the killer played well or the survivors made mistakes. But it's not outrageously unfair.

  • I did once write up a concept for an Evil Jake (a version of Jake where he became a killer, under the theory that the entity drags people from alternate universes too and that's why you can have like 4 Claudettes in one match) that's power was around survivalist traps of common items, pallets, generators, lockers, etc. He could only trap one generator at a time, but it would wound survivors either if a skill check was missed or if the generator was completed (the latter hurts every survivor who's around it at the time), or could be disarmed with a skill check partway through if you had the sabotage action available.

  • @Chasser said:
    I think merging borrowed time and we're gonna live forever would be a better idea than making a perk that takes one hit.

    Maybe abstractly, but you also have to consider: Borrowed Time is a teachable character perk (on PC, anyway) for Bill. WGLF is a teachable character perk for David. Combine them and you still need one wholly new perk for one of them to make the game consistent.

    Whereas adding a function to WGLF that does a similar thing, but in a different way, to another altruistic perk, to the bloodpoint bonus seems a bit more doable. Or something else entirely.

    Another possible idea is a slight temporary speed buff to the unhooked/protected character when you gain a stack.

  • How about:
    If you unhook somebody, for the next 5 seconds, if the person you unhook is hit, you take the damage instead.
    It's not as good as borrowed time, because you still take damage, but it helps if you're legitimately making an altruistic play to save someone at the cost of yourself, and is a hedge against farming.

  • Nah, then instead of disconnecting, people will force-stop their game, it'll be considered a crash and they'll still get BP even though they're being toxic AF. Which means it'll happen more often.

    It's a shame that happened to you, I've experienced similar things and yes, it is frustrating, but I can't see the fix as being workable.

  • A challenge that anyone can force on other people.

    What if I want to try out a new build, see how perks work together? Or, for a killer, perks and add-ons (like, for example, Myers infinite tombstone build where you need one of the speed burst add-ons like Play with Your Food to be reasonably effective). Then, boom, somebody plays this offering. Well, that's a waste of my time and possibly my add-ons as well. Maybe I get several games like that in a row. Maybe I grinded for 70 bloodwebs just to get the perks I want, and now I can't even play them every other match just because some rando decides "let's give everyone else a challenge." Maybe I see a flashlight squad of SWF so I bring in Franklin's or Overwhelming Presence, only, oops, one of them plays this as part of their plan (4 survivors means 4x the odds a team of 4 has at least one to use) so now everybody's blasting me with super-flashlights and I can't do a thing about it.

    No, if you want a challenge, YOU play perkless. Nobody's stopping you. Don't force me to. In fact, that would be even MORE of a challenge, since you're playing perkless and everyone else got perks. If challenge is a good thing, then this should be even better, right?

  • @flamestandish said:

    I would love to see a no perk mode, but as we are all well aware, if the Devs brought out an actual no perks option in the menu, nobody would click on it.

    So because the mode you want isn't popular enough for anybody to want to play by choice, you want to make it so that any of the five players can unilaterally decide to remove perks and force a drastic change to my gameplay style, either because they think perkless is more advantageous to them, or simply to troll?

    No thanks.

  • While I certainly wouldn't feel disappointed in getting more shards, I just unlocked my first free character after only basically 2 weeks worth of gametime (granted playing a bit more than usual)... I think that's more than fair.

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