wydyadoit
wydyadoit
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executioner hands down. the base version has free executions and a free hook system without all the extra walking back and forth. if he weren't carefully nerfed every patch and every time a perk gets added/changed he'd be easily broken and obnoxious to play against.considering his ability basically prevents moving through entire hallways. his movement is still 4.6m/s he has a ranged attack that goes through walls and a combination of broken, anti-stealth, and a gen regression stealth perk.
but since executioner isn't on this list i went with nightmare. since we all know how oppressive a gen based teleport can be.
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@toughluckman_ said:
I there was an option for all-rounder or flex, I would pick that. Mostly I'm a gen-rusher that runs to save my friends from being hooked haha. But because I'm always prepared for sabotaging hooks I picked Saboteur.
My builds often look something like this:
- Breakout, Saboteur, Dead Hard, Unbreakable/Adrenaline + Med-Kit
- Prove Thyself, Built to Last, Dead Hard, Inner Healing + Big Toolbox for gen-rushing and sabotaging
a bit of a mix between savior and saboteur. i like it.
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@Seraphor said:
Good for you that you're a speedrunner with a shield I guess?
I don't have the shield unlocked yet and I prefer to play slowly.
that's fine. but you have the sword. so deflect.
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i dont choose based on difficulty. i choose based on size.
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@Seraphor said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3397715#Comment_3397715
They might not be 'unbeatable', but they're certainly not fun, and I don't want to spend 30 minutes and 30 deaths through trial and error trying to figure out each of the 99 traps they've placed into the single large room they've built using minimum effort, or reward that build style.
it actually only rewards the base builder a certain number of times. after a while it becomes a waste of their time also. so really... you have nothing to lose but time. and if you're willing to prove that a base can be beaten then it will make the builder consider changing it. which means it might convince them to do something more fun. since accolades become more beneficial.
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@Onlysur5er said:
I'm technology illiterate on posting pics so I'll try to explain in text. I have purchased lvl 3 ammo reach, lvl 2 ammo detection, and lvl 2 rapid fire for ironside. However all off those skills suddenly disappeared and were replaced by gap closer lvl 1. No idea how. Since then no other skills show up on the load out screen. There is no way in my experience to fix this problem. Now here is the most important part after leveling up frenzy on the other suit the skill on ironside is now frenzy. (This just happened or I would have mentioned earlier)
depends on what you're gaming on. you can take captures on psn and xbox and use the apps to download them and save them onto your phone or pc and click the little icon in this window that looks like a moon behind a mountain in a square. it's in the bottom left corner of the text box. then just select the jpg or whatever.
for computer gaming it's even easier. you just press "print screen" to copy the entire screen. then paste it into a paint window and crop out what you don't want people to see. save it as a jpg and do the same.
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@End_of_Slayer said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3397634#Comment_3397634
I am definitely not new, I have over 20 hours in the game so far and I’m having a blast. I want to be able to have more than one bio link on my Ironside suit but I’m unable to have more than one. Here are screenshots to show I have mastered every Ironside bio link, what bio links I have mastered, and show that Kamaitachi has three bio links whereas I don’t for Ironside
https://us.v-cdn.net/6030815/uploads/ATKVMCEGYEHQ/ef3081e2-46a1-45c4-ae0c-90cc879c10a0.jpeg
https://us.v-cdn.net/6030815/uploads/AY5T2XD59QOD/44c4d76d-e2dc-4b2a-a0e0-195b024dd187.jpeg
https://us.v-cdn.net/6030815/uploads/S35W0A8O3DE2/b64a46f0-2f59-4458-9ef0-2ac3264c1824.jpeg
Edit: I also noticed the bio links are automatically equipped or they were for Kamaitachi, but they weren’t auto equipped for Ironside. That’s the issue, I am unable to have 3 bio links on Ironside
yep. definitely a bug then. post this info in the bug section.
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@Sivo said:
I'd like to suggest that players need to play suceccfully their own level before they can make it life.
That would stop unbeatable deathtraps where you just take about 20 guards with dead man's switch, make a long path with corrosive cubes all around the path, let the guards drop in the cubes as soon as the GemMats are picked up and use that to bomb the whole way into extinction.
Sure you can use a coop player which waits outside and resurrects you after everything is blown up, but that's not a possible solution to every player.
Or. You could just… shield the initial blast? Or wait in the genmat spawn? Or (and this is my favorite) shoot the closest corpse away from you.
Edit
OH OH! Orrr you could phoenix res or mag barrier
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maybe i'm just not running into these "unbeatable" levels. I've had everything from corpse drops to glitch traps to kill spheres and boxes. nothing is unbeatable. where are these mythical unbeatable raids? i want one.
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@Kapitalisten_Ego said:
Is there a chance that we can play Co op with random People. Not all of my Friends play MyM and they also Do Not play as often as me. So will there be a chance in the near future to raid in coop with randos?
Probably. Seems like a logical next step once the servers are expanded on.
though gotta be honest. The revive feature and twice the loadouts makes it super easy to beat the hardest brutal bases if you’re not just goofing around.
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@Kapitalisten_Ego said:
It would be very motivating and satisfying if the chimera changes it looks every few levels (30 or 50). If i See im making it stronger, it would hype me to play the game even more! For example the chimera could get more muscles or armor or changing the skin. if i join a friend in his Controll center and See his chimera looks different, like stronger, more powerful, that would motivate me to reach his Level too.
I’m waiting for the dlc where chimera breaks out of the tube after reaching its final form then goes on a rampage through the base and you have to prevent it from escaping the base. Then the part 2 of the dlc where you’ve tamed the chimera, rebuilt it, and use it as a wandering boss that hunts and chases the raiders like mr x in RE2.
then in meet your maker 2 where you can play as the chimera and teleport to a raid while it’s in progress to intercept the raiders during second wave.
and meet your maker 2.5 where after curing the virus the moon collides with the earth and you’re forced to create bases in outer space, but this time you build them from the ground up and can decide your own objectives by placing them to generate more resources. Which will no longer be tied to genmat, but instead survival resources.
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@Onlysur5er said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3397181#Comment_3397181
What you're not understanding is that this is ACTUALLY a bug. Ironside will have the other suits ability stuck on it. No other abilities show up as active and switching skills has no effect on this. My ironside has gap closer level 1 and no mastered skills.
This is why screenshots are important. To be honest i’m not even sure what you just said.
I just realized that you’re not the OP so now i have to figure out what you mean with your specific situation.
so you’re saying you have kamaitachi’s gap closer on your ironside. And you have no mastered biolinks on ironside? And your kamaitachi is level 4 everything? Or is only gap closer level 4? Can you still use gap closer on kamaitachi?
what level is your ironside shot tracker? For that matter what is your magnetic link and rapid fire also? Can you swap gap closer, magnetic link, or rapid fire with gap closer? What about the other 2 kamaitachi links - frenzy and quick strike? Are you going to the right menu? There is the loadout menu and the shop for prosarmogi. You have to be in the right one.
it’s definitely possible it’s a bug, but a ton of posts are people complaining because they don’t understand how the menu system or game mechanics work.
- see all the posts about delete all in base mode
- see the forbidden tombs section
- see the complaints about kill boxes
- see the complaints about currency being hard to earn.
there are definitely bugs, but if I don’t have a video or photo then I’m only able to interpret from what has been said. Replays, death counters, and servers have been buggy so it’s possible the shop menus and loadout menus are as well.
what was said by the op initially makes it sound like the player hasn’t earned the ability to swap the perk yet. 🤷🏻♂️
screenshot it or post a video. Makes it a lot easier to see what’s going on. and that’s true for devs as well. Plus this whole post isn’t even in the “bugs” section. It’s In the “general discussion” section. Makes it seem even more likely a player is newer and unfamiliar with the menus.
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@RaidenHusky said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3396887#Comment_3396887
It just REALLY sucks the holo cubes cant be re-skinned. Makes it so if you wanna use that trap you have to have an ugly base because otherwise its easy to sus out which ones are the holo cubes
it's not even just that. the fact that they only imitate bedrock really limits their viability.
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@hastarkis said:
>>With everything you described it dose not sound like exploits to me. If it’s possible could you explain how some of the things you mentioned are exploits? @magic1236
Second wave corrosive cubes let traps trigger through them (although traps shouldn't trigger without clear LOS and they work so with normal corrosive cubes). It is a bug that makes outposts much harder and people use this bug making whole maps around it.
I don't think it's punishable (BHVR usually has special list of forbidden exploits and new bugs aren't in this category) but it's a bug exploiting.
As for HRV, devs said they don't want to make his death impossible, they stated they like mazes being a thing, if builder wants to create one - builder can.
@TehoKone said:
The major issue currently is targeting through the acid block. Too many maps with full rooms of blocked vision and flames in nonsocial matches.
Then there is the grey area. Using piston to kill the rover at the start. Rover can be saved with a quick shot, but with melee-only gear, it is not possible to save rover. Sure it is harmless in most maps, but then there are these 20min mazes where it is just cruel to kill it. So does it count as an exploit to kill the rover at the start? I would like to know.
And the final question; are there any consequences for exploiting, or should I join the club?
I also found this scary bug
The line of sight with corrosive blocks is a bug. should be fixed. wouldn't call it an exploit since it doesn't make that much of a difference.
i run light sword, shield, grenade, and flash barrier. pretty much most things i figure out can be sprinted through.
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@LeRauxe said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3397118#Comment_3397118
I don't think he does, at least I haven't seen it even once. Would be good if it worked that way though
he does.
edit
you can also make him flip directions by simply blocking his path long enough.
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@Seraphor said:
I like to build a little extra thing around a tomb, with a couple of traps. Makes it feel earned, and if they die it's a fair trade, a death for some loot.
Eats into my rating quota though, making otherwise non-brutal outposts ending up rated Brutal anyway...
i try to avoid using explosives near it so that way if they die to my traps it won’t open the tomb and they can try again.
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@End_of_Slayer said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3397083#Comment_3397083
I did upgrade in coop I think but I don’t exactly remember. I do have all the bio links mastered and I can swap them out, it just lets me only equip one at a time instead of all three like my friend. And changed to the melee suit still had the same issue where I could only have one equipped, but that may be because I didn’t purchase the other bio links for it?
bio links are assigned to slots 1-3. you have to have the bio-link for the slot you want to trade out mastered for both suits. i don't know how else to explain it.
for example, if you have tier 4 gap closer you can swap it for tier 4 magnetic link. you have to have both mastered.
you have to have all slots open and tier 4. if you don't have the other perks that's why.
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@Seraphor said:
9000 capacity outpost, severals hours spent building it, Brutal rating, 1 raider in first 24hrs, 70/125 prestige points.
Make it make sense.
If you mean the 9000xp. That’s the point.
capacity is typically 750-4500. I haven’t seen anything higher.
edit
unless you mean a level 10 base. But i figured you just meant/confused the 9000 genmat resource.
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Can confirm. Happened on my base. Explosions go through walls with 1/4 and 1/2 tiles
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I have a different, but similar bug. I have a base that wont stop showing the same 30 deaths. I hover them every time i enter the base, but they reappear when i load it back up - even when my filter is set to “new”
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@HideSpikes said:
Hello! I spent a long time building a difficult brutal outpost, nothing impossible or lazy about it. Gen mat from it ran out too fast - players just did not have time to play it, and those who did - gave up after 1-2 deaths. I even got a couple accolades, yet still my outpost just runs out of gen mat and I don't have enough to prestige it. If these players didn't just give up 2 minutes in - I would have enough points to prestige it because they haven't even seen half the outpost. I imagine that because they went there and abandoned it it got recommended to less people since the system thought "this outpost had enough players". Now I have to reset it and start my prestige from scratch. Why? What did I do wrong as a builder?
Point is, if a player abandons your outpost, some compensation should be awarded to you in terms of points or something. It is really frustrating
You’re not getting punished. If they leave then you get a death. Higher capacity bases require more deaths and accolades to prestige. You can still refill it.
edit
look. Here’s how it works. Prestige for a capacity 1 is 30 points. 2 is 75. 3 is 125.
it’s 600 to refill and 625 to prestige regardless of size or genmat.
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@magic1236 said:
I have to admit I always go searching for these the very moment I begin the map, since I know people either don’t bother incorporating them or don’t know about them. Or they just give them free witch is nice. I definitely think it’s awesome when they use them creatively. I say it’s fine if they are ignored, just given to for free/ free path to them, or in operated or used to kill. Only thing one shouldn’t do Is block them off to be trolls and such.
I will say I have decided to make it a signature style of mine, to use the necropolis deco pack around the forbidden tombs due to their names. Make it like an ancient tomb or ruin was in this burial site before the outpost was built and such in a sense.
Only down side to this is makes it where I only have 4 option deco packs to choose from instead of five
I have a signature style i use also. If you ever end up on one of my bases you’ll know by the tombs.
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@Darkyan said:
Same issue on Ps5.
Choppy, laggy at time. Skipping entire minutes in a frame.
Can't rewind or skip chunks of AFK people.
Really need to add those features.
I've had games of 28 minutes where I had to spend 10 minutes at full speed just to see how they died and if my traps were effective.
some of the issues with "choppy" is because the player you're watching has crappy internet.
the replay is server sided, but the outpost raid is client sided. so when you get the replay it has been recorded based on what was sent to the server. then the server sends it back to you. which is why the timer doesn't stop even if the player freezes or continues to run in one direction.
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@End_of_Slayer said:
I’m on PlayStation 4 and my friend is as well. For some reason, he is able to have multiple bio links equipped to one suit, I have both suits unlocked but I can only use one bio link and i have all 3 of the iron guy’s bio links mastered, but it doesn’t let me use all three of them. Am I the only one experiencing this?
"can be swapped onto another suit's activated mastered slot" "you must master your current perk to be able to swap it"
which means you have to master both.
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@RaidenHusky said:
I used to think there were unbeatable burial sites that people publish. Aka, what the community is calling "Kill Boxes"
But I have for sure changed my mind on that.
The biggest problem with Meet Your Maker is the same problem with Dead by Daylight: EDUCATION!
I had NO idea the Phoenix Pack was a thing! I didn't realize I could drop down a shield dome! I didn't realize I could upgrade my SUIT, not gun for some reason, to increase my fire rate and the range at which I get my ammo back! All these things, and MUCH more should be MUCH more clear and explained better! (especially people needing to learn what a Forsaken Tomb is)
Since learning about certain interactions and consumables, I no longer believe in kill boxes! Im welcome to being proven wrong! But I think if it was clear all the tools you had at your disposal, and how they worked/what their upgrade paths were, people wouldn't feel hopeless.
BHVR, on MYM and DBD, HAVE BETTER WAYS TO GIVE PLAYERS INFO!
yep. that's where player skill comes in. players that read and research are at an advantage.
kill boxes are easy wins. the real challenges are the maze maps with all grey walls and distorted topography. those maps tend to have fake out cubes and double back traps. ammo captures. and the most annoyingly terrifying thing... empty hallways.
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@Ghorhammer said:
So I know there are some unsportsmanly folks out there, but I'm starting to encounter an OVERWHELMING number of Outposts where folks have walled off the Tombs. This is extremely distasteful, it doesn't hurt you if your opponent robs the Tomb, it doesn't cost you anything.
Stop doing this.
if anything it hurts your bases to wall them off. because there are less goals. less goals means less player interest in your map. less interest means less chances for deaths and less likely get accolades. which means less prestige and less currency. which means your base becomes unsustainable. it's a slippery slope. tread carefully.
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@Rimaka1 said:
@wydyadoit its very clearly an exploit/bug. The piston reaches outside the allowed building area and kills the HRV before anything else can prevent it.
@Iron_Cutlass Thats vastly different than just killing the HRV before anything can prevent it. One is a clear exploit, the other is intended gameplay.
guess it depends on how the devs see it and whether or not the community embraces it.
i personally see "korean back-dashing" as an exploit/bug, but the entire fgc sees it as a skill.
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@Seraphor said:
So, I'm a little confused about the death/currency mechanics here.
- If you die, you lose everything you picked up?
- If you abandon a raid, you keep your currencies, but lose any genmat you collected.
So when you find an outpost that has the vaults out in the open, is there any reason not to just grab the loot and abandon? Then jump back in and complete it, without the risk of losing your currency gains.
Yes you lose some rank progress, but I don't see any reason to care about that right now. You gain about 150 for a win and lose about 10-15 for abandoning.
death resets the map. you bank everything you've picked up. you don't lose anything.
builders get genmat for killing raiders and you get an amount of currency that drops based on the raider's level.
my recommendation is to look at the normal difficulty bases for a capacity level 3 base with a normal danger level. then go open all the vaults and run away with the genmat. you'll get the most out of those. capacity level 2 base and capacity level 1 bases only have 2 and 1 forbidden tomb respectively. so you'll end up getting less currency.
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@Seraphor said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3396394#Comment_3396394
I just played one where they purposely surround theirs with window boxes.
What's the opposite of an Accolade? Can we get those for these people please?
🤦🏻♂️that player literally shooting himself in the foot by doing that.
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@chezpizza said:
I have started to quit bases that have clearly and purposely covered the tombs without trying to incorporate them.
that counts as a death and awards the builder free money.
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@hastarkis said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3396167#Comment_3396167
If player hates raiding then the player doesn't build because doesn't have enough resources for that. Building isn't cheap and you need more than 5 raids per day to maintain your five bases 🤷♀️
raids give more genetic material anyway.
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@hastarkis said:
>>you want currency too right? if a vault gets opened, but not picked up then that loot becomes your loot.
Are you sure about that? Because this insensitivises pretty cheesy setups with huge acid pit under it to prevent players from picking up dropped resources and/or some traps that can destroy tomb before player can reach it. It's already here to piss raiders off, that's enough.
If players die they don't get those resources, yes, but neither the builder. And now you say I can easily farm my own tombs with self-destructing traps? I don't think it's possible...
i edited the post to reflect my original meaning now that i'm not half asleep typing.
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@hastarkis said:
>>you want currency too right? if a vault gets opened, but not picked up then that loot becomes your loot.
Are you sure about that? Because this insensitivises pretty cheesy setups with huge acid pit under it to prevent players from picking up dropped resources and/or some traps that can destroy tomb before player can reach it. It's already here to piss raiders off, that's enough.
If players die they don't get those resources, yes, but neither the builder. And now you say I can easily farm my own tombs with self-destructing traps? I don't think it's possible...
i meant to erase that part. i was tired and jumbled up my words when i wrote it. basically what i meant was you have a better chance of killing a greedy player trying to go for a tomb.
more tombs mean more currency for raiders. if you cover it up the. raiders will just go for the genmat and run away. or if you don't defend your vaults then youre essentially missing out on potential kills.
each tomb drops 50-100 (in my experience) mixed currency.
so we're talking a possible 250 currency just from tombs. that's practically an entire chimera level in synthite or parts.
but anyway - point i was making is builders want currency too. so use greed to make players give you currency by dying going for tombs.
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@LeJuriGeek said:
Hello !
I've 2 outpost level 10 and I can't upgrade them cause their are at max level. Then, when I show tutorial, it's say that it's possible to restart outpost since the prestige parameter but I don't found this option. Can you help me ?
Sorry for english mistakes, I'm French...
You can’t. 10th prestige is final prestige as of right now.
you have to make a new one. However, you can keep up to 200 maps for social matches with friends.
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I saw someone with ********** for the name. So… I’m also curious
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@konchok said:
The real question is how in the hell do I earn enough synthite to maintain bases? One of my bases is an Easy champion base that's averaging 4 kills and gets 10 plays per hour and it's not earning enough synthite to maintain itself. Like why??? And the best way that I've found to get synthite is by raiding and looking for the skulls, but I think they changed something from the beta because I think now they offer either parts or synthite and I feel like I get unlucky and get parts the majority of the time.
You raid and open vaults and level the chimera.
raid large bases as they have 3 vaults compared to the medium and small bases which only have 2 and 1 respectively. Difficulty doesnt matter. You can raid normal bases for the 900 genmat and still do 3 vaults if it’s a large map.
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@JustWhimsical said:
How does one collect the red resource on the top left, I don't know if this is a dumb question, but it's always the resource I have the least of and I have zero idea what exactly it's called or how to get it lol. Only ways I know are through leveling up and upgrading the chimera.
You get it from:
Dailies. Weeklies. Leveling the chimera. Leveling your account.
Top of the screen is your tribute level. Max level of 7. Goes up as you earn xp. At level 7 it repeats to give you maximum red cells. Resets every week.
advisor diamonds - genmat levels. These are the 5 resources you get passively from bases or actively from raiding bases. Leveling up an advisor gives you a chimera segment.
chimera segments along with all things red cells can be seen at the chimera terminal.
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I second this. If for no other reason just to track the stat.
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@GamerNesto said:
Hello BHVR and friends --
There should be an option with of course confirmation notification to clean or complete eliminate everything. This could help when you want to redesign completely your Outpost faster instead of deleting everything one by one.
Thank you --
This button already exists.
it’s in the item menu at the bottom right of the panel.
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Is this an exploit or a feature? pretty smart tactic to remove the guide early on.
i know some people do boltshots or bombs at the start so you’re either forced to wait until the harvester is gone or you risk getting it killed.
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@Seraphor said:
I don't think I even get 8 visits per run yet. Either the builders are grossly outweighing the raiders or there's some kind of bs youtube algorithm that prevents your outpost getting to the top page.
Builders grossly outweigh raiders. Should be obvious from the math.
1 raider can have 5 active bases.
so a 1:5 ratio.
assuming a player hates raiding because “too hard” or “unfun” then that player effectively makes their portion of the ratio 0:5.
🤷🏻♂️
factor in the pre-built maps made by devs to kickstart the actual game’s multiplayer (because you have to raid to build a base so who does the first player raid? Or what happens if all bases end up decaying at the same time) and you end up with even less raiders to bases.
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@drsoontm said:
If I get one single visit?
My outpost, prestige 3 got raided 8 times in total (and did 17 kills). (edit: that's for the 3 prestiges)
From that I got 4 Fun, 2 Brutal, 4 Ingenious and 1 Artistic
I feels stupid to pay for 12 hours if nothing happens during that time. Talk about a waste of both time and resources.
The point of prestige is to keep the map you already paid for if you like the bedrock, vaults, and genmat locations. It’s also usually cheaper than buying a whole new map.
edit
also -
the point of bases is passive xp. They’re not meant to give you income. Income is earned by raiding and opening vaults or leveling the chimera.
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@mojohellcat said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3395464#Comment_3395464
You're still not getting my argument. This is for prestige not buying outposts. You're not building a new one you're simply Restocking it. So I don't see why that has to be strictly synthite. After 10 they can't be used again. Currently people aren't getting enough plays on their maps to even get a prestige which makes you wonder "why am I spending all my synthite on bases that aren't even getting played? "
i get what you're saying and i still disagree.
because the main point of the game is raiding. not building. you get the most currency from raids.
one of the biggest issues i've seen is bases aren't utilizing tombs and sometimes raiders aren't even looking for them.
forbidden tombs are essentially currency vaults that drop anywhere from 50-100 mixed currency.
the size of the map (not the difficulty) determines how many spawn. between 1-3.
besides that if you spend more time building than raiding then there wont be enough raiders doing bases to make it worthwhile.
you can get a healthy chunk of synthite from vaults, but leveling up the chimera is also a decent strategy. if you're not playing the brutal maps after a certain point of course it's going to feel like you're not getting enough currency because you're not getting xp for your venders which in turn means you're not getting levels for your chimera.
a 4500 map with 9000 xp resources costs a little under 1200 synthite. ~60,000 synthite to buy 5 maps with 15 vaults. takes half a day to process them for the 9000 xp resources. so 45000 xp.
on the other hand you get 5000 varied xp or a little over 3000 specific xp for doing a single brutal raid.
do 15 basic brutal raids and you've made a half a day's passive income. maybe more. do some curated ones and they count for basically half.
bases aren't the main game.
but over the course of 15 matches you'll earn way more synthite.
so maybe you're not raiding enough
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393275#Comment_3393275
The devs called it "hard mode" iirc so I don't really know what you're referring to
You can get up as much as you want, yes, but the killer knows you have it, and even if they do slug you, you can still die from bleedout, it doesn't make you immune or significantly extend the time, especially considering how much you would go down with this perk
they called it hard mode because that's how the community refers to it and how it initially feels. not because it's meant to be "hard mode" from a gameplay perspective.
there's actually a strategic point to it.
the only reason a killer knows you have it is because there isn't anything else in the game that causes broken at match start and killers can see who has broken. otherwise it would be like unbreakable and soul guard.
the perk works best if you use it to tempt the killer while he's carrying another survivor. the fact that you're already injured makes some killers want 2 hooks for the price of 1. if you bait the melee attack and the killer misses then you just shaved off some of the time required for the struggling survivor to escape. you can combo it with breakout for better effect.
if you go down while baiting then you can combo it with tenacity and unbreakable to get back up.
soul guard+we're gonna live forever it is a pretty beefy combo also. and if you screw up you can try to get back up.
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i want to know the danger values.
that way i can take a high capacity map and put the highest amount of traps into it without going over "normal" that way I can build s fancy dungeon.
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@chezpizza said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3395692#Comment_3395692
So I do try to incorporate these vaults when I can but it's a bit difficult trying incorporate them naturally as it consumes alot of resources.
As a raider, unless the vault is close to the main path I don't tend to venture super far, which I feel others probably might be doing too. So why waste the resources?
because it has the benefit of "pay it forward" which ultimately will benefit your long term base building.
small bases can have up to 1500 capacity. 1 vault.
mediums can have up to 3000. 2 vaults
large bases start at 3500. 3 vaults
assuming your base's capacity is the lowest possible value - which i think is 500? you'd be hard pressed to create anything that is artistic, but to say you couldn't build a 3x3 tunnel to both is a bit exaggerated. even just enclosing the entire space in a dome would work.
i've seen some players take the prefab and just hide traps in it and add guards. and the interesting thing is that sometimes it works.
🤷🏻♂️idk. maybe i just don't get the point of building houses when all you need is a dungeon.
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@Iron_Cutlass said:
INB4 someone says, "use it when a Maker spams Guards in a room," I am aware of that, there is just one slight issue; the Plasmabow uses Striking Damage.
Most Makers that spam Guards in a single room normally put some sort of Armor on them since it requires two body shots (suggesting you actually hit the armor) or one headshot, and you can force people into melee combat by wasting their bolts (and even completely denying them via Corrosive Cubes to catch Guard bodies/bolts).
I get that the drawback for the increased ammo capacity is that, "it cannot destroy traps," but even the thing it excels at, which is killing Guards, it does a poor job of because it cannot destroy/strip armor off of Guards; so you either just need to get lucky and hit an unarmored point on the body, or hit a headshot... Because it is Striking damage, it is only good at hitting flesh... that is it.
This is not even considering that Guard spam is completely countered by well placed Blast Grenades which does a significantly better job at clearing groups AND disarms any traps in the explosion's radius.
Am I the only one who just feels that the Falconic Plasmabow is useless? Anything it does, in my opinion, is just done significantly better by everything else.
at level 3 you get 15 shots = 700 capacity minimum guard removal potential if you get headshots. without recovering ammo. without taking into account mods (guards can have up to 2).
if you dont get headshots then technically your output could be a wasted weapon slot, but that's true for all weapon slots. you can also aim at unarmored spots on enemies. for example the backs of warmongers.
it's a strategic tradeoff.
volt lancer at max ammo has 3 shots.
meaning if you shoot your arrows into acid baths or just lose them at the start to outside defenders (hint hint) you're effectively forced to deal with everything by either dodging or meleeing. and there's a pretty simple counter to dodgers and melee builds.
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@Crazy_asian42 said:
I been playing from start been enjoying the game. The only thing I would maybe suggest is cut down on how many maps people can make, 200 is just to much. I wouldn't mind 10 max with larger build amounts with a bit cheaper of cost. All I see is people making kill boxes, with the limit to building, Or maybe have some Blank maps so we can pick where to get the Gen. I have bought 5 maps and only 1 wasn't way in the back way in the air. So when I get 2500 build map and UT takes 900 blocks to build just walls and stairs it's a waist for the builder. Even at 4500 build alot is waisted on the structure, then the traps cost alot with mods can be up to 100 a piece. So with the way it is all people are going to build is a straight box few turns loaded traps at the end.
the game already limits the bases.
it's 5 active.
the 200 is for players that want to keep their favorites for personal use. after it hits prestige 10 it can't be prestiged anymore and your only option is to play it in a social match.
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wow. level 201? impressive dedication.
honestly - player level seems pointless. i like how dead by daylight did it. reach level 100 and earn a dedication level. along the way get premium currency (iridescent shards) and reset to level 1.
this loop system makes it so leveling matters, it makes sense to go to level 101 (because getting premium currency is easier at lower levels), and you're forced to prestige so you can't hide your grind behind a level cap.
i guess the game needs more content before a premium shop can be opened, but honestly... i'd be happy with a 4th currency for free cosmetics and currency exchanges.
not sure what they could do as far as cosmetics go.
for one thing - i love how some have various forms and faces. like the cathedral block. then there are the blocks like the container block that can be painted with decal blocks. it sucks though that the decals can't overlay each other. so you can't put dbd graffiti over a blue container that you've painted yellow, red, or white. it always has to go on the blue one.
then there's the 5 pack maximum issue and the limited creativity that this causes. because some items are from the same pack, but count as different packs for some reason.
so i think maybe alongside decals they could also have a category called "paints" that goes under the decal and paints the block a different color. and these would be things like "foundation 8" "lost city 6" "foundation 16" "dead by daylight 3" "slaughterhouse 3" and "warzone 5".
and you can purchase those with freemium currency.
and i mentioned this already, but also having a currency exchange feature would be neat. x amount of freemium for y amount of cells, parts, or synthrite.
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@HideSpikes said:
Hello! I've played this game since open beta, now at level 50+, and here are the problems I've noticed with the current economy and capacity systems
1) Players with lower level than your account give no resources when they die in your outpost.
I really like the idea that a higher rated/level player gives you more resources if your outpost manages to kill him, but there's an issue with that. As a lvl 50 player who loves building, I get no resources from people dying in my outposts. As a result, I have to go and grind raiding every single day to keep my outposts up. Something has to be done about that, for example lower level player always drop at least 5 synth/parts and higher level drop like 20. Right now it's more like lower level drop 1 and higher drop 10.
2) I have an insane amount of parts compared to synthethite. Synthethite is overused compared to parts
Because parts are only really consumed on disposable gadgets like grenades and such, and a couple upgrades here and there, right now I have like 20k parts and no synthethite (because I have to keep the outpost running). If you want to run an outpost, you need to: buy land (synthethite), unlock traps (synthethite), unlock guards (synthethite), prestige this outpost every day when it runs out (synthethite I would love if you could choose the currency to pay for outpost prestige. This would make it much more convenient to do what I like the most - build. The burial site shop could stay the way it is.
3) I don't care anymore about any of the supervisors lvl
Not sure if it's the right thing. I really stopped keeping track of any of the supervisors levels after my account reached lvl 20 or something. There's just no point in keeping up with it. Yes, the time on their boosts goes up, but after I have it at 1h already I don't care if it becomes 1h30m. There has to be something more to the boosts of the supervisors, to supervisor level. Right now I don't even look at it ever
4) Capacity costs are weird
This is a big section where I'll talk about capacity balance
Disclaimer: People who complain about killboxes complain about guards and Plasma Sentinels spam specifically. While dealing with guards is extremely simple with crossbow, Plasma Sentinels spam is indeed a problem. Whatever else people mean by killboxes are not killboxes because you can clearly see where all the traps look and carefully pick it apart, that's the fun of it. With these thoughts in mind, there's my thoughts
- Plasma Sentinel is underpriced. It's essentially a guard, that can't move, can't be killed by crossbow, works as a block, and allowes you to essentially bypass the guard limit. It should cost 70. The augument to create a zone is annoying as hell and should cost more aswell.
- Death piston is overpriced. It gives itself away, unlike impaler, it's auguments are overpriced for the same reason. It's a good tool to make sure your outpost doesn't get rushed, but guess what - shield protects against it so it doesn't matter. It would be fair to make it 40 and discount all the auguments by 5.
- Boltshot is overpriced. Simply because you can bait it out and then it does nothing, so yes, it's effective against new raiders, but against an experienced player it does nothing without auguments. Another drawback of it is that it kills all the guards and traps in it's way I would make it 40 and live auguments as they are.
- Bomb Ejector is overpriced. Reason being - if it works it kills everything around it, so you can't use it with other traps. You can bait it out to do such. On it's own it's decent but an experienced player can avoid it. I would make it 60 and discound some of the auguments
- Armor on big melee guards should cost more, by 10 even. Without it they are underwhelming but with it they are too cheap. Almost every other augument could use a discount.
There's many weird auguments that don't really make sence on how to get value from them (example: Eruption on flamethrower. I have no clue how to utilize that upgrade in a meaningful way) that have their prices pretty high. That's a topic for another time. Thanks for reading! Love the game, can't wait for the next updates with more traps and auguments!
flamethrower+piston chain+bomb+invisifloor+acid bath makes for a decent way to use explosive incinerators. make the fire go vertical. as a floor peice. when they explode from the bombs they explode again.
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@chezpizza said:
If I can't incorporate them in my base design, I usually lead players to them with the medieval carpet wall paper.
Personally I feel these blocks should be place able by the player.
the reason you can't place them is because they're meant to reward players that are able to incorporate them as they are. otherwise you'd have players doing the same bases every map.
same with bedrock. same with the genmat
they're all challenge blocks.
bases that use bedrock effectively can utilize the second wave feature and decoy blocks better. it also obviously reatricts open areas without costing capacity.
bases that protect the genmat with long and complex paths make games longer and more interesting.
bases that utilize vaults make games more interesting, rewarding, and fun. bases that don't make them less rewarding and by extension less fun. bases that give them away for free... idk. that's neutral i guess.








