yobuddd
yobuddd
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I’m curious too. Anyone have answers? Inquiring minds would like to know!
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@Tricks said:
As it has been scientifically proven that conscious thought affects physical reality on a sub atomic level if you stretch the science behind that just a little we might just actually all collectively pull each others realities into being one thread at a time simply by observing. (which both intrigues, excites and scares the crap out of me in equal measure).
I don't know why this is or what it means that this is so if anyone knows please feel free to let me know.
Cheers.
Oh man, yiu need to see my killer idea on The Physicist!
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Spies should be meta. I NEED it on every killer!
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Oh I forgot a couple big ones.
Standard
- In lobbies, you have to wait for players to ready-up, and killers can change their character or loadout based on what they see. Survivors can make last-second switches.
- Ranks are a huge source of complaints and frustration, as this gives players something tangible to point at and say whether a match was fair or not.
Mobile
- Loadout and character selection are done on your time and locked one you start searching for a lobby. Once the lobby is full, the match immediately begins to load.
- Hidden ranks. You’ll sometimes get destroyed whichever role you play, but for the most part the matches seem pretty fair and balanced.
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it’s something you can actually use to your advantage. Here’s a play I’ve made in the past:
Midwich. Hook a survivor. BBQ tells me somebody is working a gen upstairs, but I’m on bottom. I stay on bottom and to to where I’m nearly beneath the generator. Then I go toward the nearest drop-off (usually the courtyard or the cage room by the exit. 80% of the time I’ll hear a falling scream and then the survivor lands right in front of me!
Now I understand that this is prolly the point that the OP is trying to make, but I’m just saying that if you know of an issue, you can use it as a tactic. Survivors wouldn’t fall for it if they looked and saw I wasn’t behind them. Conversely. If they think this might be the play, they can listen for the terror radius to intensify and then fade. They can stay on the gen that entire time and get lots of progress while the killer mindgames himself.
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@Kilmeran said:
I play both sides and I agree with you. Survivors need to be locked into loadout from the time they click READY.
At this point, what BHVR should do is remove the lobby section entirely. You (or your group) click Ready, it searches, and upon making a match takes everyone directly to offering burning screen, then the loading screen, then into the map.
As it stands right now, I don't even feel like playing once this hits PC. I think I might just continue my break and see how this all shakes out before deciding to return or not.
This is exactly how it works on mobile, and it’s bliss!
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I’ve seen several videos where the red stain is visible underneath walls—brick walls! The stain is important, but issues like this should be corrected.
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@aliberkcivelek said:
lol don't come to red/purple ranks
it's not just evening now, because you'll get these in the afternoon too
i am glad when i get a group like that, low rank + red rank to infiltrate lower ranks, because that means one new killer was saved from this group
You’ve mentioned time-of-day, and you’re absolutely right about the change of afternoon players. Soon enough a lot of these players will be going back to school again, so that’ll help. But I don’t think things will ever be back to normal again until COVID is behind us and people aren’t stuck at home anymore.
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More of a combo. 2 killers, 10 survivors split into 2 teams, 7 gens specific to each team (untouchable by the others), no hooks. Survivor goal, beat the other team out of the gate. Killer goal, slaughter and extend the match as long as possible for max points.
- Killers slug everyone. Teammates heal them up to keep max gen progress. Can’t heal survivors on opposing team
- If everyone on a team is slugged (huge points for killers if this happens btw), they all simultaneously pop up injured after 15 seconds.
- Huge maps, like 2 current ones stitched together.
- All members of one team must leave before all members of the other to get max escape points. Oh, and team-specific gates.
- Unique perks and tools for dirty fighting / sabotage between teams.
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Oooooh! Not gonna lie that actually sounds kinda fun! Best part is that they all lost whatever add-ons they brought and never got to use ‘em.
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Just a side that there’s a great tool to help anybody who has a vendetta against immersed players....
His name is Herman.
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Thank you for your help. I’ve now filed a ticket.
For the record, do we know if the event cosmetics will eventually be pushed to all players regardless of participation? Or at least be available in the store at some point?
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You guys have all made good points. Yes, I think this should have a charge-up time of 3 seconds, like head-on, and also a significant cooldown, like 90 seconds.
Also, there should be some sort of audio notification that it’s been used, so the killer doesn’t need to waste time opening the locker.
Oh, one final thing. Let’s let the killer see all locker auras within 30 meters of the portal locker AFTER the survivor exits (so that the killer doesn’t see the aura’s door opening).
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The issues are perks and swf. Perks like Spine Chill tell survivors you’re coming at them from well outside your terror radius. Furthermore, many of them will simply assume you’re using bbq and relocate after a few seconds since a hook.
If there’s an OoO in play, then that’s gonna cause you major problems and is very likely part of a SWF team it’s Comms. Essentially they’ll say things like “hey it’s a Trapper and he’s headed for the shack. Come work this gen on the hill with me.”
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I find Devour to be more of a skill perk, as it requires strategy. OP says you need hooks to get things rolling, but actually you need unhooks. This seems a minor distinction, but it makes all the difference! As a result, there’s an array of mental gymnastics required by the killer.
- After hooking, you’ve gotta get away quick, but without being obvious.
- You’ve got to maintain your map pressure, but hold back if a chase takes you too close to the hook.
- You’ve got to keep track of who has and hasn’t been hooked or you’ll accidentally sacrifice people. This mistake prevents an unhook opportunity and reduces the number of survivors who may be willing to give you that all important 5th unhook!
- Depending on your killer, you’ll try to rely on your killer power (Like chainsaws) to get your 4th and 5th downs/hooks to prevent survivors from knowing they’re exposed until it’s too late. This can buy your totem extra time, as they’ll search with fervor once they know. This also helps to prevent hook suicides that deny you those final unhooks.
All of this is ON TOP of the fact that you must be lucky for your totem to survive for long. For these reasons, when I get Devour Hope to proc, I feel a sense of accomplishment. I feel as though I’ve earned it!
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@IIITweedleIII said:
https://forum.deadbydaylight.com/en/discussion/comment/1448334#Comment_1448334
That's the idea. Hell I also would like the icon the killer gets to show their carrying someone to be an icon for all survivors instead of looking like their just laying grounded. Even if it's a split second the killer is carrying them to a hook nearby. For that time being. It be nice to know who's being carried and who's on the ground. 🤷♂️
Actually there is a “carry” indicator. If their life bar has a flashing box around it (the way it looks with deep wound), then it means there are hands on the survivor on the ground. Don’t see their red aura? They’re being carried. Still see their red aura? They’re being healed.
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Spies for sure! A while back someone asked me why I preferred Spies over Whispers on a thread about “controversial opinions.” He said he liked my response and was inspired to try Spies again! That said, I’d like to re-post that response here. 😁
I’m happy to answer why I like the Spies perk! (And before I start, I’m typing in a mildly-amused mindset. Not argumentative, as things can be lost in text 😋)
First, just from what I’ve read on the forums, Whispers seems to be far more popular than Spies, which I why I posted about it on this thread. I’ve tried Whispers a few times, but could never get much value from it. Prolly just my play style, but Spies works so much better for me!
I like Spies because:
- It helps you pinpoint where survivors are (as opposed to Whispers which just gives you an area to search in.)
- If they mindgame you and run off in a different direction from where you’re looking, the birds can redirect you.
- If they run through a bunch of birds, it’s almost as good as seeing auras as you can literally watch the progression of their movements.
- Survivors don’t seem to even realize or care that they’re scaring crows most of the time. Even if not being chased, they’ll walk right past multiple crows which can alert you to a lurker.
- If you’re lucky enough to get Hawkins while you have Spies equipped, well...... 😈 Let’s just say it gives scratched mirror Myers a run for his money!
- Its highly versatile in seeking, chasing, mind-gaming, and maintaining an overall higher situational awareness (Like if another is nearby to try a flashlight save, for example.) To this point, I see Whispers as only helping with seeking.
Anyway, that’s it off the top of my head, though there have been a great many situations that it’s been vital for me!
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I would love to answer, but I think I need more context... pls define
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House of 1000 Corpses. It wasn’t scary. It wasn’t good. It somehow made it to cinemas and I gave it an honest chance, but I walked out a little more than halfway through. The disturbing part to me was that it was actually made, someone went through the trouble to produce it, some weirdo wrote it, and that there were actually other people in the theater who (loudly and proudly) enjoyed it! Sometimes, it’s humanity that’s disturbing!
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As was mentioned earlier, were way off topic from the call of this thread.
I’d like to see something that turns DeathSlinger into a deer hunter or modern-day rifle soldier or something similar. He can have a new face and everything, as ideally this would turn him into an entirely different character.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/1446279#Comment_1446279
Feng's bunny outfit should have been a set though. Because people using it as separate pieces makes no sense and definitely make it stupid/ugly looking. Sets allow them to make outfits that wouldn't work as different pieces because of overlap and whatever that would make them look bad if people mixed and matched..
I get what you’re saying, but I think that’s exactly why people are fond of this freedom. They can try to look goofy if they want, or try to find weird combinations that surprisingly seem to work.
From a numbers standpoint, just imagine 3 outfits. If they’re sets, you have 3 options to choose from. If they’re separate pieces, you have 18 possible combinations! I just think its always better to leave players with more freedom to customize their game.
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@BubbaMain64 said:
Them not being a set so we can use our cosmetics how we want to.
Agree. I think sets should be used solely for changing the identity of your character, not just clothes. Clothes should remain as 3 customizable pieces.
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👆🏻 Play* style (not “okay” style). Sry, not able to edit post for typos.
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As a killer, I’m fine with any okay style (except toxic). The super loopers waste a lot of my time, but they keep me entertained and occupied until they run me past a hiding teammate. Those guys hide because they’re not super loopers. I switch targets, get a quick down, and hope that this turn of events puts the good runners in a more precarious position.
In other words, a mix of play styles is nice. 4 super loopers is just as boring to hunt as 4 immersed survivors who never touch gens.
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That’s on PS4. If you play mobile, scratch marks are useless and blood very bright, therefore a vital tracking tool.
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Easy fix: OoO gets 15/20/25 seconds of use, then burns out. If you see the aura for a quick flash, it rounds up to the nearest whole second of consumption. That’s it. Use it wisely.
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/1442881#Comment_1442881
What does the third seal do exactly?
Any survivor who takes a hit by your standard attack is blinded - can’t see auras. If they don’t pay attention to hook notification bubbles, they won’t know where to go to rescue their buddies who could end up losing hook states (assuming they’re not SWF on comms). This will also negate perks like Bond, Kindred, etc until the hex breaks. Kinda like playing from inside a locker!
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I’ve heard rumors that this is due to the new MMR matchmaking coming up. I guess one of the factors calculated is which killer you use.
if you do poorly with a certain killer, maybe cuz you’re new to him, then it should match you with easier survivors. However, if you get a full lobby and then switch to a killer that you’re a beast with, that not fair to those weakling survs.
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Overcharge when they’ve 3-genned themselves! Boom! Boom! Boom! You can literally see their frustration tick up higher each time. Almost makes you feel sorry for them........almost 😈
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@AshInTheTallGrass said:
https://forum.deadbydaylight.com/en/discussion/comment/1430397#Comment_1430397
That's an interesting idea. I wonder how Oni mains would feel about that. I think some of them would prefer to have the orbs spaced out, instead of in a central location, because it makes it easier to access them throughout the map (which makes it easier to use the power). Especially since he can only collect so many orbs before he's unable to absorb more, an all out "explosion" in one spot would only do so much. To combat that, I wonder if the "explosion" would work better if the orbs then spaced outward. However, I doubt the devs would want to code for that animation, unfortunately.
Yeah, that’s a valid concern, so yes, I agree they should explode outward, but still have most of them in the middle. As an Oni, you’d be guaranteed a full charge every time you down somebody with No Mither, even if you start at zero. Knowing a place to find a stash of more is useful as well. You’ll get your other orbs spread out around the map later while chasing the others.
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Currently you’re kinda screwed if you go against Oni with this perk. I think a fair change would be to have no blood orbs, but if Oni downs you then you spew out LOADS of them in a bloody-orby explosion! This rewards Oni for downing you without his normal tracking via orb, and doesn’t give you away and feed Oni from the get-go.
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Oooooh good question!
still, my trapper is gonna have fun with Franklin’s! 😈. We’ll see how important that flashlight REALLY is, eh? Pay for it with your ankle! Lmao
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That would be awesome and I would totally support the pre-loading of totems. However I’m afraid the RNG features on the maps make this unlikely. Still, it would be a great way for new players to learn the maps if they get to walk around at leisure while setting their spawn points!
In case it’s not a feasible idea, might I suggest a couple of related perk ideas I’ve suggested in the past?
- Boneyard: 3/4/5 additional dull totems will spawn.
- Buried Secrets: All totems are buried under dirt piles (or other debris appropriate to the map) that survivors must dig through before they can see or cleanse the totem. At least 5 extra dirt piles will spawn nothing beneath them. A dirt pile takes 3/4/5 seconds to clear away.
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Buff it by allowing multiple “tokens”....charge up to, say, 3 pebbles for rapid fire!
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@D3_destr0y3r said:
I'm going to select dbd original characters for each genre
Action = Legion(He moves really fast and his ability is just SpEEd)
Horror = The Hag(She looks like 70% of horror movie creatures)
Sci-Fi = The Deathslinger(He is an inventor)/The Doctor(Sci-fi Often has a futurised element of the past i.e. electroshock therapy)
Comedy = Clown(You know why)/Doctor(He's always laughing, if he shared why maybe we'd laugh too)
Romance = ....I choose to skip
Adventure: Hillbilly(There will be a lot of adventuring because Hillbilly go ZoOm)
Animation = Wraith(It will be cheap to animate because he can just be invisible a lot of the time)
Western = Deathslinger(You know why)
Thriller = Huntress(Something about a angry tribal lady chucking hatchets at you makes me think thriller)
Crime = Deathslinger(He is an innocent man you was framed, you can turn that into a crime drama film)
Drama = The Spirit(Rin is so Bipolar that it ought to make an interesting drama because there is always tension whether because she is mad or because of the fear she will suddenly become mad)
Mystery = The Hag(The disappearance of Lisa Sherwood)
Romance is Nurse! She’s so gentle with your face after the mori!
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Trapper. It would be an old-timey movie detailing the young Evan McMillan, the problems with the family business as the workers try to unionize, the mental decline of his father, the emotional struggle between loyalty to an increasingly evil role model and the basic rights of the miners......the big day involving the Suffocation Pit, and finally, the loving murder of his father and his own crossover into becoming a psychotic killer.
Should the movie movie involve any time spent in the Entity's realm? In my opinion, no. Not much at least. It should end with him snapping the ankles of some innocent wanderers and hunting them down. Maaaaaaybe hang them on hooks, but then that would require explanation to the general public.....and a sequel.
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I understand you have several killers you want to practice with, but I just want to point out that there’s a LOT of enjoyment to be had from your pre-planning killers: Trapper and Hag! It’ll take a bit, but when you start learning the best places to put those traps, well..... 😈
So much satisfaction from those trap snaps as Trapper!
And as Hag, both you and your victims will truly believe you’re in 5 places at once!
Anyway, just want to put it out there not to limit yourself. Oh, and cycle through the killers. When you come back to one a week or so later, you’ll realize that you’ve surprisingly improved at using their power while you were away.
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Doctor! Mechanics are fine, but there’s SO MUCH NOISE! Always have a headache after playing against him. Playing AS him though—-quiet as a Sunday stroll at the pond.
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When you’ve got your bear traps all around the Suffocation Pit main building and those snaps, pops, and screams are coming at you faster than you can keep up with transporting everyone to their hooks! Ahhhhh it’s exhilarating!
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@LastShoe said:
So...
You end up with 2 ways of playing him.
Switch at the end from fast to strong, down a survivor and camp him. (Cooldown makes you stuck in strong and well... there is no point of chasing survivors with 5% speed difference.
Or just stick with fast, throw save the best for last and just stick with 125% speed for the whole game.
Everything else would be just not viable.
For me it looks like he will be a new camping bubba or a new old legion, where you just stab with your power over and over again.
Hmmmm, good point. What if there were automatic transformations as well? That way he can’t rely on the same state for the entire match. Between him shifting, shifting when gens pop, and timer-based shifts (or random), there will be a lot of change occurring to keep things intersting!
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@Toybasher said:
This is such a weird, bizarre concept and I like it just for the uniqueness.
Thank you! That’s actually exactly what I was going for. We have killer powers to help with chases, quick downs, and map manipulation, but it occurred to me that character manipulation is a completely unexplored avenue! After that, evolving character abilities just screamed out as a perfect fit!
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@NuclearBurrito said:
Ice Age is too much for a perk.
Just make it:
"Every 20/15/10 cumulative seconds that a survivor remains stationary (including healing and working gens), they they gain a token, up to 5. Each token decreases the Survivors movement speed by 3% up to a maximum of 15%. Survivors may remove a token by walking for 10 seconds or running for 5 (or a combo of the two) - progress for removal remains when stopping, unless stopped long enough to gain a new token."
Oh of course! Way to much for the in-game perk description, but I wanted the extra info in this post for discussion’s sake. People would discover things like the interaction with the fire barrel on their own, but I want it known here that such an interaction should be included.
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- Boneyard: 3/4/5 additional dull totems will spawn.
- Buried Secrets: All totems are buried under dirt piles that survivors must dig through before they can see or cleanse the totem. At least 5 dirt piles will have nothing beneath them. A dirt pile takes 3/4/5 seconds to clear away.
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@Squirrel_Thicc said:
Not_Queen has the best quotes.
@not_Queen looks like you have a fan! Might be in your best interest to try selling this idea to the team, eh? 😉
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Ok, um, hard to say. Several of them have “frosty eyes”!
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@SunaIIanu said:
https://forum.deadbydaylight.com/en/discussion/comment/1386602#Comment_1386602
I would have never expected to learn something about bees in a game forum, but that's really interesting, I had no idea that the stinger would have been part of the reproductive system.
Thank you!
Bees are absolutely fascinating! Waggle dance, royal jelly, fanning the hive, capping the honey, on and on. Seriously, look it up, there’s so much to know about them. Loads of websites dedicated to the info. Did you know you could be a beekeeper, legally, in most towns and cities? Small hive on your apartment balcony or roof. Yup! Free honey AND good for the environment!
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@SunaIIanu said:
https://forum.deadbydaylight.com/en/discussion/comment/1386226#Comment_1386226
That sounds indeed like an adequate Equipment. ^^
https://forum.deadbydaylight.com/en/discussion/comment/1386432#Comment_1386432
So all venomous animals that can sting or bite?
Bee stingers are such a weird concept, you have weapon, but you will die if you use it. Makes me wonder what the evolutionäre sense behind that is.
I can actually answer that for you! It makes evolutionary sense because they can’t reproduce anyway, so it doesn’t matter to future generations if the die. Only the queen can lay eggs, and the males never leave the hive.
If you get stung, it’s by a non-reproductive female. (In fact, the stinger is what would have been the reproductive, egg-laying part). Furthermore, it makes even more evolutionary sense because the death of the bee means it stung something that is now far less likely to endanger the queen. As long as the queen keeps laying, that’s all that matters.
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@SunaIIanu said:
https://forum.deadbydaylight.com/en/discussion/comment/1383510#Comment_1383510
How do you feel about Hornets?
I'm scrared of most insects, but I think Hornets are the worst because they are so big.
Oh yeah! Hornets, wasps, yellow-jackets, scorpions, venomous spiders.
Not bees though. I love bees! Plus, bees can only sting you once since the barb on their stinger pulls it out and kills em. Wasps: nice smooth stinger. They can repeatedly poke you till they get bored and move on.
